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Re: Oculus Rift?
Posted: Mon Aug 04, 2014 11:15 pm
by r-username
Goldorak wrote:r-username wrote:> 360 fov
Is there a recommended pixel width/height?
If you can list out all the settings the script would perform, that would be fine for most people.
Thanks, and add me to the people interested in VR
The minimum pano size for DK2 should be 4k x 2k. However, 8k x 4k is going to be much better. 64k x 32k is nearly as much as you will need up to replicate the surrounding light field. If you want the user to be able t o zoom into the scene, then you need about 4x that res that is about. ~ 8 gigapixels.
I'm not sure I understand.
So I can render 360x180 FOV, 8kx4k using the octane pano-lens camera and not have to use the side-by-side settings of the thin-lens camera? This would be more of an vr movie experience (viewer can look around but not move around, similar to 360 vr video (kolor autopano video)).
But if I want an interactive vr scene, i would use 100 FOV 4kx2k side-by-side settings in the thin-lens camera?
if you could post some renders and node layouts this would really help to visulize the end result and the octane setup. I'm more interested in the rendered movie setup.
Thanks in advance
Re: Oculus Rift?
Posted: Tue Aug 05, 2014 2:37 am
by r-username
A making of... youtube video "infinite travel" seems to say render 2 spherical panoramas with cameras 8cm offset. Is this what the octane script will do?
Re: Oculus Rift?
Posted: Tue Aug 05, 2014 7:21 am
by Goldorak
ristoraven wrote:Well, this sums this up pretty much.
http://render.otoy.com/newsblog/?p=417
OculusVR movies, not games, are where I am trying to get myself. As if the person watchig the movie would be a ghost or something. So, if I understood correctly, Octane Standalone at some point (3.0 cycle?) will accept complex scene animations from Lightwave? Then render the whole thing with 64kx32k in cloud and thats it?
Then, hypothetical. Maybe silly one, I don't care. When can I add real actors to these 360 scenes? Shooting the actors with 360 cameras against 360 greenroom then stitch them with Octane/oculus scenes and cameras somehow?
Let me guess.. you have this worked out already?

You won't have to wait too long. All the pieces for VR authoring are coming online in the 2.x release cycle.
Re: Oculus Rift?
Posted: Tue Aug 05, 2014 8:36 pm
by ristoraven
Goldorak wrote:
You won't have to wait too long. All the pieces for VR authoring are coming online in the 2.x release cycle.
Wow. Great news. There's no thing like this, so this must be it.
Another question, maybe totaly ignorant, but how people sells their VR movies later on? Has Otoy thought about something similar what Unity3D has, where they deliver the platform, dudes make awesome games in abundance, then Unity provides also
a market place? Unity3D takes, if I remember correctly, about 10-15% of the sales and distributes it to all over the net, exept Apples istore.
You know, artists would make a VR movie with Otoy tools, sell it via Otoys distribution service.. All just few clicks. Artist would make money and Otoy too.

All wins. Audience too. The 360 movies with these tools.. me thinks there's a game changer in the movie biz. No small thing.
Re: Oculus Rift?
Posted: Sat Aug 09, 2014 2:45 pm
by 01rich01
What would be great is a 'VR camera' that does everything you need for 360 stereoscopic images. At the moment I am using two cameras seperated by 6.5cm, each rendering a 1x180 degree FOV (20 pix wide) strip. Then I'm animating these over 360 frames, rotating them around a pivot point where a persons neck would be. It would be a lot easier if you could do all this with one camera and over one frame for the full 360 pano.
Re: Oculus Rift?
Posted: Sat Aug 09, 2014 5:55 pm
by r-username
01rich01 wrote:What would be great is a 'VR camera' that does everything you need for 360 stereoscopic images. At the moment I am using two cameras seperated by 6.5cm, each rendering a 1x180 degree FOV (20 pix wide) strip. Then I'm animating these over 360 frames, rotating them around a pivot point where a persons neck would be. It would be a lot easier if you could do all this with one camera and over one frame for the full 360 pano.
Not sure what Otoy is releasing for siggraph, and if it's tied to brigade3, but I would like to hear more about your process. If you have time can you provide a few screenshots of the settings, method and resulting render(s)
Thanks in advance.
Re: Oculus Rift?
Posted: Sun Aug 10, 2014 10:02 am
by 01rich01
It's worth reading through
this as its where I got my method from.
I am using the Blender plugin so not sure how it would be done in standalone. In the below diagram each camera is set to panoramic with a 1x180 FOV, and renders something like a 20x2160 pixel image strip. The cameras are keyframed so that they rotate by one degree each frame about the pivot point (not the camera origin). This gives you 360 image strips for each camera.
The strips are then stitched together using
StereoPhotoMakers mosaic tool. Both L and R images are then stitched to produce the final side-by-side image that can be view by the rift using
VRplayer.
Here is an example image (its been scaled down to reduce size)
You can view it using VR player, setting the mode to side-by-side, and image type to spherical.
The problem with this method: you have to render each image strip on a separate frame, so thats 360 frames for each camera, which means a lot of time is wasted loading the scene every time, and it makes animations difficult. As I said, it would be nice to have an octane camera that could automate this process so that the whole 360 pano could be rendered out in one frame, without having to animate the camera or worry about stitching images.
Re: Oculus Rift?
Posted: Sun Aug 10, 2014 1:49 pm
by r-username
01rich01 wrote:It's worth reading through
this as its where I got my method from.
Thanks for the information, i thought with the right setup one only had to render 2, 360 degree images. Let's see what will be announced, I hope it's not tied to the cloud and will work in standalone.
Thanks again for the details.
Re: Oculus Rift?
Posted: Mon Aug 18, 2014 3:34 am
by Rikk The Gaijin
Sooooooo, now that the Siggraph is over, can we have a test version to play with the DK2?

Re: Oculus Rift?
Posted: Tue Oct 21, 2014 10:26 pm
by capacitycorp
I've had some success using the camera shader in Cinema 4d to stitch together strips from an array of cameras… which gets it down to just a left eye and right eye render, but I'm really excited to see a cleaner solution. Hopefully it will be possible for every sample rendered to be calculated from the correct perspective. That would give us a perfect panoramic render!