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Re: Oculus Rift Dk2
Posted: Fri Feb 13, 2015 1:08 pm
by rappet
igor73 wrote:I have a dk2 but have not tried doing any renders for Oculus yet. Octane can render panoramic camera i have seen and this could work. But can it render panoramic camera in stereo mode? Will check later. If it can i think it should be possible to do a 360 video where you can turn your head around but without head tracking ( move head forward and back). Probably just have to play the video in a Oculus rift compatible video player i would guess?
Will try this but right now have to many other renders to finish.
Would be great to get live experience to see if and how it works

Re: Oculus Rift Dk2
Posted: Sun Feb 15, 2015 11:36 pm
by 01rich01
You can render for the Rift using the following setup. It would be easier with a dedicated 'Rift camera' that does it all automatically, but for now this works.
Set up 2x cameras eye width apart, animate them so they rotate 1 Deg per frame about the origin as shown below:
Render each camera seperately then stitch all the frames together.
Here is an example that you can view with a VR player (I use LiveViewRift:
http://soft.viarum.com/liveviewrift/)

Re: Oculus Rift Dk2
Posted: Mon Feb 16, 2015 9:18 am
by igor73
Cool stuff! Have to try this. Could you please clarify a little.
"Set up 2 camera eye width apart" . Do you mean setting the camera distance to your IPD? Say you have 64mm IPD you set the camera distance to 64mm i Blender?
Animate sp they rotate 1 degree per frame. Can you please explain this a bit more and why this has to be done?
Re: Oculus Rift Dk2
Posted: Mon Feb 16, 2015 10:03 pm
by 01rich01
Yes the distance between the cameras is your IPD.
The above method aims to simulate the position of your eyes when you turn your head - keeping a constant IPD no matter which way you look to give the stereo effect. The pivot point of rotation is where your neck would be. If you look at the camera settings in the above print screen, you can see that each camera has just 1 Deg FOV in the horizontal, and 180 Deg in the verticle. So to make a full 360 stereo image, you need to render 360 strips (well 359 actually) for each camera/eye, then stitch all the strips together to create the side-by-side image that can be viewed by the rift.
Theres lots of info here:
https://forums.oculus.com/viewtopic.php?f=33&t=4613
Re: Oculus Rift Dk2
Posted: Tue Feb 17, 2015 8:20 pm
by igor73
Thanks a lot for the explanation and lin.