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Re: Super quick project: Megaman figurine for VR :)
Posted: Tue Apr 28, 2015 10:44 am
by smicha
Rikk,
Is the effect of approaching/zooming in/out to an abject possible only in Unreal Engine 4? Sorry for a noob question - how is it done? Is it a rendered scene?
Re: Super quick project: Megaman figurine for VR :)
Posted: Wed Apr 29, 2015 1:51 pm
by Jolbertoquini
yeah..... Love it Megaman!! well done...

Re: Super quick project: Megaman figurine for VR :)
Posted: Thu Apr 30, 2015 1:09 am
by Rikk The Gaijin
smicha wrote:Rikk,
Is the effect of approaching/zooming in/out to an abject possible only in Unreal Engine 4? Sorry for a noob question - how is it done? Is it a rendered scene?
I'm not sure to understand your question... The camera is controlled by the head mounted display, in this case, the Oculus Rift. Any application that support the Rift can do it (Unity and UE4 are the most common). The scene is rendered in real-time, at 75 fps, nothing is baked, lights and shadows are calculated at runtime.
Re: Super quick project: Megaman figurine for VR :)
Posted: Thu Apr 30, 2015 5:48 am
by smicha
Rikk The Gaijin wrote:smicha wrote:Rikk,
Is the effect of approaching/zooming in/out to an abject possible only in Unreal Engine 4? Sorry for a noob question - how is it done? Is it a rendered scene?
I'm not sure to understand your question... The camera is controlled by the head mounted display, in this case, the Oculus Rift. Any application that support the Rift can do it (Unity and UE4 are the most common). The scene is rendered in real-time, at 75 fps, nothing is baked, lights and shadows are calculated at runtime.
Now I understand. Thank you.