Goldorak wrote:1) PC
- Render a spherical panorama. View it on the DK2 using any 360 image viewer
2) GearVR
- Render a stereo cube map, turn off post effects, make sure the image is 18432x1536
- Download our app, let is download some samples
- copy your image into the ORBX folder to view
The first is ordinary panorama we've been doing for a long time. On a headset, the image would be the same for both eyes and you would have no stereo vision. Not really something new from what we have been doing.
I'm curious about that "stereo cube map".
For a long time, even for regular displays, some panorama makers like krpano call "stereo panorama" an offset of the camera when VIEWING the panorama:
It does add an arguably nice feeling, but there's no parallax between scene objects and it's too unrealistic for some users.
18432x1536 = 12 x 1536 squares, seems like 6 faces of 2 cubes, but how can it be?
Stereo images and videos are easy to make and understand, but real stereo panorama? If you rotate the head, the eyes translate in space, making the static cubemap position invalid - if you look back, your eyes are switched.
In my DIY tests it was not pleasant. Why there's no demo of it (or there is only on GearVR)?
Is my scheme above accurate to what you are doing?
Goldorak wrote:Right now we are supporting rendering images of VR images files (and animation) . ORBX media files, baked FBX and light fields are version 3 feature.
So to make it clear, please correct these assumptions:
1. "VR images files and animations" are Otoy's name for stereo images.
2. ORBX media files is a format that can store images, videos and geometry with textures. A single format for several kinds of output?
3. Baked lightmaps are widely known, specially in games. I'm very happy to see it on Octane 3, even better if inside Unity or Unreal. Wished for it from Day 0.
But light fields?!? What's that?