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Re: ORBX viewer 2.0
Posted: Sun Jan 10, 2016 6:57 pm
by Goldorak
Chriz wrote:Same question. Quiet here last weeks...

In the ORBX Player released on the Oculus app store a few weeks back, we migrated to the OVR 1.0 SDK (fixed chromatic aberration issues on GVR), added support for the gamepad, and live streaming of content as video textures (like the cloud demos on the top of this panel), as well as Oculus Cinema type relighting of SCM from a video/live stream. The latter needs to be authored and exported from Octane to work correctly in the player.
To that end, we've been focused on developing the script node system for authoring these kind of elements from Octane's node graph (see screenshot in my earlier post) and are planning to bundle these with a future release of Octane once they are finalized. The goal is to have this cover high level templates for VR/AR object galleries, explorable scenes, VR Cinema, avatars and more without having content creators worry about scripts when exporting an ORBX Media package. We are considering supporting validated lua script nodes (which work in Octane) in ORBX Media packages exported for the OMP app.
These changes are a necessary part of the work flow in version 3 of the ORBX player targeting PC VR, which supports more complex rendering and compositing with position tracking, and scenes/volumes/meshes exported by V3's baking system:
https://www.reddit.com/r/GearVR/comment ... 3d_images/
Re: ORBX viewer 2.0
Posted: Sun Jan 10, 2016 10:33 pm
by C360
Thanks for the update Goldorak!
Great that you've got the CA covered, that was really messing up the sharpness around the hotspot. (Strangely though CA is back in the 360Photos app, they had it fixed in previous versions)
Also the gamepad support is very nice, people just can't seem to find the trackpad in demo situations trying VR for the first time.
Could you share some examples or even just some lua scripts so we can see what new possibilities have surfaced so far; like gamepad-button codes, overlay positioning, image overlay options, popup features, etc. I'm yearning for more control as you can imagine
PS, look at the number of views of this particular thread

Re: ORBX viewer 2.0
Posted: Mon Jan 11, 2016 8:31 am
by Chriz
Thank you Goldorak!
Sounds promising! As C360 wrote, some more script snipets would be very nice. Can´t wait for those templates and all that other stuff. But "with a future release" sounds more like years than month

Of cause it´s always great to know the roadmap!
Have a nice day everyone!
Chriz
Re: ORBX viewer 2.0
Posted: Wed Jan 27, 2016 12:05 pm
by blinkimage
Any tips on the sort of code snippets we can use to add functionality to a stereo pano tour?
Re: ORBX viewer 2.0
Posted: Thu Jan 28, 2016 8:50 am
by kimusan
Am I correct in my understanding that the current commercially available version of the Octane Render 2.24 (?) does not offer support to save out OKX, nor the animations/keyframes on a path that you describe below?
Thanks,
Kim
Goldorak wrote:deflix wrote:This all sounds very exciting for OTOY internal development but............. has anyone managed to get a 18k cubemap sequence longer than 11 frames to run. Whatever I try this appears to be the limit. (didn't work at all on Note 4 but does on S6)
Also how do we know where to place the hotspot arrows in the sample templates?
Any help for us mere minions will be hugely appreciated so thanks in advance...
To load more than a few dozen SCM frames you need to compress and package as OKX compressed textures, which we do on ORC right now for each specific platform/GPU combo we support in the player (right now GVR only). OKX for mobile takes a while to encode - up to 9 mins per frame. But if you render on ORC, this can be done between frames.
We are adding script nodes (see above post) that accept camera node inputs for a set of keyframes on a path, and ORC can generate the in between frames for you. Right now, if you send a stereo cube map ORBX to orc, and render it, you can also have it packaged and compressed to ORBX file which can be loaded in your scene or played back as a video file in the player.
Re: ORBX viewer 2.0
Posted: Sun Jan 31, 2016 11:51 pm
by C360
Hmmm, all three Gear VR demo sets I have here were updated with the latest GearVR software, on all devices ORBX ran fine just once and every next launch it crashed, one after the splash video two others even before leading me back the the Gear VR main menu.
Having a demo scheduled on monday this is very inconvenient obviously. Anybody have similar issues?
I'm using;
IE1 with Note4
IE2 with S6
CE with S6
Re: ORBX viewer 2.0
Posted: Mon Feb 01, 2016 12:02 am
by Goldorak
C360 wrote:Hmmm, all three Gear VR demo sets I have here were updated with the latest GearVR software, on all devices ORBX ran fine just once and every next launch it crashed, one after the splash video two others even before leading me back the the Gear VR main menu.
Having a demo scheduled on monday this is very inconvenient obviously. Anybody have similar issues?
I'm using;
IE1 with Note4
IE2 with S6
CE with S6
Assuming the ORBX app wasn't updated, just the system software?
Re: ORBX viewer 2.0
Posted: Mon Feb 01, 2016 12:08 am
by C360
Indeed, just an update of the GearVR system software. The updated installed itself after placing the galaxies in the headset asking to remove the device to automatically run the updates. All ORBX players are latest versions.
Re: ORBX viewer 2.0
Posted: Mon Feb 01, 2016 4:02 pm
by C360
Problem found, turns out a Ricoh Theta S video crashes the app. It's a spherical video converted using the Theta app, not further edits.
Re: ORBX viewer 2.0
Posted: Mon Feb 15, 2016 10:03 am
by Nuge
Goldorak
Can you please give an update on where things are at, I have just purchased a Gear VR and would love to show my clients some links pano's of their new homes
Nuge