
Oculus Rift?
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- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Hi, can someone kindly explain me how to use Oculus Rift with Octane? I know it's possible, but I have no idea on how to do it. 

You can use stereo mode with .65 IPD and set distortion to the max. This will give you what you need to render an offline image for the HMD. We have an internal build that lets you navigate in Octane SE with the rift. We'll release this once we update to the DK2 SDK.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Great news!Goldorak wrote:You can use stereo mode with .65 IPD and set distortion to the max. This will give you what you need to render an offline image for the HMD. We have an internal build that lets you navigate in Octane SE with the rift. We'll release this once we update to the DK2 SDK.

But I guess I'll have to wait for your DK2 to arrive, as all the apps made with the old SDK are not compatible with the new one, even in Extended Desktop mode...

Do you know if your DK2 is coming soon?
We have the DK2, but it needs a firmware update. In the meantime, we've tested the position tracking feature, and it works great. If you really want to render a movie for the rift, you really want to render the scene with a 360 FOV. We're working on a player and Octane exporter script that handles HMD movie making for you. Our codec for example can encode depth and HDR, which you will want to leverage for HMD auto-stereo playback.Rikk The Gaijin wrote:Great news!Goldorak wrote:You can use stereo mode with .65 IPD and set distortion to the max. This will give you what you need to render an offline image for the HMD. We have an internal build that lets you navigate in Octane SE with the rift. We'll release this once we update to the DK2 SDK.![]()
But I guess I'll have to wait for your DK2 to arrive, as all the apps made with the old SDK are not compatible with the new one, even in Extended Desktop mode...![]()
Do you know if your DK2 is coming soon?
- r-username
- Posts: 217
- Joined: Thu Nov 24, 2011 3:39 pm
> 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
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.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
If you are able to make it to our booth at Siggraph we will have a 64k panorama of Karba's truck scene presented on a surround display, as well as an IMAX (8k) OLED 120 hz display wall.. We will also have Brigade and Octane VR stations you can try with the DK2. There will be some other 'surprises' related to interactive/VR walkthroughs of Octane scenes.
The cloud service will offer many features on top of rendering images and animations from your ORBX uploads. I hope you guys like where we're heading with this. Look for an official announcement at Siggraph.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
IMAX 8K display or a 3d dual 4K projection 60fps each powered by IMAX?Goldorak wrote: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.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
If you are able to make it to our booth at Siggraph we will have a 64k panorama of Karba's truck scene presented on a surround display, as well as an IMAX (8k) OLED 120 hz display wall.. We will also have Brigade and Octane VR stations you can try with the DK2. There will be some other 'surprises' related to interactive/VR walkthroughs of Octane scenes.
The cloud service will offer many features on top of rendering images and animations from your ORBX uploads. I hope you guys like where we're heading with this. Look for an official announcement at Siggraph.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
quote="gabrielefx"]
8K with up to 5 rows to exactly match 1.44:1 aspect ratio 70 mm.
IMAX 8K display or a 3d dual 4K projection 60fps each powered by IMAX?[/quote]Goldorak wrote: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.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
If you are able to make it to our booth at Siggraph we will have a 64k panorama of Karba's truck scene presented on a surround display, as well as an IMAX (8k) OLED 120 hz display wall.. We will also have Brigade and Octane VR stations you can try with the DK2. There will be some other 'surprises' related to interactive/VR walkthroughs of Octane scenes.
The cloud service will offer many features on top of rendering images and animations from your ORBX uploads. I hope you guys like where we're heading with this. Look for an official announcement at Siggraph.
8K with up to 5 rows to exactly match 1.44:1 aspect ratio 70 mm.
- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
This is a bus I wanna jump in. Been thinking about this quite some time.
Now, how this would happen?
Forexample.
If I make a scene in Lightwave where car drives on a street, dude sits on a sidewalk. I want the audience to be a fly that almost gets hit by a car and then the guy almost hits this fly..
How do I do that, on a later date when there are official releases of Octane and Brigade3.0 ?
Can I export the animated scene from Lightwave into Octane standalone, texture the whole thing there using liveDB, then send it to Brigade and finish the whole thing there?
I am clueles about this.. but, it doesn´t mean I remain clueless
Now, how this would happen?
Forexample.
If I make a scene in Lightwave where car drives on a street, dude sits on a sidewalk. I want the audience to be a fly that almost gets hit by a car and then the guy almost hits this fly..

How do I do that, on a later date when there are official releases of Octane and Brigade3.0 ?
Can I export the animated scene from Lightwave into Octane standalone, texture the whole thing there using liveDB, then send it to Brigade and finish the whole thing there?
I am clueles about this.. but, it doesn´t mean I remain clueless

- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
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?
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?
