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Oculus Rift Dk2
Posted: Fri Nov 28, 2014 9:07 pm
by igor73
Hi,
Currently using Octane render 1.5 plugin for Blender. Considering upgrading to 2.1 after i read this "Support for new display types – OctaneRender™ 2.0 will support new presets that can be used to render scenes directly for new display types including VR devices such as the Oculus Rift."
So is this now a reality? Can i render for oculus Rift DK2? I want to make an animation where the viewer can turn his head around . I understand that it is not possible to have any movement controls of course. For that UE4 would be the app to go to. All i want is a VR movie where the viewer can turn his head around.
Re: Oculus Rift Dk2
Posted: Fri Nov 28, 2014 11:34 pm
by matelek
yeah good question. anybody know?
Re: Oculus Rift Dk2
Posted: Fri Dec 12, 2014 6:54 am
by helgeras
I would like to know this as well...
Re: Oculus Rift Dk2
Posted: Fri Dec 12, 2014 7:18 am
by Goldorak
Simple 360 is already possible with the pano camera. To handle position tracking on the DK2 and true stereo, we are working on light field rendering from Octane, which will be an option on Octane Cloud Edition. The light fields, once rendered, can be viewed with an app we are building for GearVR and DK2.
Re: Oculus Rift Dk2
Posted: Fri Dec 12, 2014 7:25 am
by rappet
The Oculus Rift DK2 will be usable with standalone, without needing cloud edition though, right?
Re: Oculus Rift Dk2
Posted: Fri Dec 12, 2014 7:52 am
by Goldorak
rappet wrote:The Oculus Rift DK2 will be usable with standalone, without needing cloud edition though, right?
The light field viewer is totally separate from Octane. Supporting DK2 live viewing inside Octane Standalone is also possible. We may do this as a lua script node that drives the camera node, now that 2.1+ supports these types of modules.
Re: Oculus Rift Dk2
Posted: Fri Dec 12, 2014 6:40 pm
by igor73
Great to gear you are working on Oculus support. Any ETA on the cloud service occults support?
Re: Oculus Rift Dk2
Posted: Sat Jan 31, 2015 3:38 pm
by rappet
Goldorak wrote:rappet wrote:The Oculus Rift DK2 will be usable with standalone, without needing cloud edition though, right?
The light field viewer is totally separate from Octane. Supporting DK2 live viewing inside Octane Standalone is also possible. We may do this as a lua script node that drives the camera node, now that 2.1+ supports these types of modules.
Today I have experienced an Oculus Rift DK2 demo... been into a rollercoaster and 'walked' through interior of a house... awsome.
It is still in development and the new version will be better, but also more expensive.
I aleeady liked this one too much not to order one...
Goldorak wrote:..To handle position tracking on the DK2 and true stereo, we are working on light field rendering from Octane, which will be an option on Octane Cloud Edition..
Do I understand correctly that 'handle position tracking on the DK2 and true stereo' is an option in cloud edition,
but in the stanalone it is possible now?
I am thinking of ordering the Oculus Rift DK2, but I want to be sure that I can use it with my own Octane 3D scenes and let my client look around while they 'walk' through their future building
does someone out (t)here has experience with Oculus Rift DK2 and OR standalone?
greetz,
Re: Oculus Rift Dk2
Posted: Thu Feb 12, 2015 8:05 pm
by Refracty
Oculus Rift DK II support +1
Re: Oculus Rift Dk2
Posted: Fri Feb 13, 2015 11:58 am
by igor73
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.