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Scales of things in VR

Posted: Thu May 28, 2015 12:04 am
by ristoraven
It turned out, that scales are quite off with these renders. Obviously, since this is whole new thing.

For the next round, I would like to recommend to you, that you use a real world scale model. To do this, use "measure tool" what I suppose can be found in any 3D pack and scale Poser, Daz or Makehuman3D model accordingly at about average height of 178 cm tall male (5,8 ft). Model everything according to this model. If it is chair, scale it so that your reference model is next to it, if it is a room, your reference model is right there in the middle, to see how the couches, windows, the doors, door handles etc should be.. Then finally place the camera according to this reference models eye height..

That should fix this minor issue, and we are all good to go where no man has gone before.

Re: Scales of things in VR

Posted: Thu May 28, 2015 12:26 pm
by ristoraven
Now, here´s a tricky thing. 65mm ipd looks flat, but increasing this to lets say 85 mm, changes the scales of things.

So, therefore I need to decide before I do anything what IPD I am going to use, right? If the real world scale ref model is 178 cm tall, how much do I have to increase/decrease this, so it appears to be 178 cm with lets say 95mm ipd? And why not doubling the stereo effect with 125mm ipd right from the get go? Like Yngvie Malmsten said, "how can less be more?? Thats's impossible. More is more".

So, let's say I want to go with 125mm ipd, reference model is now 178 cm tall, where do I need to set this ref model, so that it appears to be 178 cm tall with this 125mm ipd?

Re: Scales of things in VR

Posted: Mon Jun 01, 2015 9:16 am
by Chriz
Hi,

not sure if this might help you, but i will try:

If you use the standard human ipd of 65mm everything appears in realworld size, if modeled in the right scale. A one meter sized box appears as if it´s one meter tall.

With a ipd of let´s say 125 mm you will look somehow more from the left and the right at the object (different angle) . So the 3D effect increase, but the object appears miniaturized, like watching at a small box in realworld, where you can see a small box more from the left and the right than a big one.
If you increase the size of the model to eliminate this miniature effect, until everythin seems to be in scale again (this time with 125mm ipd) you might have the same 3D effect as before you started changing anything, because now the angle of both eyes/views to the cube will be the same as at the beginning... ;)

One last thing: I guess increasing the ipd to 125 would be usefull to get nice 3D impressions of really tall objects like spaceships, where your mind will tell you that it is of cause reeeally big and not miniaturized..

I hope it was useful somehow. If i am wrong, please tell me. I am new in this 3Dstuff too.

Have a nice day,

Chriz

Re: Scales of things in VR

Posted: Mon Jun 01, 2015 3:48 pm
by ristoraven
Hi Chriz,

I did some experiments and at the moment best result is that I increased the real life 178 cm model to 2 meter tall, set the ipd to 115mm.. Immersion is much better and the figure seems to be in real life size - doesn't look like 2 meters tall but average height. 125 mm ipd gave slight eyestrain.

But I think I'll need to work on this little bit more before I start to build up the next scene.

Re: Scales of things in VR

Posted: Tue Jun 02, 2015 7:54 am
by gabrielefx
unfortunately we can't adjust the parallax directly in the orbx player.
All 3d Tvs and 3d software player have this option.
I think that it would work also for panoramic renders.

Re: Scales of things in VR

Posted: Tue Jun 02, 2015 1:51 pm
by ristoraven
I suppose light field will be able to handle that eventually..

Re: Scales of things in VR

Posted: Wed Jun 03, 2015 6:15 pm
by ristoraven
115 mm ipd gives eyestrain too to some testers - 90 mm is a go.