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Octane + LW + Oculus ... suggestions?

Posted: Mon Mar 27, 2017 2:13 am
by Rob49152
I just got an oculus rift setup to play with and I'm wanting to try to output a few renders to test out the setup.

Has anyone done this? If so can you give a quick rundown of the workflow for best results?

Re: Octane + LW + Oculus ... suggestions?

Posted: Mon Mar 27, 2017 12:21 pm
by FrankPooleFloating
Change your Camera:ThinLens to a Camera:Panoramic > Spherical one. Render 4096x2048 or 2048x1024.

Re: Octane + LW + Oculus ... suggestions?

Posted: Mon Mar 27, 2017 6:59 pm
by Rob49152
FrankPooleFloating wrote:Change your Camera:ThinLens to a Camera:Panoramic > Spherical one. Render 4096x2048 or 2048x1024.
Thanks, I've done that for previous panoVR renders. But that just produces 2D panoramics.

I was just wondering if there was a better way for Oculus. They have a 3D panoramic picture viewer and it comes with many 3D Panoramic renders done with Octane and LW. The 3D of the scene really stands out!

There's one of a space station and another of a hallway very similar to the Space: 1999 hallways.

I was looking at buying the Libery3D plugin UberCam. But I don't know if it supports octane in any way.

Re: Octane + LW + Oculus ... suggestions?

Posted: Mon Mar 27, 2017 7:10 pm
by FrankPooleFloating
I'll admit that I do not even own a VR headset of any kind, but I do make 360° spherical panos for WebGL and they work great there... Are you talking about true 3D (stereo) images, because that is just a spherical with stereo enabled and set to what Oculus calls for, is it not?

I do plan on getting into VR stuff, and I am kind of excited about that, but I am so effing swamped with non-VR work.. I'm sure I will have clients asking for VR crap before long, then I will pounce on some VR gadget or another. I just haven't even had time to research this, at all.

Re: Octane + LW + Oculus ... suggestions?

Posted: Mon Mar 27, 2017 11:37 pm
by Goldorak
Rob49152 wrote:
FrankPooleFloating wrote:Change your Camera:ThinLens to a Camera:Panoramic > Spherical one. Render 4096x2048 or 2048x1024.
Thanks, I've done that for previous panoVR renders. But that just produces 2D panoramics.

I was just wondering if there was a better way for Oculus. They have a 3D panoramic picture viewer and it comes with many 3D Panoramic renders done with Octane and LW. The 3D of the scene really stands out!

There's one of a space station and another of a hallway very similar to the Space: 1999 hallways.

I was looking at buying the Libery3D plugin UberCam. But I don't know if it supports octane in any way.
That was done in LW and rendered as a pano stereo cube map (1536 per face - so 18432x1536) which is built into Octane since 2.x.

Re: Octane + LW + Oculus ... suggestions?

Posted: Tue Mar 28, 2017 12:47 am
by FrankPooleFloating
Sorry G, for giving bad info... I thought he must be talking about spherical... :oops:

Re: Octane + LW + Oculus ... suggestions?

Posted: Tue Mar 28, 2017 11:19 pm
by Rob49152
Let me see if I have this right

I need to render 12 image (6 for the left eye and 6 for the right eye)
each image at 1536px x 1536px
then stitch them all together side by side to create an image at 18432px x 1536px
The order of the images 'cube' is:
left-eye Right,
left-eye Left,
left-eye Up,
left-eye Down,
left-eye Front,
left-eye Back,
right-eye Right,
right-eye Left,
right-eye up,
right-eye Down,
right-eye Front,
right-eye Back

For the camera setup it looks like a left eye camera and a right eye camera parented to a null with some standard separation between them? and a front facing focal point?
This focal point causes each camera to be slightly a few degrees off from 'perfectly facing forward'?
focal.jpg
My question is does each eye(camera) stay in the exact same spot and then look in all 6 directions?

Re: Octane + LW + Oculus ... suggestions?

Posted: Wed Mar 29, 2017 2:29 am
by Rob49152
Me Again!! I figured it out and I've created a default scene for people.

How to use in your scene:
1. Select 'Load Items from Scene...' and find 'camera_setup_ORBX.lws'
2. Load all Objects and 12 cameras
3. Select object(null) Body_position and place it where you want. The Null is meant to rest on the ground.
4. Open Scene Editor and select the Camera called Left Eye > 1
5. Render and save image as 01.png
6. Switch to Camera Left Eye > 2
7. Render and save image as 02.png
8. Repeat until you have 12 images.

9. In Photoshop create a new document 18432px X 1536px
10. Place images from left to right 01,02,03,04,05 etc
11. This is the strange part.. you have to flip every image horizontally (left to right) or else the whole scene appears backwards when viewed.
11. Export image as PNG.

Notes
- I've set it up so the eye height is 66 inches from the ground. If you want to adjust this you can adjust the Camera Centre Null object. Only move in the Y axis. This is disabled by default (as are most tools for the object)
- You can select the object(Null) Focus to adjust where the eyes are focusing (it only moves in the z axis. I'd try to keep it over 2 meters away
- The Guy.lwo is set to be invisible when rendering in octane.
- The model is set to be 5' 10" tall
- The Lightwave Cameras are all set to have a horizonal and vertical Field of View of 90.00 Degrees which the octane camera uses.
- Adjust the Body_Position Object (Null) if you want to rescale. This is set off by default.
frame_grab.png

Re: Octane + LW + Oculus ... suggestions?

Posted: Wed Mar 29, 2017 5:58 am
by Rob49152
Here's an updated scene file (fixes some of the rotation bugs)
ORBX Setup.zip
(10.63 KiB) Downloaded 233 times

Re: Octane + LW + Oculus ... suggestions?

Posted: Wed Mar 29, 2017 2:08 pm
by jobigoud
I don't have LW so I'm not too sure of how it interacts with Octane but but if you are trying to create an omnidirectional stereo image using 12 individual perspective cameras looking around (or using two panoramic cameras) it's not going to work. Omni-stereo is more complicated.

In your current setup when you are looking sideways in VR you won't have any stereo effect as the cameras will be aligned and share their optical axis. When looking in the back, the eyes will be inverted. There is a dedicated algorithm in Octane to provide panoramic stereo, the camera has to adjust the direction at the ray level to smoothly rotate around while keeping the correct interpupillary distance.