Forum Discussion
wyszolmirski
10 years agoHonored Guest
Dabarti 360 stereo renders.
Hey,
I've been testing a lot of demos posted here and I truly admire real-time experience, but as my background is a bit different I wanted to check options for comfortable prerendered experience. So I did generate some 360 stereo renders from our scenes and wanted to share it with you.
At the moment I think that Virtual Desktop is the best way to view them, but looking down isn't very pleasing with this kind of renders. Maybe there is a point of building something that will obstruct? I need to test it out.






Download links: http://dabarti.com/vfx/360-stereo-vr-renders/
I have 2 more shots rendering and will share it as well but I would like to get some comments on those first.
A bit about workflow. Rendered with newest V-Ray with several render nodes -> Composed in Nuke -> Cube projection converted to Spherical also in nuke.
Best,
Tomasz
I've been testing a lot of demos posted here and I truly admire real-time experience, but as my background is a bit different I wanted to check options for comfortable prerendered experience. So I did generate some 360 stereo renders from our scenes and wanted to share it with you.
At the moment I think that Virtual Desktop is the best way to view them, but looking down isn't very pleasing with this kind of renders. Maybe there is a point of building something that will obstruct? I need to test it out.






Download links: http://dabarti.com/vfx/360-stereo-vr-renders/
I have 2 more shots rendering and will share it as well but I would like to get some comments on those first.
A bit about workflow. Rendered with newest V-Ray with several render nodes -> Composed in Nuke -> Cube projection converted to Spherical also in nuke.
Best,
Tomasz
5 Replies
- AnonymousI downloaded the cubes direct to my GearVR/Note4 and all work fine in Oculus photos. All are excellent. The only two points I would make is I was seeing a slight join line in one eye in the airplane centre? Also it would be nice if the backdrop of the chessboard scene was stereoscopic 360 photo rather than 2D. A minor issue due to it being at distance of course.
- joanProtegeSuper nice.
(Tried the equirectangular projections in a custom viewer on DK2)
Did you render the equirectangulars (spherical) from the cubemaps ? It seems that the cube edges are visible in a few places in the airplane one.
The radio station one has strange artifacts on the ceiling, rectangular patches brighter/darker than the surrounding and a vertical line.
The chess one is gorgeous (but the White Queen is misplaced :D). - drashHeroic ExplorerThanks a lot for sharing these, I got a big kick out of them. All were great but my favorite would be the Railroad one, followed by the Metro one. Didn't notice any stitching lines when viewing the Cube 360's in Virtual Desktop.
You'll definitely have to resolve the discomfort when looking toward the floor, though. I think the OTOY renders (on the Gear VR) simply trended the inter-camera-distance to 0 at the poles to get around that, but I'm not sure about that. - joanProtegeYes, it's sometimes called "pole merging". Some renderers have this feature when exporting omni stereo. It progressively lower the stereo as a function of latitude. It's not linear though, so that when looking at 45° you don't loose half the stereo.
There is a nice writeup of the concept here (starting half-way down the page): http://pedrofe.com/oculus-camera/ - wyszolmirskiHonored GuestI didn't get any email notification and thought this thread is dead with no interest. :) Glad to see I was wrong.
There are some artifacts from the way I rendered those. For making it faster I did split each shot into 12 smaller chunks that I merged together at the end. In some cases render nodes did output a bit different image and after merging it's visible.
We have a lot of scenes like this that can be converted for VR so I will play with different ones as well as check OTOY's renders to see if they do anything differently than guys at Chaosgroup. They are great when it comes to support so I will check with them if it's something that could be implemented on their side.
But I think about doing something in Unreal / Unity though as this could give way better experience. Maybe the radiostation could be turned into some cool demo. Some time ago I wrote script for baking v-ray shading into separate maps (diff, spec, roughness, normal etc) http://dabarti.com/vfx/vraymtl-maps-baking-script/ . Maybe this could be useful to someone here. I will try to add support for baking normals from high poly and we should have quite solid and fast workflow for creating realtime scenes.
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