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zelretch42's avatar
zelretch42
Honored Guest
11 years ago

Different textures for each eye

Hi,
I am thinking of building a simple scene to experiment with binocular rivalry. The basic idea is that for the same object with different textures, the brain will only pick one of them. Is there an easy way to have one material use different texture for each eye in UE 4?

6 Replies

  • Anonymous's avatar
    Anonymous
    "zelretch42" wrote:
    Hi,
    I am thinking of building a simple scene to experiment with binocular rivalry. The basic idea is that for the same object with different textures, the brain will only pick one of them. Is there an easy way to have one material use different texture for each eye in UE 4?


    I want to do exactly the same thing! . I was thinking about doing it myself in sdl + opengl as I have not found any information about wich graphics engines could do it.

    However if you just want to experience it / do a quick test you can always make a bitmap. I made a couple of them for pasive 3d screens but for the oculus it is even easier.
  • I am thinking about experimenting it in a realistic scene. For example a paint in a museum that looks different to each eye. The experiments psychologists have done before are mainly focus on some simple shapes in an unrealistic setting... I had some openGL experiences when I took the graphic course two years ago, but I don't want build the scene and write the all the stuff from ground up. I am looking for some scenes made by other people that I can just replace the texture..
  • Anonymous's avatar
    Anonymous
    Actually I want to make a game that will feature that and other tricks of the visual and auditive system as an integral part of the plot.

    I was not sure that it will work with complex shapes and without pure tones. I just received my oculus yesterday! So tried this http://s27.postimg.org/aar8pcgz7/prueba3.jpg . In some places it sort of works. I used gimp, moved one eye to a layer, selected by color the greenish zones and rotated the colors from 0º-130º to 230º-0º. I am sure it can be refined much more for an amazing efect.

    Also by using pure tones in a pfr 3d screen I have discovered that people react diferent to it, some people can tell straight away what you are doing, some see the resultant color mix as if they were just mixed, in some one eye dominates over the other and in others they see the "imposible colors" or a blink or changing morph between the two .
  • DanB's avatar
    DanB
    Honored Guest
    You can do it in Unity by assigning your objects to a layer, such as "LeftEyeOnly" & "RightEyeOnly", then set your culling mask for your left eye camera to cull objects in the "RightEyeOnly" layer, and your right eye camera to cull objects in the "LeftEyeOnly" layer. There might be a similar UE4 way.
    You mostly won't want to do this, because from the summary of best practices from the Oculus Best Practise Guide:
    "Oculus Best Practise Guide" wrote:
    The images presented to each eye should differ only in terms of viewpoint; post-processing
    effects (e.g., light distortion, bloom) must be applied to both eyes consistently as well as
    rendered in z-depth correctly to create a properly fused image.


    One situation it's handy for is the Leap Motion (or stereo cameras) where you have 2 separate camera images, which can then be placed in front of each eye to provide vision inside the Rift.
  • Anonymous's avatar
    Anonymous
    Thanks! Although that will have a huge performance hit, much larger than just having diferent textures, wouldn't it? Do you think that they did it in spectre that way?

    I know that it "is / seems" like a bad idea and I understand why oculus says that, I am definitelly not going to mess with the geometry, I only want slightly diferent textures like the same texture with a diferent tone or some minor artifacts in one eye and it will only do what I want if the image is fused succesfully by the brain.

    Also I might abandon the idea altogether if it doesn't work and how much and in wich situations it could be used depends on how cool it looks. I have other alternatives in mind although I think this one suits my game better.