Passthrough compositing for mixed reality
I tested the passthrough sample to get started (https://github.com/oculus-samples/Unreal-PassthroughSample) and I would like to invert the torch level so that the torch shows the VR scene and the rest is hidden by the passthrough. I tried to set an overlay passthrough over the scene and apply a 0 opacity underlay passthrough on the surface of the torch cone. But If I set reconstructed overlay passthrough on the level blueprint, it looks like it renders always over the surface projected passthrough on the torch, even if it has a lower priority. All the examples in the template seems to apply the passthrough in different geometries over the virtual scene, but never the opposite. Can I have a passthrough scene and choose a surface that only shows the VR scene?551Views0likes0CommentsPassthrough not displaying meshes
Hey, so I've been banging my head against the wall for the past couple hours trying to get passthrough to work properly, I can get the camera to show up using this example https://github.com/Ayushanbhore/Unreal-Quest3-PassthroughSample but when using the OculusXRPassthroughLayer with LayerPlacement set to Underlay, Meshes and objects just wont show up... Does anyone have a solution for this, or is it working for you? Would really like to get started developing Mixed Reality Games.1.4KViews0likes3CommentsTonemapper enabled with Passthrough working properly? (Oculus 5.2.1 Branch)
Does Passthrough function when tone mapper is enabled? When I set r.Mobile.TonemapSubpass=1 my passthrough components don't render as expected. I'd like to be able to color correct elements with tone mapper while running passthrough without any effects on the passthrough texture. I know that the passthrough component has its own color map function, but I don't want to change the color of the passthrough. Just some 3d rendered meshes. Anyone run in to this? Or have a solution? Using: Oculus Branch 5.2.11KViews1like1CommentIs Meta Quest Pro Passthrough not supported in Unreal Engine remote play in editor?
I'm trying to view a project in Unreal Engine 5 as a remote vr preview using MetaQuest Pro passthrough. Reality and VR are not mixed and displayed at the same time. Tap the right side of the headset twice to see reality, tap twice again to see vr. I can't mix the two at once. Is Meta Quest Pro Passthrough not supported in Unreal Engine remote play in editor?902Views0likes0Comments