"rhill" wrote: Applying a skybox to each eye camera would be an alternative to applying them with layer masks. The layer masks are useful for distinguishing meshes that are rendered in the scene.
If you want something in the scene you could also make a very large cube or sphere with your textures applied, but that doesn't use the skybox material.
I see. Do I still need to follow the process as in the description in the thread linked by Cybereality, except doing culling masks ?
Not sure what you will be using the skybox for, however one thing to note is that something in the far distance should not need to be stereo as binocular disparity does not kick in usually until under around 200 meters (and in the rift, I would say around 100 meters due to the pixel density). Parallax and other queues are used to judge greater distances.
However if you want the skybox to be showing things closer than 100 meters, ignore everything I just said :D
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anyway i do not really understand how you can get stereo skybox with only 2 cameras. if you have a shot from one point (one skybox) then you have a shot form another point relative to the first point (the 2nd skybox). even if each shot is a full 360 picture. If your skybox are static pictures (or videos), the stereo effect will work only if viewer is looking in the correct direction.
Have you tried OTOY's stereo panoramas in Gear VR ? If so, you look around and you still have stereo effect. It's no different from having them in-game.
By default Unity OVR only has the one camera, so you'd need to follow Cybereality's instructions at least as far as getting two cameras. From there, whether you apply different skyboxes to each eye or different layer masks, that's another step.
Near as I can guess, The OTOY stereo panoramas are basically two slit-scan renders, if you imagine the slit-scan rotating around a circle, either slit aimed in the opposite direction relative to the tangent of the circle. So for a vertical strip directly in front of the viewer, it's got two strips rendered from opposite sides of the circle. For the vertical strip right next to that, it's two strips rendered from two points a fraction clockwise from those two. And so on all around the circle. It's not 100% as good as rendering geometry live because tilting your head or looking straight up or down will break the illusion.
"rhill" wrote: By default Unity OVR only has the one camera, so you'd need to follow Cybereality's instructions at least as far as getting two cameras. From there, whether you apply different skyboxes to each eye or different layer masks, that's another step.
Near as I can guess, The OTOY stereo panoramas are basically two slit-scan renders, if you imagine the slit-scan rotating around a circle, either slit aimed in the opposite direction relative to the tangent of the circle. So for a vertical strip directly in front of the viewer, it's got two strips rendered from opposite sides of the circle. For the vertical strip right next to that, it's two strips rendered from two points a fraction clockwise from those two. And so on all around the circle. It's not 100% as good as rendering geometry live because tilting your head or looking straight up or down will break the illusion.
Right, but it's the only practical method currently available, and as I mentioned on Reddit no one tilts their head unless they are either skeptics looking to find a flaw in VR or bitter devs trying to prove a point :)
Even if you tilt your head, you aren't gonna do it consciously and for a long period of time to notice stereo effect breaking. I've had Gear VR for a while and I only tilted my head on purpose just to confirm stereo breakage. And even then I didn't really notice it at first.
At depth stereo images lose their 3d puch. Are you are making a skybox for a micro world where you are scaled way down and don't really move alot? Any stereoscopy beyond 10m or so is = none.
"Gullie667" wrote: At depth stereo images lose their 3d puch. Are you are making a skybox for a micro world where you are scaled way down and don't really move alot? Any stereoscopy beyond 10m or so is = none.
I just want to ask something regarding the skybox.
This is what I currently have:
- OvrCameraRig - Within tracking space under CenterEyeAnchor, I've added a camera.
- Imported a 6 x 1 cubemap (each block is 1536 x 1536) - Texure type for this image has been set to Cubemap - Mapping set to Auto - Filter Mode is Billinear - Max Size has been set to 4096.
- I've created an empty material - Shader is set to Skybox / Cubemap - Exposure is set to 1 - Rotation to 0. - Assigned Texture from before to this Cubemap.
- Selected the camera under the CenterEyeAnchor - Selected Component > Rendering > Skybox - Assigned the material created earlier to that Skybox
So it all compiles nicely but when I move the GearVR up and down then the image starts to tilt. The movement I would liken to a Round Bracket ")". How would I get it to just be a straight up and down movement?
Skyboxes work properly for me. It looks like you are using the right settings. Does the strange movement occur even if you set the Skybox material in the Lighting window?