All posts related to V3
#390030
hi ppl,
I use 2.7. I have a client that may want to create a VR tour such as those for google cardboard https://www.google.com/get/cardboard/
https://www.youtube.com/channel/UCzuqhh ... zMuM09WKDQ
of course with no moving people etc. - it's just interiors.
Do I actually need 3.2 to render such VR interiors with stereo lenses ?
As for now I told my client that I'm checking if it's possible.
thanks.
#390094
thanks for the reply, however I already know this.
Cardboard means 360 stereoscopic video....
so do I have to use v.3 special camera "Lat-Long Stereo lens" (looked inside the docu.) with 25 fps and full HD, that's like tons of render farm time, right?
#390100
choo-chee wrote:yes they want animation, I've explained there's no (video) action in an interior...but they think they know better. they always know better. so what if I'm an architect , 20 years doing arch-viz....
If there is no action in the scene, how would they notice if you rendered a video or just one frame and repeat it 25 fps?
#390102
Ok, so it's like those Roall coaster demos, where the camera moves itself but you can look around.

With no stereo would be as easy as having a 360º render per frame. But with stereo you can't do it with 2 360º render, but need stereo render on each direction (at least 6 for a cube) and compose that image. The minimum i see is 6 directions * 2 eyes * 25 fps = 300 renders per second. That seems a lot. And 25 fps it's a very low profile for vr anyway.
#390104
The other thing to consider is that photo spheres need to be done at quite a high resolution. I've prety much settled on 8192 x 4096 pixels and if you're doing a Stereo Lat-Long render, that's two of those per frame of animation.

Andrew.
#390156
choo-chee, You have more options. If client don`t know exactly what he wants, You can guide him wherever You want. Stereo lens in 3.2 works the way, that it create 360 degree static stereo panorama. With equipment like SAMSUNG GEAR VR or GOOGLE CARDBOARD You can view these panoramas as You were "there". As these devices doesn`t have space positioning, You can not make walkthrough simulations, just static. Samsung GEAR VR with galaxy S6 has AMOLED display with resolution of 2560x1440. This resolution has to cover two separate images with 96 degree of view, so maxwell output should be 1280 pixels per 96 degree. Single 360 degree image is then 4800x4800 pixels. Ideally for each display pixel it should be 2x2 pixels picture sample. That means 2x 9600x9600 pixels for stereo panorama with samsung S6. Samsung S7 will have 4K display. You can calculate output with the same math. But there is more complex situation as these stereo lens output is mapped distorted image and there is NO stereo at "poles" - up and down. Other problem is hardware to play those panoramas even it can be compressed in real time. I wanted to try this because I work with interiors too, but as it is not cheap for me I decided to wait for S7 at least... And as I looked on unreal engine - it is compromised quality compared to maxwell. So for today You can try static precomputed stereo from maxwell, or try to find software/hardware combo for walktroughs but with compromised quality...
We wrote more about stereo lens problematic in this thread http://www.maxwellrender.com/forum/view ... 37&t=43711

Patrik
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