VR headset with DAZ Studio tip

AlienRendersAlienRenders Posts: 798
edited August 2016 in The Commons

Don't know if this has been mentioned before, but I thought it was cool. If you have Rift or Vive and have a tool like Virtual Desktop where you can send your desktop to the headset, you can use two viewports side by side and set virtual desktop as Full SBS. Make sure you don't have any panels open on the side.

1. In DAZ Studio, set your viewport to have two views side by side. It's the little rectangle icon in the top right. Not the one in the view, but the one just outside.

2. Create a camera for view one (for the left eye). We'll call this camera 1. Just copy the setting of your previous view.

3. Then create another camera. Call this camera 2 for the right eye (again just copy the settings of the previous or current view).

4. Parent camera 1 to camera 2. (In place setting doesn't matter).

5. Use camera 1 on the left view. Use camera 2 on the right view.

6. Set the position and rotation to 0 for camera 1 (all 6 properties should be 0). And set the x distance to be -6.4 (6.4 cm distance between the eyes) on camera 1.

7. Might be worth setting your render settings to 1:1 ratio.

Position camera 2 where you want. Put on your VR headset. Make sure to rotate and move using only using camera 2. Because camera 1 is parented, the left view will automatically update. When zooming, it's fine, but other movements have a slight delay. This works with both OpenGL and iRay. The reason I made camera 2 the primary camera is so that when you have the headset on, you can just move the pointer to the far right of the screen and use the icons there. Otherwise, they're in the middle of the screen and it's difficult to get at.

What I've found is that you can really see bump mapping and displacement mapping in effect in 3D. It's just cool to see everything in full 3D, even in OpenGL.

Enjoy!

Note that Over/Under works as well, but Virtual Desktop squishes the image and there's no option to resize the virtual view's witdth in Virtual Desktop that I could find.

Now, if DAZ could add support for this natively for Oculus and Vive, that's be really cool. The biggest drawback is the delay between the viewport updates and that you can't use the menus or panels with the headset on. At least, they're not displayed properly for a VR headset. Right now, I'd settle for the views updating at the same time (only zoom has immediate sync right now).

 

Post edited by AlienRenders on

Comments

  • StonemasonStonemason Posts: 1,230

    I've found a good method for viewing scenes in VR is to export from DAZ Studio as FBX to Unity,I'm using it quite a bit to get a feel for scaling and overall scene layout, also with the Vive it means you can move around the scene rather than viewing a single 3d render

Sign In or Register to comment.