VR glasses for Daz Studio?

Does anyone at Daz know if Daz will support Oculus Rift or Steam Vive? It would be nice to see our work in 3D instead of 2D. This sounds like it would bring more customers into Daz.

Comments

  • Silver DolphinSilver Dolphin Posts: 1,640

    Ok, let me spell it out. On VR glasses with a 3dConnexion puk and a mouse you could position everything in 3d without guessing where it should be. If you are a modeler and use Lightwave or Carrara or even Hexagon think about how much easier it would be to zoom around your 3D projects in VR.

  • Silver DolphinSilver Dolphin Posts: 1,640

    I know people are cheap but this would seriously be great for 3D.

  • The reality is that the time and effort needed to do this likely wouldn't benefit enough users for it to be worthwhile.

  • Silver DolphinSilver Dolphin Posts: 1,640

    I am curious are you a gamer? If you are why would you not want VR support outside of just gaming. This is the future. You know that flat screens are going to go away just like tube screen monitor did. VR is the future and it is just around the courner. As much as we like to keep things the same technology keeps moving foward. I would like to use Carrara Pro's easy enviroment system or Vue to create 3D landscapes that I can explore and create cool VR enviroment everyone can have fun in. Imaging not just staring at a screen but actually looking around at a 3D enviroment and tell me it would not benefit enough users. Oh by the way daywalker03 thanks for commenting. I though nobody was paying attention. : )

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,356

    You sort of can do it if you buy Octane render and the plugin and use the viewport with anaglyph glasses in their odd colours

     red/cyan glasses work if you change the odd colour pair they use

    and crossing your eyes using side by side images  two paired camera views connected to a null you move in viewport another way, have done that in DS3 even with opengl default

    iray moving around two viewports it may be a tad slow unless you have a 980ti like me and a very very small scene

  • BradCarstenBradCarsten Posts: 856

    I would love if if they did this. It would not only make it easeir to pose stuff, but would be a hell of a lot of fun. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,356
    edited March 2016

    the two viewport thing works quite well, I am uploading a video

    this was just parenting the second camera to the first and moving the first, crossing eyes made me giddy

    what one needs is a way of getting screen capture to the VR glasses, you can change camera perspective etc for a wider field of view

    Capture.JPG
    1928 x 1048 - 368K
    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,356

    click to play, might need to go to yoube for stereoscopic view

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,356

    ha the embeded vid actually plays in red/cyan for me as thats my YT preference

  • Richard HaseltineRichard Haseltine Posts: 108,785

    I am curious are you a gamer? If you are why would you not want VR support outside of just gaming. This is the future. You know that flat screens are going to go away just like tube screen monitor did. VR is the future and it is just around the courner. As much as we like to keep things the same technology keeps moving foward. I would like to use Carrara Pro's easy enviroment system or Vue to create 3D landscapes that I can explore and create cool VR enviroment everyone can have fun in. Imaging not just staring at a screen but actually looking around at a 3D enviroment and tell me it would not benefit enough users. Oh by the way daywalker03 thanks for commenting. I though nobody was paying attention. : )

    How comfortable are VR sets for thsoe who can't cope with 3D glasses for films? How easily can you work in a 2D application in VR mode? How easily can you look at non-digital stuff? VR has been the future before, and I rightly thought a lot of the stuff people offered as resons for that was pure guff and hype. The technology does seem to eb more manageable this tiem round, but I remain hiohly sceptical about it's gernal usefulness - the stuff in the promo MS used for their immersive system seemded vvery unlikely to be useful in the real world.

    You can certainly request VR support if you want - a feature request is made via a Techncial Support ticket - but make sure you explain specifically why it will be useful, not just say that it's "the future".

  • cosmo71cosmo71 Posts: 3,609
    edited March 2016

    I am curious are you a gamer? If you are why would you not want VR support outside of just gaming. This is the future. You know that flat screens are going to go away just like tube screen monitor did. VR is the future and it is just around the courner. As much as we like to keep things the same technology keeps moving foward. I would like to use Carrara Pro's easy enviroment system or Vue to create 3D landscapes that I can explore and create cool VR enviroment everyone can have fun in. Imaging not just staring at a screen but actually looking around at a 3D enviroment and tell me it would not benefit enough users. Oh by the way daywalker03 thanks for commenting. I though nobody was paying attention. : )

    I do not need this stuff and I do not want it.

    Post edited by cosmo71 on
  • cosmo71cosmo71 Posts: 3,609

    I am curious are you a gamer? If you are why would you not want VR support outside of just gaming. This is the future. You know that flat screens are going to go away just like tube screen monitor did. VR is the future and it is just around the courner. As much as we like to keep things the same technology keeps moving foward. I would like to use Carrara Pro's easy enviroment system or Vue to create 3D landscapes that I can explore and create cool VR enviroment everyone can have fun in. Imaging not just staring at a screen but actually looking around at a 3D enviroment and tell me it would not benefit enough users. Oh by the way daywalker03 thanks for commenting. I though nobody was paying attention. : )

    How comfortable are VR sets for thsoe who can't cope with 3D glasses for films? How easily can you work in a 2D application in VR mode? How easily can you look at non-digital stuff? VR has been the future before, and I rightly thought a lot of the stuff people offered as resons for that was pure guff and hype. The technology does seem to eb more manageable this tiem round, but I remain hiohly sceptical about it's gernal usefulness - the stuff in the promo MS used for their immersive system seemded vvery unlikely to be useful in the real world.

    You can certainly request VR support if you want - a feature request is made via a Techncial Support ticket - but make sure you explain specifically why it will be useful, not just say that it's "the future".

    I totally agree with you Richard and I don`t need this VR stuff and I do not want it and I would not use it.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,356

    each to their own

  • SixDsSixDs Posts: 2,384

    I tend to agree with Richard. Yet another technological solution in search of a problem.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,356

    Is not actually a huge priority for me using DAZ studio either but am interested in the technology and have apps that do use it like Epic games Unreal Engine 4, I am actually thinking Otoy will make it accessable via Octane anyway eventually.   

  • wizwiz Posts: 1,100

    I am curious are you a gamer? If you are why would you not want VR support outside of just gaming. This is the future. You know that flat screens are going to go away just like tube screen monitor did. VR is the future and it is just around the courner.

    No, it's not.

    Your monitor is about 8x the spatial resolution of a Vive or Rift. VR may be useful for viewing a finished 3D product, but it lacks the resolution you need to actually create one.

    It's, at best, useful in some rather small percentage of the 3D modelling process.

  • TesseractSpaceTesseractSpace Posts: 1,582

    Not to mention headache inducing for some people, nausea inducing for others, and I have yet to find any version besides customized cardboard that fits well on someone who wears prescription glasses.

  • Silver DolphinSilver Dolphin Posts: 1,640

    I guess you can't satisfy everyone. I would like to see VR widely accepted because looking at a flat screen is sooo 2D, is there time when this is necessary just to work in 2D, sure but if you can see the same thing in 3D why not? I agree it is very early in it's infancy but VR is here to stay. Just like Art and Music it will not go away just evolve.

  • TesseractSpaceTesseractSpace Posts: 1,582

    Heard the same thing the last time VR came out, even the shiny new VR stuff still has a very long way to go before it becomes anything more than a pricy gimmick.

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    Mmmm...  I don't know.  I'm hearing some really interesting things about the current crop of VR systems.  Essentially the price has come down enough, and the technology is at a point where hobbyists are starting to build interesting stuff with it that is making it attractive to non-techies.  Videos like the one with Glen Keane will become more common.  It seems like the fear of nausea and headaches are overblown.

    It's not going to replace a screen for work like programming, but I could easily imagine using room-scale VR to build a 3D scene out of pre-made components...sort of like what we do with DAZ Studio.

    One day I want to be able to walk through a Stonemason city, even if it's at a low resolution with average or pre-calculated lighting...it'd still be mindblowing.

    --  Morgan

     

  • mjc1016mjc1016 Posts: 15,001

    Wake me up when holodecks are invented...then we can talk.

  • Cris PalominoCris Palomino Posts: 12,617

    This is what I want.

  • StonemasonStonemason Posts: 1,230

    that would be cool huh?, I've had a few of the VR companies ask me to do some demos for them too,walking around one would be awesome,not sure I'd want to be creating in them like Greg Keane though, that looks exhausting waving your arms around in the air to get stuff made,

  • So, has anyone yet rendered a image for Cardboard/Rift/Vive? I'm using 2 cameras to create a crosseyed 3d-image, but cant seem to find information on how to bend it to be viewed in a VR-headset.

    You know this 2 images side by side, bent the way so it is completly visible in the VR-headset if viewed through its lenses.

  • icprncssicprncss Posts: 3,694

    A plugin for Bryce for those who want to play

    http://www.daz3d.com/bryce-7-pro-true-3d-rendering

  • ArtiniArtini Posts: 10,408
    edited May 2016

    I think the VR-headset is just an intermediate solution and will be phased out in not so long time.

    I have tried Occulus Rift myself and it is not so convenient to wear.

    For 3D graphics development, the future is a simultaneous multi projection and the further development of holographic displays.

    Take a look at NVIDIA Special Event: Simultaneous Multi-Projection (Part 6)

    Post edited by Artini on
  • wizwiz Posts: 1,100

    So, has anyone yet rendered a image for Cardboard/Rift/Vive? I'm using 2 cameras to create a crosseyed 3d-image, but cant seem to find information on how to bend it to be viewed in a VR-headset.

    You know this 2 images side by side, bent the way so it is completly visible in the VR-headset if viewed through its lenses.

    Cardboard, as a non-panning stereo pair: just set your images up as a side-by-side using stereo photomaker. The Google Cardboard demo app will view them. There's no app to compensate for rift/vive/gear barrel distortion, as far as I know.

    Cardboard, Vive, Rift as a pannable, zoomable non-stereo image, render from 3 120 degree cameras at the same point, stitch to a cylindrical projection in Hugin, and view on the Cardboard demo app on cardboard, or the Unity sample viewer on rift/vive/gear

    Cardboard, Vive, Rift as a pannable, zoomable stereo image, render from 16 equally spaced camers on a 150mm radius, upload to Google's jump server, and it will return two 360 degree phased panoramas that you can view on Google's jump viewer for cardboard, rif, and gear. Don't know how about vive.

    Good luck.

  • vadimtvadimt Posts: 33
    edited May 2016

    I am making non-panning stereo pair with Stereophoto Maker, as you suggested. I do barrel distortion in Photoshop (Lens Correction - Geometric Distortion Correction - Distort Amount -4%) before feeding the images to SPMaker. The values are just wild guess - and it looks good (at least in my Cardboard). You can check a sample attached

    tarot-pentacles-page-cardboard.JPG
    1920 x 1080 - 861K
    Post edited by vadimt on
  • Mr viewportMr viewport Posts: 2
    edited May 2017

    Hi,

    I have built a working solution to this and I wanted to share.  Personally I think it works really well; the 3d effect is amazing and it's so cool being able to 'stand in your scene' (virtually of course).

    (note: I have no connection with any product, software or any company discribed herein - there are alternatives but this is the stuff I chose and it worked for me)

    So what do you need to do:

    -> CAMERAs: I recommend building a scene with a pair of stereo cameras and saving it; that way you can merge it into your other scenes whenever you wish.  I got acceptable results by just creating a camera, then cloning it and offseting the X axis by 10cm.  You can of course tune this to suit and there are plenty of threads on setting up stereo cameras already.  Anyway, you need to child the left camera to the right camera parent - i.e. if you move the right camera then left follows.  You can optinally create a null object and tell the cameras to point at it in order to get them to point at a single place.  I did this but generally found it too faffy and the benefit was limited.  Make the camera's invisable and your set to move to the next step.

    -> VEIWPORTs : set up two veiwports, side by side.  Put the left camera as the view in the left screen and put the right camera as the veiw in the right screen.  Now, this is important - you're going to control the cameras using the controls in the right hand panel only - I recommend hiding the controls on the left hand panel because if you use them you'll mess up your camera alignment (CTRL+Z is useful!).   You should also disable the view port floor lines.

    -> SCENE : Load your chosen target scene, if you're reading this you know how to do that

    -> ANDROID SMART PHONE: I have a Moto G5 - but anything will do.  Make sure is got a decent charge in it and turn the screen brightness up.  If it auto dims then turn that off, as it will dim right down when you put it in the headset.  Also, allow screen auto rotation.   I'd also recommend turning off your notifications but that's up to you.

    -> SMART PHONE SOFTWARE 1: get google card board installed, download it from the app store.

    -> SMART PHONE SOFTWARE 2: Get Splashtop from the app store which will let you stream your desktop to the phone.  There is a streamer app you'll have to install on your PC.  It's all free.  You will connect over your local WiFi.  note : you need to choose 'remote desktop' and not 'picture viewer' when you connect; otherwise you'll just get a black screen.  I also used 'native resolution' rather than changing that.  Anyway, once you're connected and can see your screen on the phone, carry on...

    -> SMART PHONE VR HEADSET :   Put your phone in your VR headset (duh!).  I spent about £20 on a 'VR Box' headset.

    -> OPTIMISE THE VEIW : You'll want to either minimise all your tabs, to make the view ports as big as possible, or press SHIFT + 12 to go fullscreen.

    -> ENJOY! : That's it.  You should be rocking and rolling.  You'll need to tweek the headset setup, moving the lenses etc, but quickly you'll have a completely effective VR.  You might like to enable the movement keys in Daz to help you move around (see edit > view ...

     

    *****

    -> OPTIONAL SOFTWARE : this is totally optional but I installed a bit of freeware called autohotkey.  It's a scripting tool I've used for ages over the years.  Essentially when you are in VR mode, it's a pain clicking on thing like 'move to floor', 'center camera on target', 'deselect' - so I wrote a simple autohotkey script that bound all of those things to my centre mouse wheel - so I select an object and click the centre mouse button and it does all those things automatically.  I'll paste the script at the end of this message.  Be aware that it sends keystrokes in order to acheive this, so if you have another application open and click the center mouse button it will send those keystrokes to it.  Just remember to close auto hotkey when you are done.  I accept no liability for any issues you may cause yourself:

    #NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.
    ; #Warn  ; Enable warnings to assist with detecting common errors.
    SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.
    SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.

    Mbutton::
    send, ^d
    send, !+v
    send, ^f
    send, ^+a
    return

     

     

     

     

     

     

    Post edited by Mr viewport on
  • AJ2112AJ2112 Posts: 1,417
    edited May 2017

    VR is awesome for gamers, but not practical for 3D software.  Why?  Computing power.  Majority of us that are not professionals, lack computing power to really take advantage of 3D software, but do our best.  I'm sure all computers will have min specifications to use VR, and most consumers purchase basic computers or laptops for everyday use.  Right now the NVidia 10x series is latest video card, my system still uses Nvidia 670.  So even if VR became a reality for 3D software, majority will not have the computing power to take advantage, like gaming consoles all gamers have the same system.  I'd be happy just to have a computer system, that could handle 3D software with no time constraints.  So until one can purchase or build a computer, that can instantly display clear graphics in viewport or render.  Imagine trying to rotate a massive prop in viewport using VR.  My video card struggles with Iray viewport now.  

    I've discovered the past few years, it's not lack of 3D knowledge that prevents a 3D artist from progressing foward.  It's lack of computing power.  More powerful the computer, faster a person can learn.  I've seen computer systems with 8 Nvidia graphics cards, etc......  

    So although VR is a cool new feature added to technology, at the same time parts of technology limits an individual, as to what they can and cannot do. 

    Post edited by AJ2112 on
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