VR 360 DAZ Scene...

Ok..  So mom got a new samsung8+ phone..  And it comes with VR goggles..  And a broshure with an eyeball  camera to take a 360 scene shot..   Is this possible using DAZ? To create my own 360 VR scene? It would be amazing and cool.....

Comments

  • TooncesToonces Posts: 919

    Good question. Perhaps with this: https://www.daz3d.com/small-world-camera

    Might be a good question for Marshian.

  • lilravnlilravn Posts: 6

    I will buy it today, if it will make a detailed VR scene...    

  • lilravnlilravn Posts: 6

    I posted.   Not sure if this is the right tool..

     

  • wizwiz Posts: 1,100
    edited April 2017
    lilravn said:

    I posted.   Not sure if this is the right tool..

    I'm sure it's not. Spherical reflections are not easily convertible into 2:1 rectangular mapped 360x180 deg VR. Besides, as of November, IRAY already has a spherical camera that can output a standard 2:1 rectangular mapped 360x180 deg VR render. If you animate in that format, the movie viewer for Samsung Gear VR will play those if you tag them "format": "2D". It's also exactly what YouTube expects you to upload for VR. Note that all this gets you is "mono" VR, you can look freely in any direction, but there's no depth perception. Note also that too much animation of a spherical camera can result in nausea and dizziness. Been there, done that.

    Dept requires multiple renders and some way of combining them into a "stereoscopic 3D" format. I'll look into this, see if I can find something better than multiple cameras and Hugin (free) or PTGui (about $100) for stills. Video is much more expensive: the standard is VideoStitch Studio (which would work, but it's $745).

    If your used a lot of cameras and duplicated the arrangement of a Google Jump or a Facebook Surround 360, you could use Jump Assembler or Surround, respectively. Both programs are free.

    Do you want 360 degree stereoscopic 3D, or just the sort of "everything is at infinity" mono VR you get from the spherical camera you mentioned earlier? Good stereoscopic 3D requires lots of cameras. Google and Facebook use 16 and 17, respectively, and  both use some tricks to effectively double that in the fusion process.

    Post edited by wiz on
  • ConnaticConnatic Posts: 287
    edited April 2017

    You can already make a 360-degree render within Studio.  If done correctly they will display on Facebook.  I am not sure what exactly it takes to display them properly in other situations.

    .

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

    There's people doing some of this already with DAZ for both stills and videos..

    Stereoscopic cube maps (a cube map is a 6 projection alternative to a single rectangular projection). Note that the stereo looks a bit strange. Those are done with 12 renders, 2 per cube face. This is not enough. Because of the deficit, if you're facing directly into the center of a cubical face, you see correct stereo, but turn your heat 45 degrees to either side, and your stereo separation drops 30%.

    Mono rectangular map using the IRAY spherical camera. Lots of animations. Horrible sound. Anything on the YouTube 360 VR site will play as a pannable VR in a browser, and a full immersive VR on Google Carboard, Gear VR, or RIFT.

  • If you mean you would like to create a scene in DAZ Studio and render it to use as a 360 video, then all you need to do is load a camera in your scene, go to parameters and change the lens to spherical. I put together a tut on this some time ago here: https://www.daz3d.com/forums/discussion/137401/convert-spherical-render-into-360-youtube-video#latest

  • RGcincyRGcincy Posts: 2,862

    Here's a thread in the Art Studio section showing a bunch of 360 renders made in Daz Studio using the Iray spherical lens. You can view these on your computer or phone using the links in your browser. Not sure how they work with the VR goggles.

  • lilravnlilravn Posts: 6
    wiz said:
    lilravn said:

    I posted.   Not sure if this is the right tool..

    I'm sure it's not. Spherical reflections are not easily convertible into 2:1 rectangular mapped 360x180 deg VR. Besides, as of November, IRAY already has a spherical camera that can output a standard 2:1 rectangular mapped 360x180 deg VR render. If you animate in that format, the movie viewer for Samsung Gear VR will play those if you tag them "format": "2D". It's also exactly what YouTube expects you to upload for VR. Note that all this gets you is "mono" VR, you can look freely in any direction, but there's no depth perception. Note also that too much animation of a spherical camera can result in nausea and dizziness. Been there, done that.

    Dept requires multiple renders and some way of combining them into a "stereoscopic 3D" format. I'll look into this, see if I can find something better than multiple cameras and Hugin (free) or PTGui (about $100) for stills. Video is much more expensive: the standard is VideoStitch Studio (which would work, but it's $745).

    If your used a lot of cameras and duplicated the arrangement of a Google Jump or a Facebook Surround 360, you could use Jump Assembler or Surround, respectively. Both programs are free.

    Do you want 360 degree stereoscopic 3D, or just the sort of "everything is at infinity" mono VR you get from the spherical camera you mentioned earlier? Good stereoscopic 3D requires lots of cameras. Google and Facebook use 16 and 17, respectively, and  both use some tricks to effectively double that in the fusion process.

     

    wiz said:
    lilravn said:

    I posted.   Not sure if this is the right tool..

    I'm sure it's not. Spherical reflections are not easily convertible into 2:1 rectangular mapped 360x180 deg VR. Besides, as of November, IRAY already has a spherical camera that can output a standard 2:1 rectangular mapped 360x180 deg VR render. If you animate in that format, the movie viewer for Samsung Gear VR will play those if you tag them "format": "2D". It's also exactly what YouTube expects you to upload for VR. Note that all this gets you is "mono" VR, you can look freely in any direction, but there's no depth perception. Note also that too much animation of a spherical camera can result in nausea and dizziness. Been there, done that.

    Dept requires multiple renders and some way of combining them into a "stereoscopic 3D" format. I'll look into this, see if I can find something better than multiple cameras and Hugin (free) or PTGui (about $100) for stills. Video is much more expensive: the standard is VideoStitch Studio (which would work, but it's $745).

    If your used a lot of cameras and duplicated the arrangement of a Google Jump or a Facebook Surround 360, you could use Jump Assembler or Surround, respectively. Both programs are free.

    Do you want 360 degree stereoscopic 3D, or just the sort of "everything is at infinity" mono VR you get from the spherical camera you mentioned earlier? Good stereoscopic 3D requires lots of cameras. Google and Facebook use 16 and 17, respectively, and  both use some tricks to effectively double that in the fusion process.

    I was lookimg for a still scene in 2D for starters, but in full 360 format..   And if that looks correct in the VR goggles, I will attempt a sterioscopic 3D still Scene..   AND if that looks correct, I will attempt an animation....  Render time is not an issue..   Only quality..

     

  • TaozTaoz Posts: 10,264
  • wizwiz Posts: 1,100
    lilravn said:
     
    wiz said:
    lilravn said:

    I posted.   Not sure if this is the right tool..

    I'm sure it's not. Spherical reflections are not easily convertible into 2:1 rectangular mapped 360x180 deg VR. Besides, as of November, IRAY already has a spherical camera that can output a standard 2:1 rectangular mapped 360x180 deg VR render. If you animate in that format, the movie viewer for Samsung Gear VR will play those if you tag them "format": "2D". It's also exactly what YouTube expects you to upload for VR. Note that all this gets you is "mono" VR, you can look freely in any direction, but there's no depth perception. Note also that too much animation of a spherical camera can result in nausea and dizziness. Been there, done that.

    Dept requires multiple renders and some way of combining them into a "stereoscopic 3D" format. I'll look into this, see if I can find something better than multiple cameras and Hugin (free) or PTGui (about $100) for stills. Video is much more expensive: the standard is VideoStitch Studio (which would work, but it's $745).

    If your used a lot of cameras and duplicated the arrangement of a Google Jump or a Facebook Surround 360, you could use Jump Assembler or Surround, respectively. Both programs are free.

    Do you want 360 degree stereoscopic 3D, or just the sort of "everything is at infinity" mono VR you get from the spherical camera you mentioned earlier? Good stereoscopic 3D requires lots of cameras. Google and Facebook use 16 and 17, respectively, and  both use some tricks to effectively double that in the fusion process.

    I was lookimg for a still scene in 2D for starters, but in full 360 format..   And if that looks correct in the VR goggles, I will attempt a sterioscopic 3D still Scene..   AND if that looks correct, I will attempt an animation....  Render time is not an issue..   Only quality..

    You might want to reconsider that ordering. The IRAY spherical camera can do 2D VR just fine in both still and animation formats. You will find that stereoscopic views are the hard part.

    Save stills as JPEG, TIFF, or PNG and you can view them in "Oculus 360 Photo", which came preinstalled on your S8.

    Animations can be played with "Oculus Video" (preinstalled, formerly known as "Oculus Cinema"), "Samsung VR" (preinstalled, formerly known as "Milk VR"), or "Moon VR Player" (free). 

    Each of those players can also play videos from the web. Oculus Video will play 360 videos uploaded to Facebook or Vimeo, Samsung VR will play videos uploaded to the Samsung VR site, and Moon VR will play videos uploaded to YouTube.

    The VR web browser "Samsung Internet" (preinstalled) can play 360 videos from YouTube (and some other sites, but I can't remember which).

    Moon is my favorite. I just like the way it feels.

    Samsung VR plays formats that even I have never used, such as planetarium dome or monoscopic icosahedron projection (which is supposed to eliminate the stretching artifacts at the edges and corners of cubemaps, or around the zenith and nadir of rectangular projections.

    All the programs I've mentioned will also play steroscopic 360 deg stills or videos (respectively) once you figure out how to produce stereoscopic stills and videos.

     

    Oh, and just to add a little silliness, do install Reveries: Dream Flight. That game is relaxing.

  • AlienRendersAlienRenders Posts: 794
    edited April 2017

    DAZ Studio has a spherical camera. You can render two passes by setting the "Lens Stereo Offset" to -3.2 on the first pass and 3.2 on the second pass. Or create two cameras where one follows the other (or create a null parent) and set those offsets on each. Note that the "Lens Stereo Offset" says mm, but it's actually cm. The average distance between eyes is 6.4cm. Divide that by two and you get 3.2.

    edit: Forgot to add that you'll need to merge these two sequences of images together. Either Half SBS or OU. Basically half res horizontally or half res vertically. I hear Half SBS is supposed to be better.

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

    DAZ Studio has a spherical camera. You can render two passes by setting the "Lens Stereo Offset" to -3.2 on the first pass and 3.2 on the second pass. Or create two cameras where one follows the other (or create a null parent) and set those offsets on each. Note that the "Lens Stereo Offset" says mm, but it's actually cm. The average distance between eyes is 6.4cm. Divide that by two and you get 3.2.

    edit: Forgot to add that you'll need to merge these two sequences of images together. Either Half SBS or OU. Basically half res horizontally or half res vertically. I hear Half SBS is supposed to be better.

    That will only produce stereo when you're looking straight forward. As you look to either side, you'll get progressively less separation, until you don't have any at +/- 90 degrees.

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