VR Camera Pz & Options +

   6686   10   2
User Avatar
Member
37 posts
Joined: April 2013
Offline
Hi,
I try to render a depth map Pz with the VR Camera and i get this result :


I wonder if it is possible to have more option like the Octane Spherical (equidistant) Camera ?
For the project i am working on, i need a specific FOV (like 180*30 deg), and i don't know where i can change this values on the code.

In attachement a screen shot of octane camera option for VR, and my depth map.
Cheers

Attachments:
PzCamVR_prob.PNG (423.4 KB)

User Avatar
Member
37 posts
Joined: April 2013
Offline
octane cam

Attachments:
octaneOptionCamera.PNG (26.5 KB)

User Avatar
Member
1798 posts
Joined: May 2006
Online
Hmm, doesn't look like you can modify the camera like that, you might have to RFE, or assuming the VR camera has been written as a lens shader, modify the code yourself.

Re the depth being wrong, you can define your own z channel by measuring the distance from Eye to P, and exporting that as an extra image plane.

Edited by mestela - June 5, 2016 11:58:13

Attachments:
vrcam_depth.gif (124.3 KB)

http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
User Avatar
Member
110 posts
Joined: May 2015
Offline
Hi,

Thanks for the feedback on the VR Camera. We currently don't support partial lat-long renders with the camera, though this control could be added. This will be added on Monday, ready in the next daily build of H15.5.

For Z-depth output you should be able to shade using ‘length(P - Eye)’, but I will need to confirm this. I will let you know shortly.

~M
User Avatar
Member
37 posts
Joined: April 2013
Offline
Thank you mestela and mdavies for the support.
I really appreciate.
User Avatar
Member
110 posts
Joined: May 2015
Offline
Hi,

I've made the changes to the VR lens shader and attached the updated code here. The VR camera is a bit more involved, but the update will be available in the next daily build of Houdini 15.5. Please let us know if you have a chance to test out the new feature. Thank you.

~M

Attachments:
vrlens_sesi_v0001.zip (29.8 KB)

User Avatar
Member
37 posts
Joined: April 2013
Offline
WOW, i just try, and it works like charm.

You just open the door of every planetariums ! Now they can render at 360*210, they like this ratio

For feedback:
An option for disable Stereo could be nice.
because when objects are too far, we don't need 2 renders.

But set the eye separation to 0 is ok too.
Cheers
User Avatar
Member
110 posts
Joined: May 2015
Offline
Hi Anodin,

There could be a toggle added to disable “Eye Separation” and “Eye To Neck Distance”, however I believe this is more suited to a mono latlong lens (as opposed to a VR lens). Though if you would find it useful I'll add this parameter.

~M
User Avatar
Member
37 posts
Joined: April 2013
Offline
anodin
You just open the door of every planetariums ! Now they can render at 360*210, they like this ratio

i speak too fast, planetarieums use a fisheye deformation.
But spherical to fisheye can be converted with Ae Skybox converter.

Do you know if it's in the plan to have a fisheye camera lens build in Mantra?

I see a lot of render have this feature (arnold, vray, maxwell, redshift…)
User Avatar
Member
110 posts
Joined: May 2015
Offline
Hi Anodin,

It is possible to add a fisheye lens shader; if this would be of use I can set something up for you. I could send you the VEX shader directly for now, which would be included in Houdini 16.0.

~M
User Avatar
Member
37 posts
Joined: April 2013
Offline
That will be amazing mdavies.

I am impressed by the quality for the Houdini forum.
Edited by anodin - July 22, 2016 12:07:09
  • Quick Links