Hello,
I am working on a prerendered 360 VR video with Houdini.
We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive.
Realtime playback speeds are not necessarily that important.
Does anybody have an idea if this is possible and if how to approach it?
Also for proper realtime playback, we want to able to create 360 latlong Flipbooks.
The opengl ROP currently does not seem to support this.
Any ideas on that?
Thanks a lot
Adrian
FX TD @ Animation Institute - Filmakademie Baden-Württemberg
Houdini Viewport - HMD Connection - Oculus Rift / HTC Vive
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- lkruel
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Hello,
We do have a VR Lens that lets you render out the 360 images.
Some more information can be found here
https://www.sidefx.com/tutorials/vr-lens-camera/ [www.sidefx.com]
Luiz
We do have a VR Lens that lets you render out the 360 images.
Some more information can be found here
https://www.sidefx.com/tutorials/vr-lens-camera/ [www.sidefx.com]
Luiz
Luiz Kruel
Senior Technical Artist
SideFX
Senior Technical Artist
SideFX
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- Heks12
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Sorry for receiving an old thread but as someone working in VR I'm also very interested in this. This would be a very in demand feature for anyone trying to do VR. The spherical camera is great but Houdini is not really a VR-ready tool without a HMD preview either of the viewport, latlong images from a flipbook, or (as a last resort) from the renders would be a great feature.
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BradThompson
Very cool Vladislav! It looks like you've got tracking data working inside Houdini. Is the viewport also being rendered into the HMD?
There are two approaches to grab houdini scene to do: to render input (or by certain operator path) geometry (since I inplemented the tool as SOP operator) or to grab whole OpenGL scene (from ‘/obj’?) to VR scene. I prefer first approach because it allows to control what exactly to show to user, it is also easy to implement.
Edited by Vladislav Tushevskiy - Sept. 16, 2019 12:57:34
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Vladislav TushevskiyBradThompson
Very cool Vladislav! It looks like you've got tracking data working inside Houdini. Is the viewport also being rendered into the HMD?
There are two approaches to grab houdini scene to do: to render input (or by certain operator path) geometry (since I inplemented the tool as SOP operator) or to grab whole OpenGL scene (from ‘/obj’?) to VR scene. I prefer first approach because it allows to control what exactly to show to user, it is also easy to implement.
This looks great! Any plans on sharing your tools?
Another hacky way of getting a fairly quick preview of a scene render into a headset which I worked out:
Create an IPR window of a locked off fixed size and use OBS to capture that exact window and stream it locally (example here https://obsproject.com/forum/resources/obs-studio-send-an-udp-stream-to-a-second-pc-using-obs.455/)
Send the stream to GoPro VR player which will allow you to view directly with an Oculus.
Of course this require you to run an IPR but using something like redshift which can give almost instant results (albeit noisy and low res) but this is pretty quick for judging things like blocking and stereo depth etc.
Edited by Heks12 - Jan. 2, 2020 19:58:18
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