VR Camera Pz & Options +
6669 10 2- anodin
- Member
- 37 posts
- Joined: 4月 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
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
- anodin
- Member
- 37 posts
- Joined: 4月 2013
- Offline
- mestela
- Member
- 1796 posts
- Joined: 5月 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.
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 - 2016年6月5日 11:58:13
- mdavies
- Member
- 110 posts
- Joined: 5月 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
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
- anodin
- Member
- 37 posts
- Joined: 4月 2013
- Offline
- mdavies
- Member
- 110 posts
- Joined: 5月 2015
- Offline
- anodin
- Member
- 37 posts
- Joined: 4月 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
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
- mdavies
- Member
- 110 posts
- Joined: 5月 2015
- Offline
- anodin
- Member
- 37 posts
- Joined: 4月 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…)
- mdavies
- Member
- 110 posts
- Joined: 5月 2015
- Offline
- anodin
- Member
- 37 posts
- Joined: 4月 2013
- Offline
-
- Quick Links