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I've been doing not-a-lot-of VR content lately, but that's primarily because Blender 2.8 has had 0 VR support for a while - EEVEE could render side-by-side renders, but couldn't do panoramic(equirectangular) rendering, so while I could do "3D Render" they'd only be, well... 3D Renders, nothing VR, nothing you could look around in, no head tracking.

Now, Cycles - It could do panoramic rendering. Get that 180x180 VR going strong - but. It crashed when trying to do side-by-side multiview rendering. Now, though, it can do both (Cycles that is, still no panoramic support for EEVEE)


So, which animation of mine would you guys like to see in VR that isn't already in VR?

Also, which of these two styles for Non-POV VR renders do you prefer? the same camera as the original render(AquaKairi1), or a "eyes-height" render(AquaKairi2)

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Comments

Phextens

Cant say I'm a fan or VR. Have no desire to own one of those goggles, but like the extension you've done for the Aqua Kairi preview in the links.

Remi

because of my glasses i cant use my VR headset comfortably. also, when you make VR animation, can you make them last longer than 3ish seconds? its a bit interruptive when the oculus theatre requires me to press a Repeat button when im trying to enjoy the video...

rochestedorm

Yeah I also use glasses, so I understand your pain on that side of things. And I plan on it, I did it with the Orphea animation(30 seconds) , and going forward I'll also do it - the default player for the vr solution I'm using (GearVR) comes with a loop function, does the actual oculus itself not have a loop option in its video players?

rochestedorm

Yeah, it's not something everyone's into, partly because of the bit of a steep buy-in price (unless you have a compatible phone with one of the cheaper phone-insert headsets for a lower quality experience), though I have a few patrons and a chunk of my audience that are interested in VR (along with myself) so I'm excited to be able to do something with it again

gobbler

id say the ordinal angle is better then the eye height. i only like eye height when you have a full room scale movement so that you can look from multiple angles.