Author Topic: Live VR rendering  (Read 4707 times)

2016-11-19, 15:19:02

arqrenderz

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I know some will say, (do you have a 1000 xeon workstation to do this...?)
How about this new feature for vray 1.5 "Render directly to VR with V-Ray GPU and preview on HTC Vive and Oculus Rift headsets"
I see that as pretty awesome one, Can it be done??? Please!!!!

this will bring some old features like the ability to render an interactive view using DR, i know Ondra has said its not possible due to the scene being send over and over, but if im not wrong, octane and vray can do this right now.

Thx for Corona!

2016-11-19, 16:00:36
Reply #1

FrostKiwi

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The approach of each renderer is vastly different.

All the scenes in question were heavily optimized. This is what Vray is very good at, so translating their experience on the foundation of VrayRT was not very hard.
But they sacrificed a lot with that approach, namely compatibility with their own materials. Now you don't have to learn one renderer, but you have to reevaluate how you approach your scenes with Vray RT.
The same goes for Octane.
They have built from the ground up on experimental tech, that struggles to find wide adoption, as you cannot blindly throw large scenes with fluids and particles at it, without knowing where the limits are and adjusting accordingly.

Take a look at coronas feature description.
Quote
Just press render and let Corona do its magic.
This stands in direct contrast, with the amount of optimisation has to be done, to make it possible.

This is not compatible, although you are right, that nothing technically speaks against using corona standalone with the corona benchmarks top PC (4 xeons with 44 threads) and setting VFB refresh to 12ms (90fps)

But the engine is not built that way and you will again have to optimize what is rendered. This goes against what corona tries to achvie, so look for more experimental GPU setups, like those 8GPU motherboards for Raytracing in realtime
(Which is still not a thing for a loooong time)
« Last Edit: 2016-11-19, 16:04:22 by SairesArt »
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2017-03-20, 22:40:01
Reply #2

Ondra

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well, IR preview in VFB would be definitely possible - just to see what the scene looks like when rendering 360degs
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-03-21, 17:22:28
Reply #3

arqrenderz

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Interesting time we live in ;)

2017-04-12, 20:54:40
Reply #4

Erald

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If the team hasn't done it yet, it means either is extremely complicated or it cant be done for the moment...It is such a pity as I use (like many other people) VR everyday for work, and seeing previews in real-time (without having to wait hours before discovering that the camera needed to shift a feet away), is one of the sweetest features of Vray. Waiting patiently, I am confident it will arrive in Corona too as VR is becoming every day more and more the standard for architecture industry.

2017-04-13, 08:41:41
Reply #5

FrostKiwi

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If the team hasn't done it yet, it means either is extremely complicated or it cant be done for the moment
Funny enough, IR was just updated for faster previews.
  • Added subsampling to interactive rendering, improved IR responsiveness
The focus apparently does not lie with live VR, I presume dispersion and caustics are more pressing matters.
As a workaround: Parent a second camera with the FOV of one VR Eye to the stereo cam. Parent it's position, but not rotation.
Get either the daily build with the new IR, or wait till 1.6 update hits in a couple of days.
Preview the second camera and look around with the Walk Mode in 3dsMax.

This will give you a similar experience and view as a Google Photosphere and such be sufficient to get the positioning right, as you look around via mouse and walk with WASD.
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