VR 360 stereo workflow support

VR 360 stereo workflow support

DanielEriksson4773
Enthusiast Enthusiast
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VR 360 stereo workflow support

DanielEriksson4773
Enthusiast
Enthusiast

 Hi!

 

As alot of post houses getting request for dealing with VR experience shorts etc, is there any plans to incorporate support for VR movies in flame, or is it already possible in some way?

 

a VR frame is basicly to panoramic frames side by side to form a stereo par, but its not as simple to do right as it sounds 🙂

 

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Message 2 of 7

yann.laforest
Autodesk
Autodesk

Hi Daniel,

 

There is no VR dedicated related tools in Flame but this is definitely something on our radar.

 

Can you please explain what tools you are looking for exactly?

 

A convenient way to stitch frames perhaps?

 

 

 

Please let us know,

 

 

Regards,

Yann

Yann Laforest

Principal Data Scientist Autodesk AEC
10 rue Duke Street
Montréal (Québec) Canada H3C 2L7
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Message 3 of 7

DanielEriksson4773
Enthusiast
Enthusiast

Good to now!

 

Its difficult to say, since I dont personaly have much experiense in filmed VR. But I guess you in some way could build it on the current stereoscopic workflow, with panoramic frames instead of regular frames for left and right eye. But a VR 360 stereo camera and format in Action is of course a must 🙂

 

 

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Message 4 of 7

Anonymous
Not applicable

VR is just a fad, like stereoscopic movies and the internet.

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Message 5 of 7

Anonymous
Not applicable

Here is a list of missing usefull features for VR :

 

Spheric paint : Paint that would allow you to paint looking through VR Device, to paint the front part of the sphere and offset the sphere between paint strokes and obviously handle the distortion properly.

 

perspective calibration : a tool to set some informations like draw a line along a horizontal thing to automatically set the position of an element in the sphere.

 

Add a planar perspective input and output to the Mapconvert node to allow us to use some traditionnal tools on a part of the sphere in a traditionnal persective view.

 

spheric blur : add the possibility to the blur node to consider the fact that you're working on a spherical map that loops in every direction and that the radius must be distorted.

 

spheric glow : same as blur

 

spheric 2D transform : a option in 2D transform allowing us to set a center to a transformation to apply rotation position and scale to the map.

 

modify the split faces cubic input in the map convert node to allow us to use separated animated sources instead of consecutive frames to input the faces.

 

maybe think about the possibility to have some possibly calibrated overlay parameters in most of the tools to be able to work with the VR devices instead of the screen...

 

That would be a good base I think.

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Anonymous
Not applicable
I think you will be surprised!
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Message 7 of 7

Anonymous
Not applicable

I agree, the main thing for us is speed when cleaning up stitch errors. At the moment I am trying 

to build a number of camera rigs in Action which match the one's we have, but nothing conclusive

yet. It would be much more useful to have a proper 360 camera.

 

On the stabilisation stakes, this is one of the biggest problems we face and it would be awesome

if that could be handled in Flame.

 

D

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