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[RELEASED] VR Panorama - render 360 stereo videos

Discussion in 'Assets and Asset Store' started by olix4242, Jun 25, 2015.

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What would you like to see added in a future version of VR Panorama?

Poll closed Mar 23, 2016.
  1. Audio Capture Support

    40.4%
  2. Side By Side Stereo rendering

    28.8%
  3. Automatic 360 panorama metatagging for Youtube H.264 Video Export

    30.8%
  1. ajimenezvirtuallylive

    ajimenezvirtuallylive

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    Hi! There's a way to start the recording at runtime at anytime? I mean, I've been trying to instantiate your VR_PanoramaCamera at runtime but Unity crashes.

    Thanks!
     
  2. olix4242

    olix4242

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    Hi, a new version 2.0 is online. Please update to this latest version.
    With it, you can activate capture at any desired moment by simply activating camera or VR Capture component.

    Also, there is a load of new functionalities.

    Version 2.0
    -Export Ambisonics Spatialized Audio for Youtube
    -Added new Realtime modules
    - VR Panorama RT and Still Image capture (with a click of a button)
    -Export 360 images for Facebook (only PC - OSX support coming soon)
    -Improved performance (in some cases even 50% speed gain)
    -Better interface
    -Added color conversion dithering (from HDR to 24bit) for better image quality
    -Corrected issues with wrong colors when using Gamma colorspace
    -Integrated 360 injection for Youtube
    -Fixed Unity 5.4 error
    -Updated documentation
    -Added updated resolution settings for various platforms.
    -Added SBS stereo mode (Side by side stereo).
    -Added ability to render any resolution and aspect ratio panoramas up to 8k X 8k
    -Lower video memory usage.
     
  3. PatrickFaith

    PatrickFaith

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    I can't get the 2.0 script to run, also it looks like all the script names change for this build ? I'm on windows 10, I was running the previous version fine, but after I deleted the asset directory VRpanorama and imported the 2.0 version the scripts fails even loading the new demo's.

    If I rebuild another project from scratch, then the plugin works, but my project is massive so I can't rebuild everything from scratch. So when I attempt to install/update this into a current project the gameobject camera is missing and none of the scripts run (when I went to look at the vrcapture script on one of the example builds I get 8 of these warnings):

    Warning There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "OpenNI.Net", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. S0001.CSharp.Plugins Severity Code Description Project File Line Suppression State ...
     
    Last edited: Aug 25, 2016
  4. olix4242

    olix4242

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    Hi Patrick,
    I don't think it has anything to do with VR Panorama. VR Panorama doesn't use OpenNi platform (If I'm not wrong, a part of some Kinect plugins). VR Panorama doesn't use any DLL-s, and anything that gets compiled is pure c#, and shouldn't in any case give you this type of error.
     
    PatrickFaith likes this.
  5. beachrunnerjoe

    beachrunnerjoe

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    Hello! I purchased this asset yesterday and I'm experiencing a crash as soon as the VR Capture script is activated. Below are the logs. I'm using Unity 5.3.4f1 and version 2.0 (Aug 24 2016) of the asset. Thanks for your help!

    Broken text PPtr in file(Assets/VRPanorama/Resources/360Unwrapped.prefab). Local file identifier (224000010888022828) doesn't exist!
    UnityEngine.Resources:Load(String, Type)
    UnityEngine.Resources:Load(String)
    VRPanorama.VRCapture:preparePano() (at Assets/VRPanorama/VRCapture.cs:1396)
    VRPanorama.VRCapture:Start() (at Assets/VRPanorama/VRCapture.cs:279)

    [/Users/builduser/buildslave/unity/build/Runtime/Serialize/TransferFunctions/TextSerializeTraitsImpl.h line 82]
    (Filename: Assets/VRPanorama/VRCapture.cs Line: 1396)

    o != NULL
    UnityEngine.Resources:Load(String, Type)
    UnityEngine.Resources:Load(String)
    VRPanorama.VRCapture:preparePano() (at Assets/VRPanorama/VRCapture.cs:1396)
    VRPanorama.VRCapture:Start() (at Assets/VRPanorama/VRCapture.cs:279)

    [./Runtime/BaseClasses/ImmediatePtr.h line 55]
    (Filename: Assets/VRPanorama/VRCapture.cs Line: 1396)

    Receiving unhandled NULL exception
    Launching bug reporter
    Obtained 40 stack frames.
    #0 0x00000100f99dba in Transform::BroadcastMessageAny(MessageIdentifier const&, MessageData&)
    #1 0x00000100f99e2d in Transform::BroadcastMessageAny(MessageIdentifier const&, MessageData&)
    #2 0x0000010226380d in UI::Canvas::CheckConsistency()
    #3 0x000001011e1f67 in AwakeFromLoadQueue::InvokePersistentManagerAwake(AwakeFromLoadQueue::Item*, unsigned int, AwakeFromLoadMode)
    #4 0x000001011e18ab in AwakeFromLoadQueue::persistentManagerAwakeFromLoad()
    #5 0x000001011f0134 in PersistentManager::LoadAndIntegrateAllPreallocatedObjects()
    #6 0x000001011ef029 in PersistentManager::ReadObject(int, AwakeFromLoadMode)
    #7 0x00000100be446d in PPtr<Object>::eek:perator Object*() const
    #8 0x00000101c9c22c in Resources_CUSTOM_Load(ICallString, MonoObject*)
    #9 0x000001276eb66a in (wrapper managed-to-native) UnityEngine.Resources:Load (string,System.Type) + 0x9a (0x1276eb5d0 0x1276eb699) [0x10fb59660 - Unity Child Domain]
    #10 0x000001276eb587 in UnityEngine.Resources:Load (string) + 0x57 (0x1276eb530 0x1276eb5b8) [0x10fb59660 - Unity Child Domain]
    #11 0x0000015053443d in VRPanorama.VRCapture:preparePano () + 0x443d (0x150530000 0x1505366c4) [0x10fb59660 - Unity Child Domain]
    #12 0x00000149fc9b82 in VRPanorama.VRCapture:Start () + 0x732 (0x149fc9450 0x149fc9bcc) [0x10fb59660 - Unity Child Domain]
    #13 0x000001217e238a in (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0xfa (0x1217e2290 0x1217e24bd) [0x10fb59660 - Unity Child Domain]
    #14 0x00000109ba10d0 in mono_get_runtime_build_info
    #15 0x00000109ccf3f6 in mono_runtime_invoke
    #16 0x0000010115a3ba in ScriptingInvocation::Invoke(MonoException**, bool)
    #17 0x000001011341a4 in MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodMono, MonoObject*, MonoException**)
    #18 0x00000101134468 in MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodMono, MonoObject*)
    #19 0x00000100d2851a in DelayedCallManager::Update(int)
    #20 0x0000010100ea06 in PlayerLoop(bool, bool, IHookEvent*)
    #21 0x000001019f19fd in Application::UpdateScene(bool)
    #22 0x000001019eeec9 in Application::UpdateSceneIfNeeded()
    #23 0x000001019ee557 in Application::TickTimer()
    #24 0x007fff91e04dec in __NSFireTimer
    #25 0x007fff8ec4bb94 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
    #26 0x007fff8ec4b823 in __CFRunLoopDoTimer
    #27 0x007fff8ec4b37a in __CFRunLoopDoTimers
    #28 0x007fff8ec42871 in __CFRunLoopRun
    #29 0x007fff8ec41ed8 in CFRunLoopRunSpecific
    #30 0x007fff91996935 in RunCurrentEventLoopInMode
    #31 0x007fff9199676f in ReceiveNextEventCommon
    #32 0x007fff919965af in _BlockUntilNextEventMatchingListInModeWithFilter
    #33 0x007fff8c765df6 in _DPSNextEvent
    #34 0x007fff8c765226 in -[NSApplication _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
    #35 0x007fff8c759d80 in -[NSApplication run]
    #36 0x007fff8c723368 in NSApplicationMain
    #37 0x00000101c528b8 in EditorMain(int, char const**)
    #38 0x00000101c52f69 in main
    #39 0x00000100002ad4 in start
    Launching external process: /Applications/Unity534f1/Unity534f1.app/Contents/BugReporter/Unity Bug Reporter.app/Contents/MacOS/unity.bugreporter.exe


    And here are my VR Capture settings...
    http://imgur.com/a/U2GJC

    Thanks again!
     
    Last edited: Aug 25, 2016
  6. olix4242

    olix4242

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    Not sure what's happening,but I see that you have a GFX card with 1 giga Vram. I suppose that you are running out of Vram. I suggest you to try lover speed vs quality setting of 8 and see what happens.
     
  7. PatrickFaith

    PatrickFaith

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    I got it working, in the notes it said I needed to delete the asset directory for vrpanorama, but I found it works just fine if all I do is a import. This so far is a HUGE improvement, I am doing about 120 minutes of 4k stereo top/bottom and this is helping a a lot on render speed, I'm on a hp z840 with m6000. I also am having a bit of a problem on having the new vrpanorama not "exiting" after a vr_sequence (I have to do a windows delete process command).

    EDIT: I think it was the "encode h.246 video after rendering" option ... I btw don't need that since I bring this directly into a compositing program.
     
    Last edited: Aug 25, 2016
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  8. olix4242

    olix4242

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    Hi, after a bit of investigation, I was able to reproduce this error on some of my projects (larger). It is some kind of old bug inside unity and serialization of prefabs, that crashes unity not only on play, but randomly, also on import of asset. This drives me crazy as it is impossible to track down why this happens. Seems that some prefab assets are simply corrupted. I'm waiting a response from Unity team and trying to re-export those assets, but for now, without success. For now, I can send you a last working version (that wasn't completely finished, but at least you could get going).
     
  9. beachrunnerjoe

    beachrunnerjoe

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    Thanks, Oliver! No need to send me the last working version, as I was able to get around this by upgrading my version of Unity to 5.4. No everything seems to be working! Thanks for your help!
     
    olix4242 likes this.
  10. JOESIDinc

    JOESIDinc

    Joined:
    Mar 30, 2015
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    Hey guys, check out my 360 VR Video! I used your Vr Panorama Render with Unity 5.4 and it works beautifully but I had to add the audio separately by using a 3rd party screen capture program and then using its audio. I then edited the sound in after effects and then injected the spatial meta data with VR Panorama. Please, if you could get the audio to record with 2 channel or maybe 6 channels it might start to work for me. It records with audio capture but when I render panorama it sounds like the video is playing 5x fast, the audio is super fast, and the video stops 3rd of the way from when it should end. Is that a frame rate or sound hertz issue?
    My website: www.joesid.com

    My video is below:
     
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  11. olix4242

    olix4242

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    Hi, I will try to explain some things about audio capturing on Win does. Unfortunately, unity can't report complete audio capabilities of a system, so this can lead to some problems, wich can be manually overrided. Mostly, only thing that you have to do is to set your audio drivers to match a desired output. For desired output there are 3 values that has to be correctly set. Frequency, samplerate and number of speakers. Those values have to be set accordingly in unity and in windows audio manager. For example,if you want to record stereo audio, you should set number of speakers inside unity audio manager to STEREO. Frequency should be set to 0 (so that unity uses windows frequency) Also, be sure that in windows speaker configuration your main audio device is set to that same configuration - stereo speakers.
    In case you want to use spatial audio for YouTube, set unity audio manager to QUAD output (and in VR capture component set Ambisonics checkbox). Also, you should set in that case your windows audio output speakers to QUAD. But, note that if you don't have an audio card with 4 outputs, Unity won't be able to use 4 speakers, and VR panorama will reproduce at wrong audio speed. In case your audio card doesn't have multiple channels output, I'm suggesting you to use HDMI audio driver for graphics card, as it always supports up to 8 channels. But to use it, it has to be connected to some display.
    Once you find a right combination, write it down, and use it always when you have to capture audio in that configuration.
    Note that all audio drivers have different configurations panels and capabilities, so it's impossible to tell you exactly wich steps to use. But this should help you get going in a right direction. Let me know,
    Oliver
     
  12. olix4242

    olix4242

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    Great that it worked. I was also able to get it running without updating Unity version. Solution was to reimport all assets and practically recreate asset database of my 40giga project. This is Unity internal bug that for some obscure reason hits VR PANORAMA assets. Im trying to understand why this happens. Could you tell me if your project was made in Unity 5.3.4f1, or it was made in earlier versions and then updated to Unity 5.3.4f1?
     
  13. PlugAndPlay

    PlugAndPlay

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    I think i found a bug in V2.0: when the GO of the Capture Script is rotated (in my case by -50°) and you try to get an Equidistant Mono Still Image, the resulting Panorama seems incorrectly stitched. The center images are correct but the top and bottom Images aren't.


    When i set the rotation to 0 the panorama is just fine.
    The Problem didn't occur in the previous version.

    I really like the update though. Good work!
     
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  14. olix4242

    olix4242

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    Yes, this is already a known bug. A patch for it is already submitted to assetstore, and it should be online in day or two (I hope it gets a proved fast).
    In the meantime, I can send you a script that corrects this issue.
    Sorry about this, but a new version contains a lots of code that was rewritten, so some new bugs got introduced. Hopefully, they will be adressed as soon as possible ;)
    Happy that you like it. I hope that you can notice all new features and some speed improvemens. :)
     
  15. PlugAndPlay

    PlugAndPlay

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    Hi Oliver, thanks for the fast reply and the script.
    I totally understand, thats just how software development is. It actually isn't that big of a problem for me, because i have to adjust the panorama in another program anyway. I just used the non rotated version and rotated it in there.

    Great to read that a fix is already on its way (and you already sent it to me :) ).

    I particularly like the improved Interface. It is a lot cleaner due to the early distinction of the task you want to do.
     
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  16. ajimenezvirtuallylive

    ajimenezvirtuallylive

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    Hi again! I updated the plugin to the last version and I'm being able to make it work enabling it whenever I want. I'm having some problems with camera filters: Bloom, anti-aliasing, ambient oclussion works flawless but the tonemapping is making weird shadows. http://imgur.com/a/JDH5q any idea?

    Thanks anyway!
     
  17. olix4242

    olix4242

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    Hi! I think that you have this problem if you are using Eye Adaptation (in a new cinematic effects). This is one of the features that isn't supported by VR Panorama as it works by calculating average pixels of a camera view. But VR PANORAMA has to render to multiple textures so every texture gets its own exposure. Just turn off eye adaptation, and manualy adjust your tonemapping exposure.
     
  18. mtanu

    mtanu

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    Mar 22, 2016
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    olix4242,
    If you need a more generic use case to do the stereo overlay mode, how about the ability to do anaglyphic stereoscopic 360 video? In addition to overlaying the left and right eye, you'd filter out cyan from the left camera and red from the right (plus other options like Green/Magenta, Amber/Blue, Red/Green, or allow for the developer to specify the colors themselves if they wanted to tune it). Would you please seriously consider adding this feature please? Cheers!
     
    Last edited: Aug 31, 2016
  19. paxilon

    paxilon

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    Aug 9, 2016
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    Hi @olox4242 I am using your script for quite a while now and it is Awesome. Now I am facing to a tricky problem. I am trying to use Volumetric Light Shafts Script which is called on Awake. As you can see on the image it is only visible on the left eye in the left Camera. All other cameras will be ignored. Do you know a workaround to get such a script working on every Camera? Thanks in advance
     

    Attached Files:

  20. GameDevMig

    GameDevMig

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    Ran into a few minor issues while using the Video Capture setting (Unity 5.4):
    1) ffmpegPath in VRCapture.cs & VRPanormaEditor.cs is pointing to "StreamingAssets" Rather than "External"
    2) VRCapture now seems to look for Camera.main rather than use the camera it is attached to: VRCapture.cs::GetVideoScreenshot()

    Overall, I'm really liking this tool. Thanks!
     
    olix4242 likes this.
  21. olix4242

    olix4242

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    Hi, is this a free asset that gets installed in Assets/LightShafts-master?
    If this is the one than you can use this script that I'm attaching.. and put it on every light that uses Volumetric lights (and set a Camera that holds VRCapture component).
     

    Attached Files:

  22. olix4242

    olix4242

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    -Hi, the first one is a logic change that is done because soon VR Panorama will soon add a complete runtime support. I don't think it should generate any problems? In a case it does, please give me more info about that bug.
    -VRCapture now looks for Main Camera only in Video Capture mode. (but it should inform you about that) This is a expected behaviour/change that was requested by some users, as this will help to easily switch cameras in one and only sequence (lets you capture cutscenes that use multiple camera edits).
     
  23. GameDevMig

    GameDevMig

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    Thanks for the quick reply! The ffmpegPath being wrong prevented video processing from starting and had the potential to lock up Unity (1 of 3 reproductions). Only additional info I could give is that I upgraded from 1.4 (or the version from the asset store 2 weeks ago) to 2.0

    I get that, it doesn't work in my particular project, but I could see how that helps others (and is easy enough for me to work around).

    One last thing is that something appears to have changed with how Bloom is handled? In the previous version it worked fine, but now I'm getting some strange box blur artifacts? Camera is HDR, effect chain is Bloom->Tonemapping->SSAO->Noise->AA->VRCapture (UHD4k 60 fps PNG output, using depth buffer Quality: 16)
    img00030.jpg
     
  24. olix4242

    olix4242

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    "The ffmpegPath being wrong prevented video processing from starting and had the potential to lock up Unity (1 of 3 reproductions). Only additional info I could give is that I upgraded from 1.4 (or the version from the asset store 2 weeks ago) to 2.0".
    This shouldn't prevent video processing from starting as all scripts are (or at least, should be) updated to use new paths. Are you on OSX or Windows? Also, before updating, you should first delete old VRPanorama folder.


    Nothing has changed on how image effects are handled from last version. Actually, standard Video Capture mode hasn't changed from last versions (only change is that now it takes Main Camera, but nothing more than that). What Bloom script are you using? I'm supposing that a Bloom effect that you are using is some old version of bloom (or some mobile version), that simply doesn't scale properly on higher resolutions (when you are rendering 4k video with quality 16, you are actually rendering 8k video). Unfortunately, some assetstore packs include older standard assets Bloom effects, and it could be possible that they simply have overwritten your new version, and replaced it with old version. I'm suggesting you to use latest Bloom from Cinematic effects - it should scale properly. I have seen bloom that is broken like this in some my old projects long time ago (ported from unity 4), and a problem was that they simply worked in a screen resolution, instead of actual resolution of render frame buffer.
     
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  25. Mikea15

    Mikea15

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    Hi @olix4242 ,

    Sorry if this was asked before but I just want to make sure before I purchase your plugin.

    Will I be able to stream an 360 ( up to 4k ) online video and play it for HTC Vive?

    Thanks.
     
  26. olix4242

    olix4242

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    Hi, YEs, you can Live stream 360 videos to Youtube with VR Panorama RT module with a help of of some ecoding software (or hardware) like Open Broadcaster Software found here: https://obsproject.com/
    You will need a fast VR Capable GPU and a fast internet connection. But, for a moment, Youtube limits it's Live streaming quality to 1440p videos (no support for 4K 360 videos).
    As for playing it live on Vive, I'm not sure if Vive is able to reproduce Youtube 360 live streams. I can't test at the moment, but in theory, it should work (as standard Youtube 360 works on Vive).

    Before starting, read all informations for youtube 360 streaming that is available here:
    https://support.google.com/youtube/answer/6396222

    Workflow is more or less this: you run your standalone Unity build in fullscreen with a VRPanorama enabled and set to RT module, and use capture software to capture screen and send it's output data to youtube.
     
  27. Mikea15

    Mikea15

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    Thanks @olix4242

    I'm more interested in streaming from online sources ( youtube or not ), and showing it in-game with Vive in 360 ( assuming the video source is 360 ) ;)

    Not streaming to Youtube :)

    But thanks for the info.
     
  28. olix4242

    olix4242

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    VR Panorama is a 360 video content creation software and it isn't intended to be used as a player and doesn't feature any 360 video playing capabilities.
     
  29. olix4242

    olix4242

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    Anyone needs an option to export HDRI to OpenEXR file format?
    What do you think about option to export short GIF animations?
     
  30. paxilon

    paxilon

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    @olix4242 Thank you so much! works like a charm :)
     
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  31. darkeyes

    darkeyes

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    I'd be interested in seeing HDRI OpenEXR support :)
     
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  32. GameDevMig

    GameDevMig

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    GIF Export would be really cool (especially if it could be triggered in code and not auto exit play mode.

    Thanks again for your help, Oli! Also to anyone rendering hi-res 360 video for YouTube, this tool works really well. Be patient with YouTube though, it took nearly 48hrs for them to process the 4k,60fps, 360, 3min videos
     
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  33. olix4242

    olix4242

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    @GameDevMig
    This seems a little bit too long. Mine usually gets processed in 2-5 minutes. Videos with Ambisonics spatialised audio take something more (video will work, but spatialized audio starts to work only after a couple of hours).

    Note, if I'm not wrong, it could be possible that Youtube doesn't use 60 fps for 4k videos (or larger). And you probably don't even need framerate that high (30fps is OK for mostly all cases) as it could also lead to choppy playback on some systems.

    How did you solve your bloom problem?
     
  34. mtanu

    mtanu

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    We were just chatting about VR animated GIFs at lunch today. It can be used a short previews for longer-playing VR videos, and you can imagine creating interstitials of 360 animated GIFs between videos/scenes (I didn't say 360 ads).
     
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  35. quencheu96

    quencheu96

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    Hi! Im running this asset while on a computer with a GTX980 TI. However when I try to record say 500 frames at 4k,unity just completely crashes about halfway through. I am trying to use the camera to record the scene while a video is playing in the background. Do you know why this might happen, or if there's a solution?
     
  36. olix4242

    olix4242

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    Hi @quencheu96.
    It's impossible to tell what happens without some more information. Could you provide a screenshot of VR Capture component settings? Does it crash if you render a lower resolution? What plugin are you using to play a video (or is it a standard unity video)? Do you use any aditional plugins and so on. What else components do you use on VR Camera? Do you get any crash logs? VR Panorama shouldn't crash like that, so I'm thinking that it must be some other plugin or script that doesn't play well with VR Panorama (and that uses too much VRAM). Are your rendered frames rendered correctly?
    TIP: If you already have some rendered frames, you can use Resume from frame value, and get to render other frames too without restarting whole render.
     
  37. quencheu96

    quencheu96

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    Hi, so I realized the reason it crashes was most likely because i'm playing a 4k video in the background as well. I'm somewhat confused on how to use the Resume from frame value feature. Say the frames rendered from img00000 to img00049. And i want to render 500 more frames. I put 49 into the resume from frame option, however when the camera starts rendering again, it seems to starts rendering from a time in the video that was was already recorded. What could i do?
     
  38. olix4242

    olix4242

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    I'm sorry, but without knowing some things that I've asked, I'm afraid I'm not able to help.
    -what are VR capture settings?
    -what plugin do you use for video play?
    This is essential or otherwise I don't know from where to start. ;)
     
  39. GameDevMig

    GameDevMig

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    To be a bit more clear, 144/360 was available in a few minutes, the 1080p60fps was available I think in about 10 minutes, At some point between 10-24 hours the 1440p60fps version showed up, then between 30-48hrs the 2160p60fps showed up. Wasn't super scientific about this, mostly checked at the start of each work day for 2 different videos.

    The main reason for the (likely unnecessary) high quality was the worry of simulator sickness, I will have to try a 30fps version next. YouTube 2160p60fps is pretty brutal on CPU

    You were absolutely right, a bunch of old image effects code and shaders were scattered throughout the project both from asset packs and that I inherited this project from pre Unity 4.6 days. I removed all of them, then grabbed the Cinematic Image Effects. I also did as you suggested and entirely removed the old version of your plugin and clean installed the new version.
     
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  40. olix4242

    olix4242

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    This is too much. OF course, it all depends mostly on what GFX card you are using, and much less on CPU. A VR ready GFX card (from gtx 970 - gtx 1080) should do this in few minutes. But I'm not sure if I understood well. Is your problem with youtube processing or with VR panorama rendering time?
     
  41. GameDevMig

    GameDevMig

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    This is a YouTube video processing issue that I could find little to no documentation on. Then, as you said, viewing the video on YouTube seems more CPU intense than I would initially expect.

    Your plugin (and support) are wonderful. I'm very happy that using VR Panorama.
     
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  42. TorbenDK

    TorbenDK

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    Hi.

    Q: How do I render regular HD/2K videos where the camera FOV is left untouched?

    I added the script to my camera, clicked a few things here and there, hit play, and voila.. images and a movie rendered - with much better AA than in game.

    I'm love how simple and easy this tool is! Also, I plan to conquer the world with it! *Muhaha*
     
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  43. olix4242

    olix4242

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    "Q: How do I render regular HD/2K videos where the camera FOV is left untouched?"
    Hi, the latest version had a stupid code error (used for debuging and forgotten there :oops:) that forced FOV to 100. You can just edit VRCapture.cs and remove a line 243
    Code (CSharp):
    1.     gameObject.GetComponent<Camera>().fieldOfView = 100;
    Or you can just wait a new update that was submitted last week and will be on assetstore, I hope, tomorrow.
    BTW, a new version features even better quality AA ;)
     
  44. paxilon

    paxilon

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    HI @olix4242 Thanks you for your script. It worked out quite well :) I have an other question. Is it possible to add something like Local Network Rendering with VR Panorama? I know that would be a huge thing to implement or maybe you know an other solution. Thanks!
     
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  45. olix4242

    olix4242

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    I don't know if I understand well: you would like to do distributed rendering or to use VR Panorama RT to transmit video stream to another computer?
    Distributed rendering: it can be done with manual start of rendering on multiple machines by using different START FROM FRAME values. Let's say, you have 2000 frames that you want to render on 2 machines. You start one from 1-999, and another from 1000-2000 and you will gain some speed. Of course, that would require to change a script a little bit to be able to write to network directory (but it should be quite easy and it's already on todo list) and not to a project folder. But there are some problems with this approach:
    -Any random behaviours will generate problems (main concern are particles) because they won't mach on images rendered with different computers.
    -Image effects that use any type of data available from previous frames, such as temporal AA, temporal smoothing, motion vectors, just to name a few, could potentially lead to problems.

    Main performance bottleneck for VR Panorama, at this moment, is a compression and writing of images, and that takes most CPU time. On some VR Ready systems this task requires as much as 20-40% time rendering and 60-80% of time writing for JPG and even more for PNG at 4k resolution. Rendering istelf works mostly in realtime on GTX1070-1080. (well, you can alwas check your framerate with VR Panorama RT and see if it's capable of running a scene at 30 fps at 4k resolution). If it can do this, and you have long rendering times, than the mroblem lies in CPU that does compression, and Hard Disks that slow down things. I suggest to use fast SSD and a good CPU and VR Panorama will fly ;)
     
  46. TorbenDK

    TorbenDK

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    All is well now! Thank you very much!

    Being "the viz-guy" just became SO much more fun! This coupled with our old-school CAD tools (microstation, autocad and such) is just Amazing! And it's basically free!

    I am rendering movies so f**king fast now!. And not only that, but they look better then ever.

    What a time to be me :)
     
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  47. TorbenDK

    TorbenDK

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    ..except, now I want more! :)

    When I render a movie, I noticed several effects are not being rendered in regular camera to HD mode.
    The effect from Camera DOF is gone, and I also tried a very nice "Amplify motion" effect, from another developer. Sadly it is not being captured by my favourite new tool!? I tried with VRpro at various places in the camera setup.

    I swear I saw it work on ONE test.. I wonder if that was before I upgraded VRpro today?

    Shouldn't all visual effects be capture-able by "Panorama Render" (at least in regular camera -> HD mode)?
     
    Last edited: Sep 13, 2016
  48. olix4242

    olix4242

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    Hi, these effects should work. I'm using them everyday on every project. In a last version there wasn't any changes that could affect those effects. Also, a VR Panorama order doesn't change anything, Image effects will be always rendered first. I would look elsewhere why they don't work. Do they work without VR Panorama? Are there any other effects on camera? What Unity version are you using?
     
  49. TorbenDK

    TorbenDK

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    Glad to read that it is supposed to work.

    I tried grabbing a still-image, and it saved a 360 degree image, even though it was set to "Video capture", and the resuling image had the sky at the bottom, and the ground in the sky.

    No motion blur, or amplify motion was rendered to the image.

    Unity 5.4.0f3 personal. DX11 deferred. Windows 7 64-bit.
     
  50. olix4242

    olix4242

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    Standard video capture doesn't work with single image capture function. It wasn't intended so as VR panorama primary use is 360 capture (screen capture single image is intended for runtime users). But maybe it will work in future version,we will se if there is request for this function.
    As for top-down issue, I'm not sure what's happening. Could you send me a screenshot?