Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

[RELEASED] VR Panorama - render 360 stereo videos

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

?

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. xuxo

    xuxo

    Joined:
    Jan 15, 2018
    Posts:
    3
    Thank you, very much!! You have saved me a lot of time!
     
    olix4242 likes this.
  2. xuxo

    xuxo

    Joined:
    Jan 15, 2018
    Posts:
    3
    Thanks for quick response! Vignette off and Eye adaption off, WORKS
     
    olix4242 likes this.
  3. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Yeah, those one shouldn't be used in 360 videos. Vignete is a an effect that acts on borders of an image (thus, it has to use finite Field of View). But a 360 video has an infinite Field of View. Actually, it is 360 angles wide, but for it's nature of being seamless,it can be considered as infinite, or without borders. This is why Vignette doesn't work . it can exist only if an image has borders - and this makes it impossible to exist in 360 video.
    As for Eye Adptation, it is screen space effect that will calculate it's exposition based on pixels that it can see. But as VR Panorama uses multiple camera setup, you will end up with different slices being exposed differently. In real life it isn't a problem, as you mostly don't want to use it . real life scenarious have panorama that probably has a bright light on one side and other side that is back lit. So there is no way to have a good approximation of light on that large scale of HDR values.
     
    xuxo likes this.
  4. glasshandstudios

    glasshandstudios

    Joined:
    Mar 15, 2017
    Posts:
    6
    Really love VR Panorama! It's a great tool. I tried to test it with a simple HD render Loop SRP scene in 2018.1.0b8 and the images came out pink (error). Is there any plans to implement HDRL and other SRP? Thank you!
     
  5. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Yes, I'm planing on supporting it - but not before official 2018 stable release. SRP is still in it's early stage and documentation is almost non-existent.
     
    glasshandstudios likes this.
  6. DrMario

    DrMario

    Joined:
    Jun 20, 2016
    Posts:
    6
    Captura de pantalla 2018-03-01 a la(s) 14.12.11.png Dear when I use the VR Panorama, it does not export the skybox. Help!!!
     
  7. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    You should check some solutions described in previous posts (there are more than one cause and solution). One of the main problems could be that you have to be sure to use depth buffer, and try to switch camera to Deferred rendering. Also, check that you background color doesn't use alpha set to zero. Rhis also can lead to rendering errors.
    Also, some screenshots of your VR Capture and camera settings could help track your issue.
     
    DrMario likes this.
  8. davidhaley

    davidhaley

    Joined:
    Jul 30, 2016
    Posts:
    8
    Good evening,

    I purchased your asset today, and I am running into problems taking a 360 still equidistant photo with my Vive. The center of the images appear to be smeared, torn, and replicated. Please see the attached photo.

    https://we.tl/bgv7ucszQp

    Windows 10 64 bit | Version 1701 | OS Build: 15063.850
    Unity 2018.1.0b10
    MSI Geforce 1080 w/ Driver Version: 391.01

    I am using The Lab Renderer with Valve's Shader, to take advantage of their rendering optimizations:

    1. Explained here: http://steamcommunity.com/games/250820/announcements/detail/604985915045842668
    2. Code here: https://github.com/ValveSoftware/the_lab_renderer


    If I do not select "Use Depth Buffer," some of my objects are transparent.

    I have tried all of the resolutions, changing your settings (environment distance, IPD, camera FOV, image format, camera eyes set to main display, and rendering path (even though The Lab Renderer requires forward rendering for MSAA). If possible, I do not want to disable forward rendering, and continue to use The Lab Renderer for my application.

    Another problem, although not as important, is that after a photo is taken, my lightmaps disapeer, and everything seems dark.

    Thank you for your help!
     
    Last edited: Mar 15, 2018
  9. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    VR Panorama should be compatible with Lab renderer, atleast when I have checked it - but it was one year ago.
    From a screenshot it looks more like if settings for rendering aren't correctly set. Most probably you are too close to a console, so you have to set Environment distance accordingly (it should be set at a distance of nearest object of interest). One question? Does this happens if you are using monoscopic rendering? If it doesn't happen, then you use wrong settings. If it doesn't render correctly then it means that VR tracking or Vive scripts are breaking things, and you have to find a way to deactivate them before rendering.
    Also, please post a screenshot of current settings and a resulting image at those settings.
    This is a normal - and you should mostly always use Depth buffer (if you don't have some special needs, and know explicitly why you are turning this off)

    I' don't have any clue about this. Do you mean realtime shadows or lightmaps? If those are realtime LAb shadows, than probably Lab is sensible on changing cameras, and probably needs some reinitializing when switching cameras from a user side.
     
  10. davidhaley

    davidhaley

    Joined:
    Jul 30, 2016
    Posts:
    8
    Hello,

    Thank you for replying quickly.

    Please find the mono 360 and settings screenshots here. The mono screenshot is still affected: https://we.tl/Qkcpp5crQG

    I reduced the distance to 1m.

    Okay, thank you. I mentioned this because page seven of the help file included with the asset recommends disabling the render depth buffer option whenever possible.

    No problem, I will look into this part further, after I can take mono 360 images correctly.

    Thank you again, for your help.
     
  11. davidhaley

    davidhaley

    Joined:
    Jul 30, 2016
    Posts:
    8
    Hello, have you had a chance to look at this?

     
  12. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    This means that a camera tracking is still happening somewhere. What is your current setup? Where did you place your VR Capture camera in hierarchy?
    Also, are you using a headset in a phase of capturing?
     
  13. dragologic

    dragologic

    Joined:
    Oct 28, 2012
    Posts:
    16
    How to record 360 video from multiple scenes at once?
     
  14. HiromasaDoi

    HiromasaDoi

    Joined:
    Sep 20, 2017
    Posts:
    2
    I am having the problem too...
     
  15. slow_izzm

    slow_izzm

    Joined:
    Feb 9, 2018
    Posts:
    9
    I have canvas buttons triggering animations that I want captured in my VR Panorama, I am not finding that the canvas is interactable, is there something that I am missing here? Just to clarify, I don't need or want the canvas to be visible in my capture, I just want the canvas to be interactable while capturing so I can fire off events as the capture is taking place.

     
  16. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    This isn't supported as it would be really tricky to do (if not impossible). There aro so many different ways to manage different scenes and it simply isn't possible to make a solution that covers them all. You have to capture as separate files and use your favourite video editing application to edit final video.
     
  17. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Please, send me in PM your Invoice number, and I will send you a version that corrects this bug.
     
  18. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Not, sure if you are using RT module or offline rendering? If you are using offline rendering (as I assume) then you have to know that it doesn't work in realtime - and for this reason, you can't interact with canvas. Solution is to make some scripts that can interact with animator component, or to do your triggering via another animation. Or to use unity Timeline for this task.
     
  19. CoilSpot

    CoilSpot

    Joined:
    Aug 28, 2017
    Posts:
    24
    Hi olix4242

    How could I Start&Stop "Animation Capture" by script?
     
  20. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    You can activate it by activating VRCapture script.
    To be able to stop it by scipt, you should set a VRCapture.NumberOfFramesToRender value to 0.
    I think that this should work.
     
  21. CoilSpot

    CoilSpot

    Joined:
    Aug 28, 2017
    Posts:
    24
    Thanks for your reply

    Are you meat " VRCapture.VRCaptureList.AnimationCapture " to activate record?
    It's error
     
  22. HiromasaDoi

    HiromasaDoi

    Joined:
    Sep 20, 2017
    Posts:
    2
    I'm sorry. What's PM ?
     
  23. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Private message ;)
     
  24. FernandoNamikaze

    FernandoNamikaze

    Joined:
    Nov 22, 2013
    Posts:
    7
    Hi, very nice asset, I have a slow rain particle in scene with billboard to camera, but the slow rain turn out heavy speedy rain, also a particle fog are moving way to fast, can you help me on this?
     
  25. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    What particles are you using? I can suppose that they are are controlled by some custom script and aren't standard unity particles.
     
  26. FernandoNamikaze

    FernandoNamikaze

    Joined:
    Nov 22, 2013
    Posts:
    7
    I use a particle from NeatWolf package, no script in the particle, also seems to be builded from stardard particle I use unity 2017.3.1p4
     
  27. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    There must be some kind of script that messes with time.scale. You can do a check without rendering with VRPanorama: go to menu edit/project settings/Time and set timescale to something other than 1. Standard unity particles should slowdiwn or go faster based on this value. If this doesn't happen (and particles always have a same speed) than you have to contact a developer of that particle system and see what script messes things up.
     
  28. JumpingGuy

    JumpingGuy

    Joined:
    Jan 2, 2016
    Posts:
    69
    Thanks for the answer.. I'm still having trouble figuring out how to get similar Depth of Field results to what I see during gameplay versus an export via VR Panoramo. How would I use RT module to tune my effect?
     
  29. DrMario

    DrMario

    Joined:
    Jun 20, 2016
    Posts:
    6
    Dear when I render stereoscopic it seems very weird. this does not happen in monoscopic.
    What can I do?
     

    Attached Files:

  30. JuanMaldonado

    JuanMaldonado

    Joined:
    Oct 12, 2012
    Posts:
    29
    Hi @olix4242
    Is this package compatible with Unity 2018.1 beta and the post processing stack v2? I just need to capture a still 360 panorama image.
     
  31. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Yes, it is.
     
  32. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    You are dealing with a problem of having close objects in a down zone of a 360 image. This is a worst possible case for any 360 stereo video' and probably should be avoided when possible. You should use some workarounds.
    - set you camera at larger distance from bicycle handle bar.
    -Use HQ rendering mode (on expanse of reducing rendering speed)
    -adjust environment distance value to something shorter than default
    -set IPD distance to some low value (but this have a downside of making your bicycle look bigger)
    -mask a down zone with a shadow or blur.
    Keep in mind that any object closer than 50 cm - 1 meter to camera (especially in low or top zone) will produce some kind of ugly and annoying effect. Heavy warping, stitching issues, or completely wrong stereoscopy. This is also why most 360 stereo videos simply mask this zone with logo, blur or black mask.
     
  33. Navantis

    Navantis

    Joined:
    Mar 2, 2018
    Posts:
    4
    Hello,

    I am going to try explain the best possible way my necessities.

    I need to do streaming video from a Unity camera to an Ip Multicast using the RSTP protocol.

    Can I do it with VR Panorama plugin?

    Best regards

    Rafael
     
  34. rosssssss

    rosssssss

    Joined:
    Jan 27, 2017
    Posts:
    70
    Hello ,
    Just bought the plugin - it looks great... but I cant get the output video to appear. It produces the image sequence and a wav but no mp4... I'm running windows 10. A dos prompt pops up and starts doing ffmpeg stuff but then it vanishes too quickly for me to read what the problem was and no mp4 appears... Any clues? I tried searching this forum for same issue but couldn't find it easily though i guess it's there(!)

    EDIT:Forget this sorry... I hadn't checked the Encode h.264 video checkbox... duh.

    Thanks
    Ross
     
    Last edited: Apr 24, 2018
    olix4242 likes this.
  35. rosssssss

    rosssssss

    Joined:
    Jan 27, 2017
    Posts:
    70
    Thanks again for the awesome plugin. I've got a shader issue. Using the Unity FX/Glass/Stained BumpDistort shader - I get black artefacts around it that aren't there in the exe... Any ideas why that might be?
     
  36. namo2

    namo2

    Joined:
    May 28, 2013
    Posts:
    24
  37. cybersoft

    cybersoft

    Joined:
    Feb 12, 2014
    Posts:
    107
  38. jesusherlo

    jesusherlo

    Joined:
    May 7, 2018
    Posts:
    2
    Hi Oliver,

    We purchased VRPanorama last March for a 5.3.3 Unity application and it run correctly.

    We have re-installed the version in the computer and now when downloading tells us that we need to upgrade to version 5.5.1. Is there any repository of older versions available?

    Regards,
     
  39. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Sorry for a lateresponse. I didn't get any notification on new posts :(
    Can you share an image and some info on your problem? Just form a description it's impossible to guess.
     
  40. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    I don't have idea what might cause this issue. But I can guess that a water script uses some different aspect ratio for it's render texture. You can probably try to switch unity game view to fixed aspect ration, and see if this correct issue (16: 9 if you are using standard HD or 4k).
     
  41. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Please contact me in private message with you Invoice number, and I will send you an old version.
    VR Panorama doesn't actively support anymore older versions than 5.5.
     
  42. AxisUnity

    AxisUnity

    Joined:
    May 16, 2017
    Posts:
    12
    Hi, I currently use your plugin with the following settings in Unity 5.6.4f1:
    Capture Mode: Animation Capture
    Capture Type: Equidistant Mono
    Capture Angle: 360
    Sequence Format: JPG - Quality: 100
    Resolution: HD 720p
    FPS: 30
    Number of frames to render: Depends on my own video 360's length

    I am playing a video 360 on a sphere using AVPro and I am using your plugin to do a recapture of the whole video including the GameObjects I have in front of the camera.

    It kinda works, but I have one of two possible issues:
    1. Video is missing frames and the last few seconds is the last frame repeated.
    2. The end of the video is cut short (it probably have some duplicated frames).

    I start playing my video and start recording at the same time. My video finishes but the recording is still going since it hasn't rendered enough frames yet. What ends up happening usually with the end result is a video that seems like it is going a bit faster, it's doing that since its missing some frames here and there since the recording and the playing fps are not perfectly synced, the ending of the video is always a couple of seconds of the last frame repeated. My first solution was to reduce the frame rate of my video, but I cant be perfectly accurate with the rate so usually the end result video is cut short or problem #1 happens again.

    What I ultimately need is a way to perfectly sync the video and the recording. I'm unsure what would be the best way to go with your plugin to have the same video length while also avoiding the few skipped frames. Let me know if you have any idea, otherwise ill probably have to use the single frame screen shot and go frame by frame on my video but I would like to avoid that approach.

    Thanks.
     
  43. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Hi, this is a known issue with AVpro. I don't know what version are you using, but here you can find a solution for Windows Media version (this is the only one that I have a licence for - so I wasn't been able to make a solution for QT version). This is somewhat a hack but as this problem doesn't depend on me, and a real solution on syncing time can be done only by guys from AVpro, this is a best that I could do.
    https://forum.unity.com/threads/rel...-360-stereo-videos.336086/page-8#post-2628234
    p. s. Why aren't you using new Unity Video that is as powerfull as AVpro?
     
  44. AxisUnity

    AxisUnity

    Joined:
    May 16, 2017
    Posts:
    12
    I see. I'll try that script and see how it goes. Thanks! As for why I use AVPro, this is what was being used when I arrived on the project. I never really tried using Unity Video so thats mostly why, I just kept using what I was used working with.
     
  45. Gerwald-Radsma

    Gerwald-Radsma

    Joined:
    Dec 24, 2014
    Posts:
    8
    yess!! tnx! perhaps you could add this as a feature? Anyway... thanks
     
    olix4242 likes this.
  46. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Actually, it is included in latest version ;)
     
    JumpingGuy likes this.
  47. Gerwald-Radsma

    Gerwald-Radsma

    Joined:
    Dec 24, 2014
    Posts:
    8
    seriously? Nice... tnxxx I bought it last week or so, and could not find it.... is it still being processed?
     
  48. olix4242

    olix4242

    Joined:
    Jul 21, 2013
    Posts:
    1,959
    Then you should have it included in
    Assets/VRPanorama/Tools/VideoSync.cs
     
    Gerwald-Radsma likes this.
  49. jesusherlo

    jesusherlo

    Joined:
    May 7, 2018
    Posts:
    2
    Hi Oliver,

    We have tried the asset and an error appears that previously did not have.

    null texture passed to GUI.DrawTexture
    UnityEngine.GUI:DrawTexture(Rect, Texture, ScaleMode, Boolean, Single)
    VRPanorama.VRCapture:OnGUI() (at Assets/VRPanorama/VRCapture.cs:1276)


    Is this the same version that we downloaded in March? How can we correct it?

    Regards,

    Jesus
     
  50. Leopleurodon

    Leopleurodon

    Joined:
    Sep 1, 2017
    Posts:
    2
    Hi, I'm trying to render my scene in stereoscopic 360.
    My camera is set to 'Solid Color', which is animated (slowly changing from dark blue to black) but for some reason it always renders this light blue color here regardless of my camera setting. Even without the animation.

    Another camera with skybox worked fine. Just my solid color is being ignored.
    What could I be doing wrong?