Ok Dalai, Hope this can be adressed else where.
No matter what, vr in Blender is a big deal. Happy to see it evolving. Em sex, 1 de nov de 2019 14:44, Dalai Felinto <dfeli...@gmail.com> escreveu: > Hi Adriano, > > The VR project has little overlap with the EEVEE stereo requirements. > > The only place they share some common requirements, is in regard to fisheye > support in the viewport. For EEVEE panorama/fisheye we need to map the > mouse with the pointer in the projected image. For VR we need something > similar to map 3d controllers to sculpting, drawing, ... > > Regards, > Dalai > > Em sex, 1 de nov de 2019 às 10:01, Adriano Oliveira < > adriano.u...@gmail.com> > escreveu: > > > Great news! > > > > Will this in some way addres an aproach to allow Eevee to export stereo > > panoramas/cubes with screen space effects support? > > > > In raster renders this is usually accomplished by composing a lot of thin > > render slices. That can be done by an addon, but I think it would be more > > optmimizad in blender code. > > > > This can help: > > https://developers.google.com/vr/jump/rendering-ods-content.pdf > > > > *Adriano A. Oliveira* > > > > > > < > > > https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail > > > > > Livre > > de vírus. www.avast.com > > < > > > https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail > > >. > > <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> > > > > Em ter, 29 de out de 2019 às 08:21, Julian Eisel <eiseljul...@gmail.com> > > escreveu: > > > > > Hi all, > > > > > > we had a VR meeting during the conference, here are the notable bits. > > > > > > Attendees > > > ======== > > > * Dalai Felinto (Blender Foundation) > > > * Damien Coureau (Ubisoft) > > > * Daniel Martinez Lara (Pepe School Land & MPX) > > > * Julian Eisel (Blender Institute) > > > * Julien Blervaque (Ubisoft) > > > * Sebastian König (blendFX) > > > * Simeon Conzendorf (blendFX) > > > * William Reynish (Blender Foundation) > > > > > > General Requirements > > > ================= > > > * There will have to be some experimenting with different approaches > > > to XR UIs. People and studios also have very different needs for XR > > > experiences. > > > * Just how we define the regular 2D UIs in Python, XR UIs should be > > > defined in Python as well. That allows extending and specializing the > > > UIs for custom needs. The Ubisoft team is especially keen on this. > > > * Blender should bundle a good default XR UI for common usage, > > > established through experimentation of the core VR team and other > > > collaborators. > > > * With the gizmo, operator and drawing APIs, the BPY already has many > > > of the needed bits. There's still lots of stuff we'd have to figure > > > out and add to it though. > > > > > > Next Steps > > > ======== > > > * The team agrees on building the VR UI around specific use-cases. > > > * The GSoC patch [1] should be merged with the first basic use-case > > > working (scene inspection, see below) > > > * We'll start with the following use-cases (roughly in that order): > > > 1. Scene Introspection - VR viewport with initial/simple navigation > > > 2. Sculpting & Grease Pencil drawing in VR > > > 3. Set arrangement/layout - Support adding primitives, transforming > > > objects and some related gizmos > > > 4. Complete immersive toolset (aka MARUI) > > > 5. VR Storyboarding - Support changing cameras, time and animation > > > timing within the VR session > > > 6. Set dressing - Support adding particles, assets, ... > > > * Besides the first use-case, the involved "Blender core developers" > > > will only try to provide the frameworks needed to implement the other > > > use-cases. These can then be picked up by contributors (e.g. the > > > Ubisoft, MARUI or MPX teams). > > > * The project will be organized as usual in Blender, with a landing > > > page on developer.blender.org, clearly stated priorities and > > > milestones, and visible ways for contributors to get involved. > > > > > > Future > > > ===== > > > * We also want to support AR/MR based use-cases. > > > * Collaborative sessions form other important use-cases: multiple > > > people with multiple headsets work together in the same XR viewport. > > > This is a rather complicated use-case to get supported, but it would > > > be immensely useful. > > > > > > > > > [1] - https://developer.blender.org/D5537 > > > > > > Cheers, > > > - Julian - > > > _______________________________________________ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers