Daz3d VR Studio?

Is there a way to use a vr set to "dive into" the design enviroment and adjust props/lighting/camera's?

Comments

  • Maybe investigate Virt-a-Mate. It's adult oriented but it uses Daz content. I haven't used it since I ditched patreon years ago but it might do what you're looking for.

  • FSMCDesignsFSMCDesigns Posts: 12,774

    RavenHawk said:

    Is there a way to use a vr set to "dive into" the design enviroment and adjust props/lighting/camera's?

    I wish! Currently there is no native VR support for Daz Studio unfortunately. You could try VirtAMate as mentioned, but it's a pain to import Daz content and it only uses the G2 models for now. You could export DS content into Unity and then adjust those scenes in VR since any Unity project can be viewed in VR

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,508

    if only Octane render  was fully integrated,

    I literally can move around sets using the old Carrara OR4 plugin with a spherical lens and side by side stereoscopic viwports  using my 980ti

    which suggests it's  more than possible 

    I sadly don't own a headset to find out if I can feed it there

    maybe D|S5 with Filament 

  • MadaMada Posts: 2,016

    Would be amazing if the tech allowed that but its not quite there yet. There's a lot more involved with using a headset in VR than looking at stereoscopic images on a flat screen.

    First off your computer needs to be strong enough to maintain 90fps or you're going to have an instant puke fest from motion sickness. The more complicated/high res the model, the larger the impact. Frame rate is king in this scenario.

    You're rendering geometry twice, once for each lens in the headset. Add to that the high resolution textures and its enough to make anyone feel sick in a headset. There's ways to optimise this, by for example using foveated rendering but it needs coding to implement.

    Right now the easiest way is to use the Daz bridge to one of the engines like Unity and Unreal, and set it up there. I have had some success exporting FBX and importing it into Tilt Brush and Gravity Sketch and bypassing Unity that way but its not optimal. I do believe in the future it would be easier to view scenes in VR, but not without some amount of optimising/preparing of the scene, textures and mesh.

    I am lucky enough to have access to testing on the ENGAGE platform in VR. Again you have to really optimise everything to have a smooth experience - its not just a case of dropping in a Daz Studio scene. I used some of the Platinum Club models to set up small scenes and it is amazing being able to walk around in it.  I really hope that technology will advance enough for it to be possible in the future.

     

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