Help Using Fluid in VR (HTC vive) - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Fluid (https://obi.virtualmethodstudio.com/forum/forum-3.html) +--- Thread: Help Using Fluid in VR (HTC vive) (/thread-3214.html) |
Using Fluid in VR (HTC vive) - curryrice - 02-12-2021 Hello. I want to use unity to display a liquid on the screen in VR (HTC vive), but it does not show up. It shows up fine in a scene without VR. Do I need some special settings? I don't know the cause of this problem, so please let me know. Obi Fluid Version : 6.3 unity Version : 2020.3.16f1 Thank you. RE: Using Fluid in VR (HTC vive) - josemendez - 02-12-2021 (02-12-2021, 02:09 PM)curryrice Wrote: Hello. Hi there! VR Fluid rendering requires setting up separate cameras for each eye. See our FAQ: http://obi.virtualmethodstudio.com/faq.html Quote:Does it support VR (Virtual Reality)? RE: Using Fluid in VR (HTC vive) - curryrice - 03-12-2021 (02-12-2021, 02:20 PM)josemendez Wrote: Hi there! Wow! I missed that section in the FAQ. Thank you! RE: Using Fluid in VR (HTC vive) - locque - 07-02-2022 Can you elaborate on how this one-camera-per-eye setup is supposed to work? I can't get any fluid rendered as soon as I target the left or right eye on a camera, it just disappears. It works fine again as as soon as you set the target back to None (Main Display). RE: Using Fluid in VR (HTC vive) - Epineurien - 07-02-2022 Gonna request more details too. You need to setup separate cameras for each eye with a fluid renderer in each, right? But in URP the fluid renderers don't do anything as it's the Obi Fluid Renderer Feature that does the job (at least that's how I got it to work in non-VR). How do you setup Obi for VR in URP? RE: Using Fluid in VR (HTC vive) - locque - 07-02-2022 (07-02-2022, 11:47 AM)Epineurien Wrote: Gonna request more details too. I was wondering the exact same thing, seems like it's not possible with URP. I couldn't get any fluid rendered on the builtin pipeline either though, the camera-based fluid renderer stops working as soon as you target an eye. RE: Using Fluid in VR (HTC vive) - josemendez - 07-02-2022 (07-02-2022, 11:59 AM)locque Wrote: I was wondering the exact same thing, seems like it's not possible with URP. I couldn't get any fluid rendered on the builtin pipeline either though, the camera-based fluid renderer stops working as soon as you target an eye. What Unity version are you using? targeting a specific eye vs the screen should make no difference as far as rendering goes: it just changes the render destination, the entire render pipeline remains unchanged. RE: Using Fluid in VR (HTC vive) - locque - 07-02-2022 (07-02-2022, 12:05 PM)josemendez Wrote: What Unity version are you using? targeting a specific eye vs the screen should make no difference as far as rendering goes: it just changes the render destination, the entire render pipeline remains unchanged. Thats what I would have thought too, but unfortunately that's not the case. I'm using 2020.3.27f1. RE: Using Fluid in VR (HTC vive) - josemendez - 07-02-2022 (07-02-2022, 11:47 AM)Epineurien Wrote: Gonna request more details too. URP VR is not supported as of now, since Unity does not support using renderer features on a per-camera basis which would be required for this to work. RE: Using Fluid in VR (HTC vive) - locque - 07-02-2022 Here are some pictures showing what happens when you switch the target from the main display to the left eye: https://imgur.com/a/gV2cVfy The shadow is still being rendered for the left eye, but the fluid itself is missing. |