Using 360 VR Capture, But no fluid rendering - 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: Using 360 VR Capture, But no fluid rendering (/thread-510.html) |
Using 360 VR Capture, But no fluid rendering - corbinyo`` - 30-03-2018 Can anyone explain why Obi Fluid doesn't render out when I use this 360 Capture asset to capture my scene in 360? Is it because of single pass stereo? If so should I be capture to render out obi fluid? Thank you! RE: Using 360 VR Capture, But no fluid rendering - Caldor - 30-03-2018 Yes, you need to use multi pass, or it cannot render the fluid, and you also need to have an obi fluid renderer on your camera. That renderer needs to have all the emitters in the scene on its list of particle renderers. RE: Using 360 VR Capture, But no fluid rendering - josemendez - 03-04-2018 (30-03-2018, 10:51 PM)Caldor Wrote: Yes, you need to use multi pass, or it cannot render the fluid, and you also need to have an obi fluid renderer on your camera. That renderer needs to have all the emitters in the scene on its list of particle renderers. In addition to this, Obi's default rendering pipeline only supports perspective or orthographic projections. Custom projections such as stereographic or cylindrical are not supported out of the box. That asset makes use of both, that I can tell. You should modify the fluid rendering shaders to add support for your custom projective mappings. |