Wrote this about a year ago, I’ve was waiting to upgrading it to WebVR, but that’s still some time off so I wanted to share this now.
Uses Babylonjs 2.5 and VR is implemented using some old techniques but still works pretty well.
Wrote this about a year ago, I’ve was waiting to upgrading it to WebVR, but that’s still some time off so I wanted to share this now.
Uses Babylonjs 2.5 and VR is implemented using some old techniques but still works pretty well.
Nice way to handle position transitions!
Are your renderfarms still alive after rendering more than 500 images?
Really cool! do you plan to move to bjs4.0?
Also pinging @PirateJC fyi
Yeah, I’m working on an updated version in 3.3 right now. I guess I should look at 4, since it’ll be likely be ‘stable’ by the time I get this done. It’s not top priority at the moment.
Yeah, it’s heavy on the render side. 3dsMax and Vray. This is one of the larger one’s we’ve done. When I created it we did a little studio. I’ve many optimizations going in v.2
Hey KramSurfer it’s really a great Job
I was wondering when you move to a point to an other did you make the camera move or it’s just fixed and you make the illusion of movement with the 360 degrees pictures?
Both, there’s a series of images that ‘make the move’ then I pull the camera back a little bit, along the vector of the previous path, and animate it to the centroid of the sphere with the mapped image. That’s the little ease in you feel.
@KramSurfer wonderful job. I wonder how you keep the image so straight?
Babylon.js Playground (babylonjs.com)
I’m not using a photodome, I"m not sure what the geometry or mapping of that is… It’s projected on an face inverted sphere.
@KramSurfer love your movement blur!!! how did you achieve it?
Vray Motion blur, rendered in the image.
Do you mean that you used a different image for the transitions?
It’s much more insane than that.
I scripted key frame animation of every path between every node location in the 3D model, There’s typically 3-5 images for each ‘move’ Longer distances have more frames. They’re low resolution and render faster than the location. From this scripted animation in the 3D package, I export a data set for application to know which frames belong between which nodes. There’s also a shortest path to calculate movements across multiple nodes. It was super fun to build.