360 offline rendering is broken
Trying to generate a 360. The offline rendering no longer generates the stills to create a video . Just blank screenshots
63 Replies
the painting was with standard brushes so luckily I was able to transfer the files to TB to render them for my daily but OB is broken for that feature.
Good to know. Was planning at looking at that today
I'm trying this now. I chose option 5 "Omnidirectional Stereo 360, 4k x 4k 30 FPS"
1. It's still rendering but I'm seeing imagery in the app window. Did you see imagery or black screens while it was rendering?
2. I first did a non-360 offline render and that worked fine
Confirmed. It's finished generating frames now and I can see they are all black. @mikesky ☝️
Thanks both, yeah it was on my list to check as I had a suspicion it might be broken right now 😅
@andybak used option 5 as well. It shows up on the screen while rendering but blank frames were the final result.
It’d be awesome if it could generate 360 photos and videos like Tvori did 😉🙏. Won’t eat the hard drive space either. Could also generate 8k
I'd love 8k. Tried directly changing the values, said wasn't supported. Might have to get into the ffmpeg side of things to do that?
360 stills would be awesome.
While we're at it, would love to see the ability to compile a 360 directly from the image stack.
I've lost some very long renders because of glitches in the last 5 minutes or a failure to process the stack into a video.
Currently only option is to completely re-record it.
* could also use ffmpeg directly, I suppose, but the code in game has something which keeps it from dropping frames I think, always get better results running from the game itself
The way Tvori did it you didn’t need to generate stills in a folder. Photo and video output. IMHO the way tb did it was valid at the time but old school and it unnecessarily eats hard drive space. 8k is ideal because what is rendered is 4K quality due to stretching of the image on a sphere. When we do 4k we are technically seeing a 2k in the HMD.
Isn't there's a chance Tvori was generating stills in a temp folder?
Never saw any temp folder but can double check today
I mean the system temp folder
the one windows uses
Pretty sure it just processed it and generated like the real 360 cams do now… no temp folders in cams
How could I check that
i'm thinking about video more than stills. generating video is usually a 2-step process with still images.
unless you've got dedicated hardware encoders
actually - i'm not so sure really
We used to have to stitch them manually. All the new cameras bypass this step now. Not sure how reg cams are doing it now. Prob same as Tvori tbh. No way are they generating stills because there is not enough space to hold it (physical cams) and there is no down time at all… pretty instant generating them.
the more i tihnk about it
Still need the ability to take a 360 snapshot though.
You saw the vid I sent you? (Sorry it was shaky as hell).
It was an amazing feature in app
Any idea if this will be working on the next update? Will have to dig out an older version to produce one today.
Will look at it this week, properly back working tomorrow 🙂
Sweet thanks Mike
I loaded the multi-mirror code yesterday and it has this issue.
Is this now fixed on the main, or just not updated on the feature branch?
Is this now fixed on the main, or just not updated on the feature branch?
Checked a day or so ago as well. Still not working. Have to pull an old OB build ATM
Thanks. I'm going to have to edit the build, because I'm working with multi-mirrors right now.
Might as well add another one to my collection. Any of the XR builds have it that you know of?
Might as well add another one to my collection. Any of the XR builds have it that you know of?
As far as I know it's broken in all XR builds but @mikesky knows more about this issue than I do
@ancientworlds Yes but I have so many now that I can’t confirm ATM which one but I can tell you it is an experimental build that is on the list of builds in the OB guide.
Apologies for the delay, I'm working on it but haven't solved yet!
I have so many builds.... totally understand where you're coming from on that.
So I've confirmed that it's just on the 360 modes rather than regular videos, how... bizarre 😅 hopefully just something simple! somewhat hard to debug though
Psyched about this. Would be awesome to get everything on the same page. Using 360 a lot right now and plan to in the future
Allow me to ramble to myself for later: when I trigger this in editor, I also get black textures until I select the ODS camera game object, then it renders just fine. don't need to keep it selected after that frame either. Some weird unity assigning error, difference in render textures? need to init something somewhere?
@ancientworlds @zandyxr I've got a custom build running that changes the rendering method for the stereo camera to an experimental one, I'm not sure it will give you the results you want but would you both be able to test it vs the known good builds, and see how it compares and send me the video from both runs?
I'll drop a link in about an hour for it
Would love to test @mikesky wont be able to get to it til this afternoon/evening
Thanks, that's fine as I won't be able to act on any changes till tomorrow anyways!
To explain a little more, by pure fluke, the unity editor version of open brush changed rendering methods when you clicked on the camera prefab. what this test build does is hardcode that experimental rendering method. However it was obviously left experimental by the Tilt Brush team for a reason, so I don't want to say 'fixed' if it gives a drastically different result to the older renderer! If it's too different, then I'll try to work out why the old renderer has broken.
(ignore this) https://nightly.link/icosa-gallery/open-brush/actions/runs/3940440607
Nevermind, think i've figured out what was causing the old method to break!!
I'll send a different build in a bit 🙂
https://nightly.link/icosa-gallery/open-brush/workflows/build/fix%2Fstereo-recording
Going to have to try tomorrow Mike...running a bit behind today....snags galore on current projects.
I was going to look at this. The oculus build hides my controllers when in gameplay mode
The openXR is even weirder because one controller is visible and glowing blue and draws the other is invisible and it doesn't get past the loading screen
Assume it's something with steam/oculus/unity interactions which get strange some times
Do we have a code version available?
Sounds like a Unity layers thing
Gave everything a test and it appears to be rendering now 🙂 it was a silly bug that should have never happened, sorry about the pain!
It's merged and will be available from 1.0.215, which is just rolling out to stores now
Do you still me to test today @mikesky ? Or are we all good now.
I think you'll be good to use the latest beta version now instead, let me know if it works as you expected 🙂
Sweet. Will do. Thanks again
@zandyxr just checking in, all good?
I rendered a good one the other night. Thanks so much for fixing this. Looks awesome and back to how it was. Rendered the VR vid fine!
I'll post in a bit.....
Excellent! glad to hear it, I wanted someone who used it more often to make sure it was actually working 😄
Looks great. Prob put it up on socials tomorrow. Working with GS today.
Thanks again Mike. Appreciate your help
no worries! Thank you for being a power user and finding all my mistakes 😉
She's faster than I am.
Having better luck with glb exports image shown is custom brushes in modified 1.0.127 setup, exported then imported into unmodified version 1.0.127 as models. Labeled using light brush in 1.0.127
Having better luck with glb exports image shown is custom brushes in modified 1.0.127 setup, exported then imported into unmodified version 1.0.127 as models. Labeled using light brush in 1.0.127
Anyhow appears to be working correctly (everything done in unity)
@mikesky no mistakes just bugs .....😉 Happy to help
Might have the 360 vid up tomorrow (pics and you tube link to view)....running a bit behind today. It'll def be on insta/twitter before the weekend
Here it is: https://youtu.be/z66FMZbFDZQ
Zandy XR
YouTube
Cosmic Trip Experience 8K
The Comic Trip Experience was created from a painting made in Virtual Reality with Open Brush as part of my 2023 daily collection. The video is a variant of the video posted on socials so the effects are slightly different to accommodate 360° video. Thought this one would be fun for others to experience in 360° and looks best using You Tube VR...
still loading so only 4k shows for now
this is a full 360 scene. Had to keep the other technically at 180 because of the effects that were added.https://youtu.be/Mzkim-FolAU
Zandy XR
YouTube
"Fallen" A Full 360° Art Experience
Become completely immersed in an artwork created in Virtual Reality with Open Brush. "Fallen" is a piece which portrays the life of an artist. "Color" from the palette is represented by the leaves on a tree, falls and blankets the landscape. The scene is beautiful, yet has an undertone of sadness; changes that are out of their control and not...
SO, everything is working perfectly now.
Beautifully sharp!
Still rendering for 8k though… it’ll take awhile for it to show on you tube.
I just woke back up, got a piece I'm going to do some editing on.
Will have to see what I can learn from you, since I'm pretty sure mine will only be 4k
I’ve got two tutorials on you tube as well which show some tips and tricks . The second vid is prob best since you already know how to convert snapshots to 360. Part 1 is photo. Part 2 is vids
Of the 3 vids posted today, only one is true 360. I use 180s with 360 format when I add special fx. People are mostly focused on the front anyway but gives a cool 3d effect vs just a standard vid
I can do 360, several I've done with audio already. I think they may technically be 4k though.
I'll see if I can find your tutorials and see what you're doing to get 8k out of them, might well be taking a different approach.
Experimented some with topaz as well, direct frame by frame sharpening, but seems to be pretty erratic on the pacing, possibly not using the best settings.
And unbelievably slow way to go about it, something like 6 seconds per frame, and huge file sizes. Pretty sure quest wouldn't play it, iirc
Are you doing this through unity, post editing, or just running through the bat?
You must not have the same program for upscaling. Mine is literally one click ( choose x upscaling) and it renders. You can also do this up to a point in FCP or premiere in your video setting for output. I run the bat file, convert to equirectangular (not a fan of stereoscopic) then adjust contrast etc in a vid editor. No need to inject metadata for the vid to work as a 360 if using FCP or premiere
Possible. Haven't looked at it for a bit. Actually editing the video, rather than running a raw bat file. Using Premiere for that purpose.
Seems to cap at 4096 on the long dimension using equirectangular output. Possible that my video card can't directly handle that.
Not sure if it’s the same for premiere but if you want equi vs stereoscopic you have to change it to monoscopic, side to side and pos Y is -50%, scale Y to 200%
Then it will look ok as it should for equirectangular. You don’t have to worry about injecting 360 metadata now for it to work because both premiere and FCP do this when you set your video to 360 for export.
It would be awesome if you fleshed that out a bit - I can add it to https://docs.openbrush.app/user-guide/exporting-videos
(or you can add it yourself if you like)
I have the docs direct from FCP if you'd like that. May be easier. https://support.apple.com/en-us/HT208338
Apple Support
Convert 360º clips in Final Cut Pro 10.4
You can mix monoscopic 360º and stereoscopic 360º clips in Final Cut Pro projects.
Do you want the steps for export as well from OB?
I have two vids on you tube for 360 if you want those links as a resource. Part 1 covers 360 pics, part 2 360 vids. Both are on my you tube channel.
Steroscopic vids are cool but they are even blurrier and create more motion sickness. I personally dont like watching them. Equi seems sharper to me. I'll be putting a lot more 360s up this week on you tube. I dont give my channel enough love.
@andybak just got yesterdays post to work with 360. You have to actually save in the current OB version, then launch the bat file. No need to re-record it. Still cant get my other scene to export. So you'll have an API scene up in 360 today once I finish the render.
@mikesky noticed vids produced before this fix won’t pull up to render as 360s. Does it need to be recorded again or is there a fix? I just get the OB splash screen and a stretched start screen then nothing happens
Hmm, it might be because the render.bat has different settings. You might want to delete it and do a quick recording again to regenerate it?
ok good point thank you! Also noticed that clipping will still occur and often have to set uniform float eyeScale = .1 vs 1. If OB is still going to use the old 360 rendering, it might be helpful to have that number lowered by default. Not many people know how to change this.