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Stereoscopic Material in 4.13

Hi,

I was trying to port a simple HTC Vive project from 4.12.5 to 4.13.1 and I wasn't able to get Stereoscopic Material to work in 4.13 as it was in 4.12.

The material still shows up in the HMD but its no longer stereoscopic, it seems to be outputting only one of the stereo textures.

Attached is the Material BP

Any help would be very appreciated

Thank you

alt text

Product Version: UE 4.13
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asked Oct 17 '16 at 08:20 PM in VR

avatar image

BG.AI
16 1 3 5

avatar image Rudy Q ♦♦ STAFF Oct 17 '16 at 08:59 PM

Hello BG.AI,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?

  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?

  3. Could you provide screen shots of the issue (what's expected and what is actually happening)?

avatar image BG.AI Oct 17 '16 at 10:24 PM

Thank you Rudy, I did as you suggested and started again from scratch on a new project, however the end result was the same.

1 - Created a new project using the new VR template (in version 4.13.1)

2 - Added the a sphere to the VROrigin of the HMDLocomotionPawn (this is where the stereoscopic material will be displayed) alt text

3 - Linked the sphere position, but not the rotation, to the HMD camera. This is so that I can rotate the head and look around the pano.

4 - Imported the 2 cubemap textures, one for each eye (check attached CubeMapSettings) alt text

5 - Created a stereoscopic Material according to this StereoCubeMap_MAT image reference alt text

You can find more info about this method here: link text

6 - This should output one image per eye, creating the desired stereoscopic effect, however it only displays one image in the HMD.

Not having the stereoscopic ON removes all sense of scale from the HMD output.

*this method used to work on 4.12

sphere&hmd.jpg (68.4 kB)
avatar image Rudy Q ♦♦ STAFF Oct 18 '16 at 01:26 PM

Hello BG.AI,

Does this issue still occur in other templates (other than the VR template)? The reason I ask is because the config files for the VR template cut out a lot of the higher end rendering features that are too expensive for VR like a lot of the post process screen space rendering features for AO and reflections.

avatar image BG.AI Oct 18 '16 at 03:36 PM

Hi Rudy,

Just tried starting from a 4.13 blank project, brought in the sphere with inverted normal's, recreated the material and just walked my HMD inside of the sphere, same result, no stereoscopic effect. Did exactly the same on a 4.12 blank project and the stereoscopic material worked as expected.

Next I decided to go back to the initial test in 4.13 and turn OFF the instance stereo in the project rendering options, and strangely the stereoscopic material worked as expected... Given the importance of the instance stereo option in any VR projects, I don't think I can continue to develop what I have in mind on 4.13.

Any ideas? Is it to soon to call this a bug?

avatar image Rudy Q ♦♦ STAFF Oct 18 '16 at 04:44 PM

Would it be possible for you to provide a zipped down copy of the project that you are using so that I could take a closer look?

avatar image BG.AI Oct 18 '16 at 06:33 PM

Sure, you can download the 4.13.1 test project here: StereoPanoTestProject_4.13

In the version that I am sending you the instance stereo is ON. And once you do "play in VR" you will notice that the panorama shows up but there is no sense of scale, because there is only one image being outputted to the HMD.

If you go to the project settings and turn OFF the instance stereo and try to play in VR, you should be able to see the stereoscopic effect on. Because the 2 cubemaps will be displayed one per eye, you should be able to perceive a proper sense of scale.

I really appreciate the help!

avatar image yorikb Oct 06 '17 at 01:50 PM

Please reload project StereoPanoTestProject_4.13 thank you

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2 answers: sort voted first

After further testing I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. Thank you for your time and information.

Link: https://issues.unrealengine.com/issue/UE-37487

Make it a great day

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answered Oct 18 '16 at 09:20 PM

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Rudy Q ♦♦ STAFF
47.7k 545 132 522

avatar image AtsK Mar 16 '17 at 02:30 AM

Just as an update: this is still an issue in 4.15 and if you are using the forward rendering path even turning off instanced stereo doesn't help there.

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Here's a way that works in 4.15 with stereo Instancing on and with the forward renderer. And probably a more stable way of doing it. Tested with Oculus.

  • Create a custom node in your material editor and add: return ResolvedView.StereoPassIndex;
    • Output Type should be Float 1

  • Drive a lerp nodes alpha with this custom node

  • Connect Right Eye texture to A & Left eye to B

  • Voila

Cheers to Ikrima for digging into the code base

alt text

stereoindex.jpg (168.5 kB)
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answered Mar 21 '17 at 04:37 AM

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effectzero
51 4 9

avatar image SugarcubeStudios Mar 13 '18 at 03:39 AM

Thanks!! This fixed a problem I was having with the older method - I would see a correct split on the screen but in the HMD there would only be a strip of 3D down the middle of view with larger flat areas either side.

Here is a picture of how I got over/under 3D 360 video to render onto a sphere.

alt text

3d360video.jpg (106.5 kB)
avatar image malcriado Apr 25 '18 at 10:11 PM

could you explain a little bit how did you build this shader? tried to use negative values on vector parameter without success.

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