With V-Ray 3.5, you can use V-Ray RT to render directly to an Oculus Rift or an HTC Vive. Until we put all of the information in the docs, here is a short guide on how to get it working.
V-Ray RT output to Oculus Rift setup instructions
1.1 If using Oculus Rift then install Oculus Rift PC runtime:
https://www3.oculus.com/en-us/setup/
Direct internet connection is needed to login to your Oculus account. It seems that it does not work trough a proxy. You need at least 5 GB disk space on your C: drive. This step is not needed if using HTC Vive.
1.2 For HTC Vive support, install Steam and Steam VR:
https://support.steampowered.com/kb_...#install-steam
This is needed in order to use the OpenVR interface for HTC Vive, Oculus Rift and other VR devices. This step is optional for Oculus Rift.
2. Oculus Rift only: connect headset to the default graphics adapter - it will not work if connected to other graphic adapters.
- in the Oculus app, enable apps from unknown sources: turn on Oculus Settings -> General -> Unknown Sources
2.1 Check that the headset is working and displays its home scene correctly
3. V-Ray production render settings
- turn off Image filter
- select Camera Type -> Cube 6x1
- render resolution width must be divisible by 6
3. V-Ray RT Active shade settings
- select Stereo mode -> Oculus Rift (mono), Oculus Rift (stereo), OpenVR (mono) or OpenVR (stereo)
- select suitable image output size, for example 3000x500. The width must be divisible by 6. You may start with a lower resolution.
- select RT Engine type -> CUDA, OpenCL or CPU. Using RT CPU is not recommended due to slow render times.
- Render Device Select -> exclude the default render adapter. Using the same adapter for GPU rendering and VR display will result in frame drops and poor VR experience. DR session with the local host excluded should work fine.
4. Press Active Shade. The first render will start slowly since it takes some time to load the Oculus VR library.
Best regards,
Vlado
V-Ray RT output to Oculus Rift setup instructions
1.1 If using Oculus Rift then install Oculus Rift PC runtime:
https://www3.oculus.com/en-us/setup/
Direct internet connection is needed to login to your Oculus account. It seems that it does not work trough a proxy. You need at least 5 GB disk space on your C: drive. This step is not needed if using HTC Vive.
1.2 For HTC Vive support, install Steam and Steam VR:
https://support.steampowered.com/kb_...#install-steam
This is needed in order to use the OpenVR interface for HTC Vive, Oculus Rift and other VR devices. This step is optional for Oculus Rift.
2. Oculus Rift only: connect headset to the default graphics adapter - it will not work if connected to other graphic adapters.
- in the Oculus app, enable apps from unknown sources: turn on Oculus Settings -> General -> Unknown Sources
2.1 Check that the headset is working and displays its home scene correctly
3. V-Ray production render settings
- turn off Image filter
- select Camera Type -> Cube 6x1
- render resolution width must be divisible by 6
3. V-Ray RT Active shade settings
- select Stereo mode -> Oculus Rift (mono), Oculus Rift (stereo), OpenVR (mono) or OpenVR (stereo)
- select suitable image output size, for example 3000x500. The width must be divisible by 6. You may start with a lower resolution.
- select RT Engine type -> CUDA, OpenCL or CPU. Using RT CPU is not recommended due to slow render times.
- Render Device Select -> exclude the default render adapter. Using the same adapter for GPU rendering and VR display will result in frame drops and poor VR experience. DR session with the local host excluded should work fine.
4. Press Active Shade. The first render will start slowly since it takes some time to load the Oculus VR library.
Best regards,
Vlado
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