In the past I have created Panorama VR environments of Office Interiors (using Pano2VR) for clients, but now they want these office environments to be extended to work in Oculus Rift.
I have no experience of Oculus, but I am imagining that it'd be more than just stationary viewpoints (albeit 360 degree) and jumping from one hotspot to the other - most likely moving around freely.
I have two questions;
1) If my office interior is all ready to go (was created using 3DS Max and V-Ray) and was rendered out with Spherical Cameras - can someone point me to what I need to learn to get this same output for Oculus please ?
2) Then, can someone tell me how I take that existing V-Ray scene and that step further, i.e. allowing free movement within the entire office space within Oculus (though with collision detection for items such as desks and chairs etc) ?
I know this sort of thing is what Unreal does but then would I have to convert everything over to Unreal. Or is that what V-Ray for Unreal is about ???
As you can read/tell, I'm a complete novice/beginner
Many thanks.
I have no experience of Oculus, but I am imagining that it'd be more than just stationary viewpoints (albeit 360 degree) and jumping from one hotspot to the other - most likely moving around freely.
I have two questions;
1) If my office interior is all ready to go (was created using 3DS Max and V-Ray) and was rendered out with Spherical Cameras - can someone point me to what I need to learn to get this same output for Oculus please ?
2) Then, can someone tell me how I take that existing V-Ray scene and that step further, i.e. allowing free movement within the entire office space within Oculus (though with collision detection for items such as desks and chairs etc) ?
I know this sort of thing is what Unreal does but then would I have to convert everything over to Unreal. Or is that what V-Ray for Unreal is about ???
As you can read/tell, I'm a complete novice/beginner
Many thanks.