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Code: Blender and Oculus, food for thought

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Dalai Felinto shares his thoughts on integrating VR in Blender. It's a fairly technical article, be warned :)

The buzz about VR (Virtual Reality) is far from over. And just as with regular stereo 3D movie pipelines, we want to work in VR as soon as possible.

That doesn’t mean necessarily to sculpt, animate, grease-pencil all in VR. But we should at least have a quick way to preview our work in VR – before, after, and during every single of those steps.

At some point we may want special interactions when exploring the scene in VR, but for the scope of this post I will stick to exploring a way to toggle in and out of VR mode.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

2 Comments

  1. Since the multiview patch, stereoscopy in the viewport should already be supported... less for the lens effect which I assume is not as crucial. I assume support for the head tracker is most that needs to be done?

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