VR oculus camera in houdini

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Hey guys.
I'm creating content for oculus, gear vr, and google cardboard.

Right now create my scenes in houdini, but I have to alembic it into maya to render for VR, using this technique :http://pedrofe.com/oculus-camera/ [pedrofe.com]
Although I love using Arnold, I would like to keep everything in houdini/ mantra, as I only have a indie license.
Is there a way to render this kind of output in mantra?
Thanks
Gerbrand
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If you have access to Houdini14 you can set the cam to render spherical panoramas (“Polar” on the “Projection” parameter of the “View” tab).

As for two cameras: The offical stereo cam asset currently does not support this, but you can of course roll your own with 2 cams or update your own version of the offical stereo cam rig.
Martin Winkler
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I don't think that the Oculus uses a straight up Panormamic projection…I have yetto play with Oculus via Houdini, but I have in Touch Designer, which shares a large code base with Houdini.

The day I want to play with Oculus via Houdini and would need to figure it out, I would deconstruct the Touch Oculus Top. You can always download the free version and check it out, all parameters should cross over fine. You can even share geometry via .bgeo using the .bhclassic, share chops and write out .chan data.

http://www.derivative.ca/wiki088/index.php?title=Oculus_Rift_TOP [derivative.ca]
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I don't think that the Oculus uses a straight up Panormamic projection.

For playing back video? Sure it does.
Martin Winkler
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you may want to have a gander at this:

http://www.tokeru.com/mayawiki/index.php?title=HoudiniOculusWip [tokeru.com]
Michael Goldfarb | www.odforce.net
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Yeah, you are right, of course.

The material we had was stitched from a “real” rig, where you (of course) did not have the problems at the side (and the flipped eyes at the back).

Apologies for any confusion caused.
Martin Winkler
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That's a cool link…yeah that's how Touch handles it as well but the camera support is built in.
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