You are not logged in.

61

Wednesday, January 27th 2021, 9:54am

Will it be possible to get the chroma key and/or side by side alpha for videos working on full 360 videos, and not just on hotspot videos?

That way we can have a traditional "static" pano at high quality, and overlay a lower res video with moving parts, masked out so it looks like things are moving around on the static pano...

Hi,

Good idea, thanks!
I've added that as feature request!
Will be there with one of the next releases.

Best regards,
Klaus

62

Wednesday, January 27th 2021, 9:57am

Hi,

there will be a webinar about 'Learn how to build custom virtual tours with KRPano' by Matt Rowell:
IVRPA webinar: 'Learn how to build custom virtual tours with KRPano' by Matt Rowell

Best regards,
Klaus

Tuur

Sage

Posts: 3,463

Location: Netherlands

Occupation: Krpano custom coding / Virtual Tours / Photography / Musician / Recording engineer

  • Send private message

63

Wednesday, January 27th 2021, 11:51pm

Hi,

Quoted

so it looks like things are moving around on the static pano...

this is already possible as side effect with the 'moving hotspots' for 360 video...
I try to make a little example..

But when Klaus adds this great feature request, which has been asked for a few times over the years already i think to remember, will give also other possibilities.
Not sure about the resolution / result in that case.
Obviously it depends on how many things you want to move and the effect you want.. and so.. which will be the best option.

@klaus
.. mm.. so it will be possible, in the future, to have a multires pano and have a 360 video over it at the same time.. can we also turn the two separately then?
I try to imagine .. haha..

Tuur *thumbsup*

64

Thursday, January 28th 2021, 9:16pm

Hi,

@klaus
.. mm.. so it will be possible, in the future, to have a multires pano and have a 360 video over it at the same time.. can we also turn the two separately then?
My current idea for supporting that is using a kind of geometry="sphere" setting (or something similar) for hotspots. Then a sphere instead of a plane as 3d-geometry object will be used for rendering the hotspot.

That would allow using the current hotspot rendering and all the possibility that the hotspots already provide, e.g. the Chroma-key rendering, the 3d-position controls and the usage of the videoplayer plugin as image source.

That should be easy to implement, beside of the APIs itself 'only' additional visibility checks and the hit-testing should be necessary to be added (the difficulty will be surely in the details ;-)). And that solution would also provide a lot of user custom control.

I'm currently extremely busy with other development topics, but that's on my list now and will come with one of the next releases.

Best regards,
Klaus

65

Friday, January 29th 2021, 10:30am

problem with tweening hotspot depth in 1.20.9 in mobilevr

Hi Klaus, hi to everyone.
For a new project in 1.20.9 I was facing a problem with tweening the hotspot depth (onover, onout) only when viewing in mobilevr. (Fake-VR at the desktop is doing fine, but when I view the tour in mobilevr (oculus etc) hotspots are not tweening anymore). After looking for mistakes in my code for two days, I found out, that this is a difference between 1.20.8 and 1.20.9. So I made two basic tours, one in 1.20.8 with droplet and tools, one in 1.20.9 with the new v-tour droplet and tools. If I view it in mobilevr-browser, hotspots in 1.20.8 are tweening, 1.20.9 are not.
Here the examples:
https://test.argum.pictures/8
https://test.argum.pictures/9
The question is, if it is a feature or a bug, and if it is not a bug, is there any way to make my hotspots tween the depth again?
Thanks for your help....

This post has been edited 2 times, last edit by "Teinberger" (Jan 29th 2021, 1:42pm)


66

Friday, January 29th 2021, 5:37pm

Hi,

Quoted

so it looks like things are moving around on the static pano...

this is already possible as side effect with the 'moving hotspots' for 360 video...
I try to make a little example..

But when Klaus adds this great feature request, which has been asked for a few times over the years already i think to remember, will give also other possibilities.
Not sure about the resolution / result in that case.
Obviously it depends on how many things you want to move and the effect you want.. and so.. which will be the best option.

@klaus
.. mm.. so it will be possible, in the future, to have a multires pano and have a 360 video over it at the same time.. can we also turn the two separately then?
I try to imagine .. haha..

Tuur *thumbsup*


for me, a use case would be have a static high res pano, but the sky has moving clouds from an alpha 360 video. Also, if for example the pano is en empty parking lot at a shopping centre or similar, I can have that static highres, and then 1 or 2 cars drive across the site in form of alpha 360 video. Hotpsots are usually smaller and dont cover the entire 360, therefore my question about full 360 video with alpha.

Tuur

Sage

Posts: 3,463

Location: Netherlands

Occupation: Krpano custom coding / Virtual Tours / Photography / Musician / Recording engineer

  • Send private message

67

Saturday, January 30th 2021, 12:30am

Hi,

yes of course.. that would be also a great use.
Many ideas here as well.
*thumbup*

Tuur *thumbsup*

lizard.king

Beginner

Posts: 26

Location: Schweiz

  • Send private message

68

Saturday, January 30th 2021, 11:19am

Hmm, VR mode does not seem to work in the Oculus browser and Oculus Quest (again). Is this a general problem or am I doing something wrong?
I guess it wont be a bug of krpano, but once again Oculus who have created a mess. As before when there where problems with the Oculus broweser everything is working fine in the Firefox Reality browser.

datofz

Beginner

Posts: 43

Location: Lyon, France

  • Send private message

69

Tuesday, February 23rd 2021, 3:00pm

I've the same problem: works fine in Firefox VR and nothing in oculus browser...

datofz

Beginner

Posts: 43

Location: Lyon, France

  • Send private message

70

Thursday, February 25th 2021, 5:00pm

I've solved the problem with oculus browser with usung a https connection but not only a http one.
in html i put a webxr:"preferwebvr" but i don know its its important.

71

Tuesday, March 2nd 2021, 4:02pm

Hi,

about HTTP/HTTPS - in the Oculus Browser the WebXR-API is only available with HTTPS.
In older browser versions there was also the WebVR-API available and that one worked with also HTTP, but that has been removed now.

Best regards,
Klaus