Posts by Hoel

    I found a message from Klaus that is somewhat related to this, here are some quotes :

    Therefore in the new webvr.xml the vr_cursor has a depth of 120 (=120cm) by default. That's looks better in VR and is typically in front of the 3d-model (instead of somewhere behind it, which looks bad when actually behind but still rendered above).

    With the vr-controllers it is similar, the 'point' is either rendered at the depth of the hotspot or at depth=1000 by default (defined in the webvr.xml in the 'vrcontroller_target_point' action). But with vr-controllers you need to image an line from the controller to that point.


    I found this part in the file but don't know how to modify the code to change the depth default value of the target point (to make it other than 1000).
    I want to put it nearer to the point of view because in standard stereoscopic panos (non-depthmap) at 10 meters the point will often appear behind walls or objects, which is a problem. If it is at around 1 meter it is enough to make it like a pointer and it will rarely cross objects. And it will still jump to any hotspot depth when the virtual line will cross one.
    Someone knows how to do ?

    Hi all,

    For VR mode in VR headsets with controllers (like Oculus Quest), how to change the parameters of the styles for virtual controllers ?
    To change things like the white target point that becomes green when it hits a hotspot. This point is always visible with handcursor or light + target styles. It seems it's depth is something like 1000 units when not hovering a hotspot. How to change this depth default value ? Also how to change color or shape of this target point ? I think it's in the webvr.xml file but I don't know how to do.

    Hi Klaus, thank you very much for this interesting reply *tongue*

    I just witnessed what you said about " the hotspot will move slightly differently than the pano image when looking around ". In stereo/VR mode you can see that by closing one eye and looking at one hotspot while moving around. In monoscopic/2D mode there is no such drifting of hotspots. Is it an intended behavior for stereo ? Isn't it possible to stick hotspots to their backgrounds on each side ? Actually it would be like placing any stereo hotspot by hand on the left then on the right panos and sticking them there.

    As for the monoscopic/2D mode I was speaking about the fact that for stereo panos, there are the image files for left and right panos separated in panos folder, and in regular 2D mode the left image files are used by default. And to me it seems that when you switch between mono/stereo modes without moving pano view, you can see that hotspots jump horizontaly relatively to the background, very much for left panos independently, very little for right ones. So there is an asymmetry. It led me to think that hotspots positions of right panos where used in mono/2D mode but on top of felt images. But I am probably confused with how it works.

    I just saw also the possibility of prepared stereo-hotspot with the stereo parameter. I didn't know that before, this is very interesting, it brings the possibility to have hotspots with parallax discrepancy inside them so they can render in stereo themselves (not stay flat).
    Is it also possible to have them both stereo and animated (crop animation) ? Because it should do animation crop "insde" the stereo crop. I just tried to put both arguments ('stereo' and 'do_crop_animation') in one hotspot but it just disappeared altogether.

    I am also interested to know how to change the images used to compose the regular/2D modes in global stereo panos. As I said above it is by default the left side images. I would like to be abble to use right side images instead. Or even images different than left and right. Because for many stereo panos I generate actually 3 points of view, one left, one middle and one right. It is possible with circular/angular shooting, with just one camera rotating or with devices like Kandao Obsidian, Insta 360 etc. So in those cases I want to use the middle renders to display in 2d modes, because they have a sligthly better resolutions than left and right renders, due to the processing method. I think it was possible in an old verion of krpano but I forgot how. How to do that now in the last version ?

    I don't know how you handle all the stereo stuffs under the hood in krpano but I imagine it is quite complex, on top of the other features. I would like to understand all those thing better but it's a shame I am still a newbie in krpano universe... I feel there is a great output potential by mastering krpano, so I will improve for sure. I have a solid knowledge now in 360 stereo photography and krpano is the only tool that I know in my short term reach that I could use to create great VR virtual tours. So a great thank you for your work Klaus. I am awaiting the next krpano update impatiently *g* (and I hope to have improved a little before that).

    Regards
    Hoel

    Hi,

    In Web VR mode the cross cursor hotspot is set at a specific depth, defined in the depth parameter of the "vr_cursor" in webvr.xml file. But when we move it near another object of the same defined depth we can see it appears slightly in front of it. Also when passing over another hotspot the cursor will automaticcaly jump to the depth of it, but again with a little depth gap in front of it. It seems this depth gap is around 100 krpano depth units.

    I want to change this depth gap (even cancel it), so I am looking at where this behavior is coded but I can't find it. Can someone explain me where and how to change it ?

    Regards

    Hello everyone

    Again I post in the beginners section because what I want is probably obvious for advanced users.

    For stereo panos we can put hotspots at different depth levels, so they appear at the wanted depth in the 3D space. It means that when in stereoscopic/3D mode any hotspot will have a particular relative position in the left view, and another relative position in the right view, so that it appears in correct relative depth/distance when we view in stereo. Also any stereo pano can be rendered in monoscopic/2D mode, in that case I think the default view used is the left one. The default hotspots are shared between mono and stereo modes of the panos, so logically in monoscopic mode the hotspots positions should be the same as the ones of the same hotspots in the le left views of the stereoscopic mode. But It seems it is not the case. I tested with several stereo panos and it seems that it is reverted, so that the position of any hotspot in the monoscopic mode is the same as the position in the right view of the stereoscopic mode. This is not very visible but it can be a problem in some cases, especially when hotspots are near some objets that are not at the same depth level in 3D space, because it will create some unwanted superpositions, either in 2D or 3D modes. Maybe it is a bug in krpano, because for me it seems the situation should be logically reverted. Maybe it is possible to overcome this by setting the 2D mode with the right eye views but I didn't see yet how to do that.

    Also I think it is possible in krpano to use 3 views for each stereo pano, one for left eye, one for right eye, and a "middle view", used to render the monoscopic/2D mode. Of course it depends on the stereoscopic acquisition method used, in some cases you only have the left and right views, but you can also have "middle" view with "angular stereo" methods. I have many panos rendered with this method (with left-middle-right views), and even with multiple stereo bases distances for left and right. So in the case of 3 views for each pano, the hotspot positions of the monoscopic/2D mode should be set at the "middle" of the positions in the left and right views of the stereoscopic/3D mode. Are all these things already easily possible to set in krpano ?

    I have some others questions/ideas about stereo panos but I will keep them for other threads.

    Regards

    Yes I tried this instead and it works, Thank you!
    It also works with set(plugin[webvr].mobilevr_lens_fov, xx);. I don't know if there are differences between changing fov and zoom values, I will look at it.
    As for changing fov like that in WebVR, it is to give option to change it quickly without removing VR headset and without changing anything else. So it is possible in a given scene to look for a moment at some detail by zooming in like with binoculars, or instead to have some very large view like in a door peephole. Of course it will give unreal aspect to the scene but it is just for some short inspections. People are already used to see world through binoculars and peephole in real life so it will not be too problematic I think. For zooming it is necessary to have very high resolution panos, and the stereo effect is reduced a little but it is not disturbing.

    I am still experimenting many aspects of stereoscopic 360 so with time I will see if these zooming options are of any interest globally, for VR virtual tours.

    Thanks again for helping

    Hello everyone,

    My first post on this forum, also pardon my english if any mistake, my native language is french.

    I know krpano for some time now an I tried it for some experiments especially with stereoscopic panos in VR. It is very good and brings many great possibilities for virtual tours, but I never really began to use it extensivelly and my skills in coding (like in XML) are quite low. I plan to use it more now so I have to learn...

    For now I have a specific question. In a tour with several stereoscopic panos, in WebVR mode I want to have a floating/following set of little hotspots that can trigger some different zoom levels (fiels of view), inside VR view, without changing any other parameter (like orientation). For example 3 hotspots for 3 zoom levels, one for wide angle view, one for normal view and one for zoomed view. I want those 3 hotspots following the view like the default floating arrows used to go to preview or next scene in WebVR (around 45° down).


    So I think it is quite simple to achieve but I don't know how to code this. I replaced the code of the default floating arrows of WebVR (in vtourskin.xml file), but I don't know what to write to make it trigger an instant change in fiel of view value. Maybe we have to change some parameter in the webvr.xml file, from the vtourskin.xml file? I guess there is just something to write for "onclick=";"" in hotspot arguments.

    This is the part of the vtourskin.xml file I replace to test this with floating hotspots (just 2 arrows for now):

    Quote

    <!-- VR scene switching hotspots -->
    <style name="skin_webvr_menu_style" depth="250" scale="0.1" distorted="true" ath="0" atv="45" alpha="0.25" />
    <hotspot name="skin_webvr_prev_scene" keep="true" style="skin_base|skin_webvr_menu_style" crop="0|64|64|64" ox="-24" rotate="+90" vr_timeout="2000" onclick="skin_nextscene_loop(-1);" visible="false" devices="html5.and.webgl" />
    <hotspot name="skin_webvr_next_scene" keep="true" style="skin_base|skin_webvr_menu_style" crop="64|64|64|64" ox="-12" rotate="+90" vr_timeout="2000" onclick="skin_nextscene_loop(+1);" visible="false" devices="html5.and.webgl" />


    So I don't know with what to replace the code "skin_nextscene_loop(-1)", to set a new field of view instead.
    Like I said my coding skills are still very low especially in XML, so if someone can explain me what to write and where, it would be really appreciated.
    Regards,Hoel