Video Renderer for 3D VR180, VR360 and Flat 2D & Audio + BVH Animation Recorder

Plugins Video Renderer for 3D VR180, VR360 and Flat 2D & Audio + BVH Animation Recorder

Nope. I think it's partly that particular dress. Dialing up the offset or collision radius to make it stop looks awful.
 
Nope. I think it's partly that particular dress. Dialing up the offset or collision radius to make it stop looks awful.
So baseline your ''fix'' was to slow down world speed and timeline but game time ? I'll try that because what I have is not only the clothes, it's everything including the body simulation.
 
Timeline had to be set to game time so the audio and the video stayed in sync, so both would end at the same time. The dress is a different problem.
 
Timeline had to be set to game time so the audio and the video stayed in sync, so both would end at the same time. The dress is a different problem.
Ah okay.

I am back from work so I did some testing. With game time it actually renders fine, but all the physics act very very... dead. I think this kills the velocity built in or something. I upped the animation speed and lowered the world game speed. It seems to sort of fix the issue. Anyone has had this issue? Also it seems wonky with my encoding, speeds up/down. Finding the proper balance will most likely be a challenge.
 
@yunidatsu Is there any chance the plugin could be altered to capture ray tracing? If you're familiar with the SOTTR hack to enable ray tracing, the render plugin doesn't capture that effect, whereas NVidia screen recording does. Is there any way to update the plugin to capture the affects added by the NVidia tools?
 
@yunidatsu Is there any chance the plugin could be altered to capture ray tracing? If you're familiar with the SOTTR hack to enable ray tracing, the render plugin doesn't capture that effect, whereas NVidia screen recording does. Is there any way to update the plugin to capture the affects added by the NVidia tools?
I'd strongly recommend just using NVIDIA. We didn't have anything that could hijack e. g. Re-Shade screenshots and apply effects there, so I think it's not easy to do. With NVIDIA though you can simply record at 60 fps while your game time is 0.25 (or 0.5). If you can maintain > 15 fps at 0.25 or > 30 fps at 0.5 game speed, when you record with Shadowplay at 60 fps, it should be smooth when you later re-time it with Avidemux. I believe it was change fps (for 0.25 you change it from 60 to 240 - coz need it 4x faster), and then use resample fps (set new frame rate to 60). With those 2 filters you can re-encode shadowplay footage so it's better. Downside is that you can't reliably capture audio like that though.
 
I'd strongly recommend just using NVIDIA. We didn't have anything that could hijack e. g. Re-Shade screenshots and apply effects there, so I think it's not easy to do. With NVIDIA though you can simply record at 60 fps while your game time is 0.25 (or 0.5). If you can maintain > 15 fps at 0.25 or > 30 fps at 0.5 game speed, when you record with Shadowplay at 60 fps, it should be smooth when you later re-time it with Avidemux. I believe it was change fps (for 0.25 you change it from 60 to 240 - coz need it 4x faster), and then use resample fps (set new frame rate to 60). With those 2 filters you can re-encode shadowplay footage so it's better. Downside is that you can't reliably capture audio like that though.

RenderToMovie Captures in screenspace mode so it DOES enable the frame to frame recording of raytracing, etc.
Maybe someone could look into that plugin for ideas? RenderToMovie does NOT record audio, and this plugin does, which is more important to me.
If someone could somehow combine the best features....
 
RenderToMovie Captures in screenspace mode so it DOES enable the frame to frame recording of raytracing, etc.
Maybe someone could look into that plugin for ideas? RenderToMovie does NOT record audio, and this plugin does, which is more important to me.
If someone could somehow combine the best features....
Yeah I originally tried to use that plugin, paid for it multiple times but it would never reliably work. I'd have to create an entire new VaM instance to get it working again and just gave up, the developer wouldn't support it even though he was being paid. I agree that audio is more important.
 
Hello,
Not sure what I am doing wrong but when it captures the frame it pauses the game a little. So when playing back after rendering she is jumping all over the place. The frame capture is contorting her because it pauses each time. Her hair is flying everywhere and her limbs are bending the wrong way.

Thoughts?
 
Hello,
Not sure what I am doing wrong but when it captures the frame it pauses the game a little. So when playing back after rendering she is jumping all over the place. The frame capture is contorting her because it pauses each time. Her hair is flying everywhere and her limbs are bending the wrong way.

Thoughts?
Most likely you are using TImeline and you haven't changed it from real time to game time.
 
After trial/error I think I've found a sweet spot. For me I keep the scene simple. Mid level(?) PC seems alright for what I want. I've been doing some short clips, mostly solo dancers with a plain grey background rendering 3D-180 7680x3840 and not concerning myself much with the audio (yet). Then I view the vids with Deovr player on my Oculus2 and use the Passthrough feature while some 120bpm music plays in the background.
Thanks to everybody who has contributed both with problems and solutions...! (y):)
 
So I was able to make some excellent recording quite fast actually. This is a great plugin. I'm having issues with the sound and video lengths.
I set the recording length to say 60 seconds in the plug in and then record. When I load into avidemux the audio is 60 seconds but the video is over 2 minutes and doesn't sync. I've tried it with different lengths and its the same thing. Usually the video is more than double the audio. I was able to fix it in Post by slowing the video down but its an extra step and i have to render the video again and it seems to lose quality.
Any idea what I am doing wrong? I left everything in the plugin on default but did change the record length and switched to jpg instead of png.
 
So I was able to make some excellent recording quite fast actually. This is a great plugin. I'm having issues with the sound and video lengths.
I set the recording length to say 60 seconds in the plug in and then record. When I load into avidemux the audio is 60 seconds but the video is over 2 minutes and doesn't sync. I've tried it with different lengths and its the same thing. Usually the video is more than double the audio. I was able to fix it in Post by slowing the video down but its an extra step and i have to render the video again and it seems to lose quality.
Any idea what I am doing wrong? I left everything in the plugin on default but did change the record length and switched to jpg instead of png.
Did you switch Timeline to game time, as shown above?
 
So I was able to make some excellent recording quite fast actually. This is a great plugin. I'm having issues with the sound and video lengths.
I set the recording length to say 60 seconds in the plug in and then record. When I load into avidemux the audio is 60 seconds but the video is over 2 minutes and doesn't sync. I've tried it with different lengths and its the same thing. Usually the video is more than double the audio. I was able to fix it in Post by slowing the video down but its an extra step and i have to render the video again and it seems to lose quality.
Any idea what I am doing wrong? I left everything in the plugin on default but did change the record length and switched to jpg instead of png.
Maybe check your max frame cap in VAM settings? I am pretty sure you should have it set to 3. If set to 1, it will slow down the game. I recall Everlaster told me you should have it always at max anyway. If this is at max, fps is set to 60, and Timeline is game time, it should work. I would do sanity check and see if your actual game speed in VAM is set to 1.0 too.
 
See this comment I made about setting the frame rate in avidemux. What frame rate did you render at?

 
@yunidatsu Is there any chance the plugin could be altered to capture ray tracing? If you're familiar with the SOTTR hack to enable ray tracing, the render plugin doesn't capture that effect, whereas NVidia screen recording does. Is there any way to update the plugin to capture the affects added by the NVidia tools?
That's unfortunately beyond my abilities. I don't actually have any idea how the rendering in the plugin works on a technical level.


RenderToMovie Captures in screenspace mode so it DOES enable the frame to frame recording of raytracing, etc.
Maybe someone could look into that plugin for ideas? RenderToMovie does NOT record audio, and this plugin does, which is more important to me.
If someone could somehow combine the best features....
I don't know anything about that plugin, but I find it a bit weird that it's missing audio recording. From what I can tell from Eosin's plugin code, audio recording is actually pretty trivial because Unity has a ready-made class for it, and WAV files are so simple that you can just slap a header on the raw data you get from that and call it a file (which is why WAV is the only option). Maybe the other plugin does something strange that makes this fail, but I doubt it. But as long as RenderToMovie isn't open-source, I guess there's not much we can (legally) do about it.
 
That's unfortunately beyond my abilities. I don't actually have any idea how the rendering in the plugin works on a technical level.



I don't know anything about that plugin, but I find it a bit weird that it's missing audio recording. From what I can tell from Eosin's plugin code, audio recording is actually pretty trivial because Unity has a ready-made class for it, and WAV files are so simple that you can just slap a header on the raw data you get from that and call it a file (which is why WAV is the only option). Maybe the other plugin does something strange that makes this fail, but I doubt it. But as long as RenderToMovie isn't open-source, I guess there's not much we can (legally) do about it.
I am very grateful for the work that you have done on it, saving me countless hours on render times. Thank you!
 
!> System.NullReferenceException: Object reference not set to an instance of an object
at Eosin.VRRenderer.Setup () [0x00000] in <filename unknown>:0
at Eosin.VRRenderer.Update () [0x00000] in <filename unknown>:0

Hello everyone. I have this problem when trying to use the plugin. This error is constantly spinning from below.
And the thumbnail image also does not launch. Can you help please?
 
Hello everyone. I have this problem when trying to use the plugin. This error is constantly spinning from below.
And the thumbnail image also does not launch. Can you help please?
In the plugin, try assigning the parent atom. For example, I always put the plugin on windows camera (so I can stage the shot in vr) and then if this happens I have to select windows camera in the plugin. Or, I can't have windows camera be the current view (ie go out of windows camera mode) to start the render. This can also be caused if you changed audio devices during the session or your headphones died if they're on battery.
 
Anyone else have issues with certain scenes where when you start recording, the animation goes at twice the speed and gets all messed up? I have a good amount of scenes where this happens and I'm wondering if there is a way to fix it.
 
Anyone else have issues with certain scenes where when you start recording, the animation goes at twice the speed and gets all messed up? I have a good amount of scenes where this happens and I'm wondering if there is a way to fix it.
As several mentioned previously, make sure all of your Timeline instances are set to Game Time and not Real Time. I didn't check, but setting physics refresh rate that matches your monitor would be good, and what I have is set physics cap rate set to maximum (3).
 
As several mentioned previously, make sure all of your Timeline instances are set to Game Time and not Real Time. I didn't check, but setting physics refresh rate that matches your monitor would be good, and what I have is set physics cap rate set to maximum (3).
Thank you, I will try that!
 
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