These remarks have a timestamp.
TIME STAMP: 1380964654
DATE (M/D/Y @ h:m:s): 10 / 5 / 2013 @ 4:17:34 EST
I HAVE BEEN INTO THE RIFT. AND I HAVE TO TYPE IN CAPITALS, BOTH BECAUSE I’M RENDERING, BUT ALSO BECAUSE THAT IS HOW AWESOME AN OCULUS RIFT IS.
TIME STAMP: 1380969654
DATE (M/D/Y @ h:m:s): 10 / 05 / 13 @ 5:40:54am EST
I AM A SPACE FANBOY … WAIT … Rendering is Done now. Okay. Again; I am a space fan boy ever since I was a little kid. Everything space is awesome. I was so full of myself. I actually looked down on people who couldn’t name at least nine planets. And their moons.
Now, these days there are so many inner-solar-system objects with a name, that I can’t keep track anymore. Ever since Pluto became a dwarf planet, we’ve started naming every rock in the Solar System. Still, When exploring them with an oculus rift is AWESOME!!!
TIME STAMP: 1381533780
DATE (M/D/Y @ h:m:s): 10 / 11 / 2013 @ 18:23:0 EST
TIME STAMP: 1382922420
DATE (M/D/Y @ h:m:s): 10 / 27 / 2013 @ 20:7:0 EST
Also this post on Oculus Rift Forums, that may help some people;
Okay, with After Effects you can get a convincing Oculus Rift 3D view, by using the “CC Lens” (I think the CC-effects ship with After effects).
By Trial and error I found that a CC Lens, centered in the middle, with a Size of 60 and a Convergence of -100 will give the desired effect.
Now I had my Rift on loan for the weekend a couple of weeks back, so I can’t experiment with it anymore, but here is the simple setup, that worked for me.
The CC lens will emulate the HMD warp shader’s lens bending, and by creating 2 camera views in After Effects you can emulate, or recreate a z-buffer. I’m assuming that a HMD Warp shader can be easily set up with Adobe Pixelbender, but I did not have time to test that out. So here is the walk through of a poor mans HMD Warp shader in After Effects CS4
1) First create your scene, you only need 640 pixels in width, but I created mine in full width at 1280 pixels ( x 800 of course). It doesn’t really matter as we will be cropping it later on. Make sure your scene has 3D objects in it, moved along the z-axis, otherwise it would be pointless looking at it in the rift
2) Drag your scene-Comp scene into 2 new compositions ( which are 640×480 ) make them a 3D layer, add a Camera and let the camera look at the scene-composition you just dragged there.
Now Position the camera’s slightly apart in each of the compositions. I have mine in the ‘left’ composition at 400,400, -1777 and in the right composition at 300,400,-1777. I assume that by playing with the x (moving them further apart) you can make the depth of your scene more profound while viewing it in the rift.
3) make a final composition, 1280×800 and put your 2 camera compositions in it, next to each other. Now apply a ‘CC Lens’ – effect to each composition and put it on size 60, Convergence -100. I found these values through testing, so they might be optimized, but they worked for me.
4) Finally, Render the scene and view it with the Oculus Rift.