Currently my team is attempting to create a VR pipeline and the workflow is convoluted. Quadmeshing and ngon support helps with this to some degree.
Current workflow- Solidworks/Rhino->moi OBJ export-> Blender/SubstancePainter UV unwraps and texture->Unreal Engine.
Oculus/Vive/VR support would be huge. Right now you dont get a real sense of scale until you 3d print models. VR integration would save tremendous time and cost of iteration.
Since Fabric engine went belly up, what are you all doing to have some efficient way to bring Rhino to VR?
We have a similar workflow to that. We tried Unrealās Datasmith but itās not very good, the automatic UV is not useful.
Also anything out there to just view a Rhino viewport in VR? No export, no meshing, nothing downstream. Just view your Rhino scene/file in VR, Like Modo does?
It definitely would be nice start to have core Rhino to offer VR simple viewport streamed to VR, with ālook aroundā rotations with head turns abilityā¦ It already would be great to have and play with, and develop further wishes!
I know you didnāt. You are way smarter than that! ā¦I was just preparing for the avalanche, that I might have started by saying: āModo is doing itā
It would be very nice. And for people with the unmasking talent, dedication and skills of @jeff, this is probably a perfect X-mass break fun project.
Gusto- We are on the same frikking wavelength. I was just thinking this yesterday and I am amazed that noone has a good pipeline to Oculus/Vive in the CAID space.
Iād be nice to have something so the Vive Pro is always there ready to look as stuff, like a second (rather 3rd) monitor.
RE: Oculus. We donāt use that shit. We are an ethical company. Not a penny, a second, or a kilobyte goes to Facebook (thatās who Oculus is), or Google, or any other low-life form.
Sample of one small team here, we are using VR for virtual prototyping and design reviews, saving them 10s of thousands of dollars. And adding 2 more clients for similar efforts in 2019. So this isnāt a fad.
Itās true that maybe itās fizzing out just as 3D printing did: Content creation tools are absolutely useless for people that donāt know how to make stuff; but game-changing for those who do. The market size is never even close to what the evangelists and speculators hope, but I think itās here to stay.
Have you tried RhinoVR? GitHub - mcneel/RhinoVR: RhinoVR - a virtual reality sample plug-in for Rhino 7
The team in Finland have been working on this, specifically David Eranen. You can download the latest from the releases.
Iāve used it in an installation in September, and works without much fuss, given you have decent CPU/GPU. I got an MSI laptop with a GeForce 1080 to do some testing.
A warning before you go get it: this is only a sample for 3rd party devs to see how to hook into a special viewport able to render at 90 fps, how to target HMDs (Rift and Vive atm), and link the controllers.
That being said, Iām a big fan. Arctic, Rendered, and other modes look great. YMMV based on the size (number of objects) of your model.
There are also many other solutions that work with Rhino. Iāve heard Enscape is great. Iāve also tried Minddesk and Fologram (AR), which have some interesting GH functionality. Many teams with existing solutions are looking to hook into the RhinoVR code. Finally, of what Iāve tried, IrisVR has a lot of impressive functionality, and works on multiple platforms. Each solution has something they are focusing on. RhinoVR is just a simple, but functioning sample.
Iām curios why you donāt include this functionality in Rhino WIP, without having to install anything?
The Rhino WIP is already a terrible representative group of users of the real world user base of Rhino. Making functionality like this part of the GitHub underground seems like just more nerd echo-chambering. I donāt get it.
I get why this makes sense for developers, but Iād argue that an expensive plugin to just make a viewport VR-ready is absolutely irrelevant. We have zero interest on more plugins, more licenses, more exporting and obsoleting files, more disjointed experiences, more little companies with no business model, more troubles. Especially when companies like Enscape, Mindesk, etc most likely end up selling to Autodesk or Dassault or some other VR VCs/Private Equity (if they are not already hostages of VCs). I wonāt spend a penny or a second on a 3rd party product for this basic functionality.
If McNeelās argument is that this is not basic functionality, then fine, change me $300-500 extra for a McNeel developed, supported, and Rhino-Teams-licensed plugin. I trust that, and happy to invest money and time on something that has long term viability.
We need two things:
Working more in VR in Rhino (and Grasshopper). With one-click.
Export to Unreal. (a bridge from Grasshopper to Unreal is something we would pay for, for sure)