RhinoVR - a sample plug-in for rendering Rhino viewports in virtual reality

@ahan2991,

No, RhinoVR doesn’t support opening windows other than Grasshopper. Of course, the project is open source so if you know how to program, it ought to be possible.

Hello all, I know this is a dead project since it hasn’t been updated on Github, nobody has been active here for a while and it is not compatible with Rhino Version 7 SR17 but oh god do I miss the possibility of using my Quest 2 with Rhino.

I know about Mindesk but come and 500 $ /year seems a lot.
This project was able to do what we need for free and is open source, is there anyone ready to buildit again ? Should we ask Mcneel to dedicate resources for that ? Is anybody here ?

don’t count on it, Rhino.Inside.UE is dead too!

I agree.

It looks like these free projects will never be completed because the paid versions exist.
(English is not my language, no offense to anyone if the words seem strange)

Hi everyone,

I am not able to reproduce the crashing issue with my Oculus Rift. I don’t currently have access to a Quest 2, but I will try to get one tested to see if I can reproduce the problem.

Did RhinoVR work with Quest 2 in earlier versions?

-David

We’re able to get the crash to happen, and we know why it’s happening. Will let you all know when a fix is out.

-David

I’ve updated RhinoVR to work around the crash bug. The new minimum version required for RhinoVR is Rhino 7 SR10.

Here’s the updated RhinoVR Release: Release RhinoVR sample plug-in · mcneel/RhinoVR · GitHub.

Tried using the plugin with newest Release of Rhino 7. I have an HP G2 headset. Works in Steam/SteamVR.

Rhino freezes and SteamVR says “critical failure” and needs to be restarted or quit.

I’ll give it a try, thanks

Hi @Alan_Farkas,

I don’t have an HP G2 headset, so I can’t test unfortunately. RhinoVR still seems to work with the original Oculus Rift. Does Rhino print any messages to the command line?

Hello!
I would like to change RhinoVR in order to make it work with Oculus Quest 2. @DavidEranen could you add more comments to the code you have already created?
Because right now, I find it difficult to change the code as it is in order to make my plug-in to work.

I have used this plugin with my Meta Quest 2 and it works pretty good. I do launch the oculus app and steam VR prior to starting Rhino but not sure if that makes a difference. I work on windows with Rhino 7… Hope you get it to work because it’s pretty cool :slight_smile:

Glad to see this thread. Was just about to ask about this plugin, specifically, and how to work in Rhino with VR in gen.

I have an HP Reverb 2.

UPDATE: I was able to get into VR mode, but it’s very janky at this point on the HP Reverb 2

Hello

I’ve just installed and used RhinoVR
My only goal is to show projects to clients
Not to use

But only one of my controllers is working (left one)
Even though the walkthrough technique is quite clever, I would like to have both controllers working.
Maybe one of them only for rotating ?

Is there a way to activate the right controller, and if possible to change joystick behavior ?

I know this post is old, hoping some one will help.

Best regards

I’d like to use VR goggles of some kind to explore (and maybe edit?) a complex, multi-file model that has been created primarily in Grasshopper. It might be OK if I have to bake geometry to see it. I have little tolerance for the pain of bleeding edge technology so would like a simple out-of-the-box experience. Is that possible now with Rhino/GH or is it still only for the few who don’t mind endless configuration issues?

What I would like is to navigate Rhino’s ‘Perspective’ view in a natural way.

I played a little bit with this when it was “released”, but Rhino doesn’t have a high performance graphics engine that manages to push out enough ‘rendered’ frames to each eye once the scene becomes a little bit crowded. And I don’t believe that has changed, but maybe some one else has newer experience with this.

We use TwinMotion to evaluate 3D space with Rhino that uses the directlink plugin so updating is done by the push of a button, and then it’s just another push of a button (F10) in TwinMotion to activate VR. This works automatically if your headset is properly installed on Windows. But check compatibility first.

Side note I recomend Meta(Oculus) over HTC since the Oculus wizards figured out how to map the actual rendered image in Oculus’ 3D space so you can turn your head a bit with out getting so dizzy even at lower fps.

Edit: This is what I found on currently supported VR headsets:

Thanks. Not sure yet what Twinmotion does?

https://www.twinmotion.com/en-US/updates

That list of headsets also looks useful?

https://dev.epicgames.com/community/search?query=headsets

We think the Meta (formerly Oculus) Quest 3 is the best headset for most people because it’s the easiest to use and offers access to the widest range of games and experiences.

$650 U.S.?

“Upgrade pick” HTC Vive Pro 2 Headset, $745 U,S,

HTC Vive Pro 2 Headset

Basically it’s an intuitive realtime visualisation software that let’s you run around in your 3D model as if it as modern computer game. To evaluate consepts or present the final design.
(But you can also do quite impressive renderings and simple animations too)

Regarding headsets I don’t have much experience, so somebody else needs to chip in or you just need to choose one that sees OK within your price range. But test out Rhino’s vr function too!