Gateway VR – Rendering

Thought I’d do a quick post on the rendering process going into my VR piece. I’ve confirmed today that I’ll be displaying the piece on a Samsung Gear headset, which is considerably better than my iPhone 5. (Bigger screen, better resolution.)

The rendering has been a nightmare. I’ve learnt more about the process of rendering in the past month than I’d ever thought I’d know. I’ve gone through render layers, passes, batch edits, shell scripts, render farms, network rendering… all in the space of a month. I’ve had to find quick and creative solutions to ensure that my piece will be viewable.

Re-creating my VR piece has been the biggest struggle over the last 3 months. I’d originally made the environment as a Unity game for an Oculus Rift or an HTC Vive, however, due to not being able to get one for the show, I had to re-make the piece.

Early last week I managed to set up a number of farms to get the animation going:

From tomorrow onwards will be a similar story. I’m basically just running around with a memory stick looking for computers.

I’ll do a further post on the content of the VR piece and how I’ve found ways to get around the issues of equirectangular content creation.

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