Seurat is a scene simplification technology designed to process very complex 3D scenes into a representation that renders efficiently on mobile 6DoF VR systems.
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Documentation for Offline Render Depth-Channel maps #34
Could someone clarify the needed specifications for depth maps when rendering with an offline renderer? I tried 3ds max scanline and vray so far. Using native 3ds max Z-Depth with scanline i get:
ERROR: Point is outside of the frustum used for binning. Possible causes for this problem: geometry inside the headbox, incorrect matrices, incorrect depth values, other errors in the generation process. (Showing only the first error)
With vray's clamped and inverted VrayZ-Depth i get:
DFATAL [seurat/base/projective_camera.cc:91] DCHECK failed: expression='"(depth) >= (0.0f)"' (-5.96046e-08 >= 0) and the first error as well
In both cases there are no objects in the view box. From the error message it's basically impossible to know what to change. Is there any more documentation on this subject and the error codes?
Did you make any progress with this? We're trying the same using RAY_DEPTH with depth channel values corresponding to ray distance from the camera in meters.
Could someone clarify the needed specifications for depth maps when rendering with an offline renderer? I tried 3ds max scanline and vray so far. Using native 3ds max Z-Depth with scanline i get:
ERROR: Point is outside of the frustum used for binning. Possible causes for this problem: geometry inside the headbox, incorrect matrices, incorrect depth values, other errors in the generation process. (Showing only the first error)
With vray's clamped and inverted VrayZ-Depth i get:
DFATAL [seurat/base/projective_camera.cc:91] DCHECK failed: expression='"(depth) >= (0.0f)"' (-5.96046e-08 >= 0) and the first error as well
In both cases there are no objects in the view box. From the error message it's basically impossible to know what to change. Is there any more documentation on this subject and the error codes?