top of page

Semester 2 W10 | Specialist Consultation + New Discovery for Render Problem

  • Writer: Soo Zhi Jing
    Soo Zhi Jing
  • Jan 26, 2021
  • 2 min read

The past few weeks has been developing and updating tutors, advisor and the specialists on my progress, there were exchange of opinions, suggestions but they were quite minimal, mostly just update. But this time's consultation was regarding to the major issue that I have been having which is the video file being able to render in the Oculus Quest. There is no way I could get the video running and even with external help from Minken who is my tutor, we can't seem to find a solution. The final resolve was to export the objects individually to unity with he risk of the file being heavy. I mentioned this to LinYew (a specialist), and he suggested that I should probably just export the 3D models, assets and animation all into Unity. The reason he say so is because the animation process as well as the adjustments done there will be more efficient as compared to rendering video files at Blender3D and waiting for the scenes to finish rendering. The waiting process of the rendering will take up a lot of time if there are mistakes, the re-rendering process is more tedious if I were to adjust immediately in Unity. I never really gave much thought about doing this way because honestly I was afraid to do so, the transfer of 3D objects with textures is a tedious step to Unity back when I was using Cinema4D but according to some brief research on transferring objects from Blender3D to Unity is actually not as terrifying as I thought it would be! Having that reassurance from the research, I decided to try doing so!


Rendering Problem Previously

3 There was a rendering problem after the Usability Test, which is the assets and visuals are rendered out to be blurry. The speculation then was that perhaps Oculus Quest does not have the capability to render out higher graphics because it does have this flaw that is known. I even rendered the assets in maximum resolution, that's why it seemed as if the Oculus Quest cant render out the imagery but to my discovery, it was actually the render settings I did on blender3D. Another reason why I thought that it might be the render settings is because the graphics that I imported into Unity separately was clear, none of the graphics that were imported separately were blur. Being not too familiar with the software then, I ticked the "Depth of Field" checkbox without educating myself more on what it was for. I just assumed that the background will be blurry and it will auto detect the focus like a camera but I noticed after that, that the focal length must be adjusted manually. Once I unticked the checkbox, the rendered outcome was super crisp. Now that I discovered this, the project development can run more smoothly.

Comentarios


© 2020 by rszhijing. Proudly created with Wix.com

bottom of page