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Panorama viewer
Panorama viewer
by ggpee on Nov 21st, 2014 22:22 PM
Hello,
I'm developing for Android, but I'm totally unfamiliar with Unity. I would like to make a panorama 360 photos viewer like in Cardboard app using Unity and Dive plugin. Would it be difficult for beginner? What is a best way to start if I haven't much time?
Thank you, George.ggpee
Posts: 6
Joined: 21.11.2014
Re: Panorama viewer
by wurghi on Dec 4th, 2014 10:03 AM
easy, just get your spherical distorted 360° picture (like if you image-google "spherical picture", make a new scene, put a Sphere with inverted normals in there, make a new unlit-material and put in on the sphere, put a dive-camera-prefab in the middle, done.
wurghi
Posts: 10
Joined: 03.12.2014
Re: Panorama viewer
by ggpee on Dec 5th, 2014 13:42 PM
Thanks a lot, it wasn't really hard.
But now I run into another problem. It seems that Unity has a texture size limit of 2^12 pixels. Is there a way to bypass it somehow (I need to view hi-resolution panoramas here)? Now I see only one option - split images to multiple textures. But I've never worked with graphics before, so I don't know if it's possible.ggpee
Posts: 6
Joined: 21.11.2014
Re: Panorama viewer
by wurghi on Dec 5th, 2014 22:48 PM
afaik, thats the only way. but it shouldnt be too hard. lets say you devide your sphere and your image in 8 parts, would make it possible to view 32k pixels... might even be possible on mobile devices if the unvisible parts, behind your cam get clipped away.
If you go this way remember to adjust the UV maps to the whole image.wurghi
Posts: 10
Joined: 03.12.2014
Re: Panorama viewer
by ggpee on Dec 6th, 2014 17:25 PM
Ok, if I get it right, I should split my sphere mesh to several submeshes in some modeling tool. But if these segments will be of different shapes, the UV-mapping algorithms for each should be different? Or the tool can adjust it automatically? (sorry, I do not totally understand for now if UV-mapping is done by unity or is encapsulated already in the mesh)
And btw, I have my picture in two formats: cubic and equirectangular. Which one is more appropriate for this task?
Thank you.ggpee
Posts: 6
Joined: 21.11.2014
Re: Panorama viewer
by JustMeDaFaq on Dec 6th, 2014 19:08 PM
"ggpee" wrote:
Ok, if I get it right, I should split my sphere mesh to several submeshes in some modeling tool. But if these segments will be of different shapes, the UV-mapping algorithms for each should be different? Or the tool can adjust it automatically? (sorry, I do not totally understand for now if UV-mapping is done by unity or is encapsulated already in the mesh)
And btw, I have my picture in two formats: cubic and equirectangular. Which one is more appropriate for this task?
Thank you.
Could you may post a few example pictures? Going to have a look at this if you could provide a few =)JustMeDaFaq
Posts: 82
Joined: 15.10.2013
Re: Panorama viewer
by ggpee on Dec 6th, 2014 19:52 PM
Well, cubic format looks like this:
http://www.cartola.org/cartola/images/t ... -Cubic.jpg
But i have each side of the cube split into 16 512x512-pixels images.
Equirectangular panorama is something like this:
http://static.panoramio.com/photos/large/1896916.jpg
It's split linearly into 512x512 images too.
Now I found that unity has a skybox feature that does what I need with cubic format, but I can't figure out if there is a possibility to apply multiple images to each side of skybox.ggpee
Posts: 6
Joined: 21.11.2014
Re: Panorama viewer
by JustMeDaFaq on Dec 7th, 2014 11:02 AM
Il know how its generally looks like. Youre provided examples arent in 32k.... Dont ask for 32k photos and help if youre then posting low res pictures as an example... How should i as an developer, able to help you out? When you even not provide a few example pictures from your target pictures?
JustMeDaFaq
Posts: 82
Joined: 15.10.2013
Re: Panorama viewer
by ggpee on Dec 8th, 2014 00:35 AM
Sorry, didn't understand you. For example I have these in two formats: https://www.dropbox.com/s/a2594olobzhbj ... e.zip?dl=0
ggpee
Posts: 6
Joined: 21.11.2014
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