11-05-2014 12:54 PM
12-08-2014 05:19 PM
"andrewtek" wrote:
Thanks for the blueprint. That is very cool! Something like this could definitely be used to do some interesting things. I tried this trick to create a material that would put a red texture in the right eye, and a gray-scale version of that texture in the left eye. The result was interesting. The brain combines the resulting colors for a grayish/red texture. I could definitely see some inversion puzzle mechanic uses for this.
12-08-2014 05:57 PM
"opamp" wrote:
I didnt even think to try this on a surface material.
I just tried this with 2 extremly different textures and the effect was very strange.
Probably not a good thing to loo at for too long!
12-09-2014 11:37 AM
"opamp" wrote:"getnamo" wrote:
Thanks for the feedback opamp, though its not finger/arm location tracking I'm going for, I've got that working quite well in the plugin...
As Ive spent the evening bashing my head against a wall in regards to one of my own projects I thought I'd give myself a break and have a go at a per-eye postprocessing shader.
The below shader should get you started although it will only look correct in the rift.
http://i.imgur.com/AlGoWIo.png
"andrewtek" wrote:
Getnamo, would you be willing to share the steps you took to integrate with Leap Motion? Thanks!
12-09-2014 12:43 PM
"getnamo" wrote:
Absolutely, the source has been available in the plugin since I forked it (around October) at https://github.com/getnamo/leap-ue4
The readme is quite extensive in how to use it, browse that to understand how it works. The example LeapRiggedCharacter (shown above) is available as optional content in the plugin found in the same repo. So it is as simple as downloading the plugin, dragging it into your project root and setting your Pawn to LeapRiggedCharacter (and setting VRController if you're using an HMD).
12-13-2014 10:42 AM
12-15-2014 08:45 AM
"getnamo" wrote:
@opamp Just wanted to say that your method worked beautifully. Currently have passthrough images perfectly scaled for each eye running at 75fps, and I can easily fade them in/out using a scalar parameter in the material.
Just need to add some shader warping and see if that 1:1 can be achieved.
Thanks again for you help, will post a gif when I have it working 1:1!
12-16-2014 04:42 AM
12-16-2014 08:21 PM
"getnamo" wrote:
This is my usage in editor, and its the same story in play standalone or packaged. This is on a i5-3570k (4 cores, no HT) with UE 4.6 and Leap SDK 2.2.
Leap will use about 1% when idle, then typically 13-14% when tracking hands, up to 19% temporary peak when using passthrough images. I have never noticed the impact on the system personally, there is more than enough headroom.
"getnamo" wrote:
On the passthrough, the math to properly warp it seems pretty intricate to me, so it may take some time for me to push an update with the feature enabled. I believe you first obtain the leap distortion-free image (FOV 150), and then warp it to fit the oculus FOV(110?). Would need to convert this beauty into HLSL or recreate it using material nodes.
12-18-2014 08:33 AM
"opamp" wrote:
Looking at the shader im guessing the largest part of it is trying to deybayer a raw image into a color one?
But im not entirley sure TBH.
I had a little look at the basic leap example link you posted previously, and it looks like there using the red and green components of the Calibration/Distortion Map as a UV lookup table for the distorted image.
so the distortion rectifcation part should go something like this...
12-18-2014 07:26 PM
"getnamo" wrote:
Now the correct leap->oculus is the weird part for me, the final image should be a grayscale image warped from a 150 fov pincushion to something oculus ready.