Where I Can Upload My Finished Quill

Sharing your Short Film, Story or Art Piece

The VR Animation Player in the Oculus Television set allows viewers to discover and watch immersive VR media stored in the IMM file format. Quill has partnered with Oculus then that publishing Quill animations to the Oculus Tv set through IMM is easy and convenient, so your audience tin can enjoy your artwork natively in VR, every bit yous intended it to be watched.

Publishing a Quill piece to the Oculus Idiot box requires three basic steps: (1) making sure the piece can be played on a mobile device with the help of the Optimization Toolbox console, (2) exporting your piece/film from Quill in IMM format, which y'all tin do straight and easily from the export menu, and (3) so uploading the IMM file to your Oculus Media Studio dashboard so you can control when and how y'all publish the piece.

In fact, OMS offers a powerful way to control your film. In particular, you tin

  • View and manage all your VR uploaded films and pieces in i single place.
  • Pair 2D video trailers with your VR content to publish on 2D non-VR surfaces. These trailers are linked to the underlying immersive asset, which makes it easy to sentry in one case Saved to VR from the Facebook News Feed or from your content permalink page.
  • Link your Facebook Folio to your Oculus Arrangement to optimize distribution of content.
  • Publish your films and pieces to Oculus TV (Oculus Quest two), and get curated for the VR Animation Player (VRAP).
  • Sympathise your audience through analytics such as the amount of time viewers spend watching your pieces in headset.

You lot can learn more than about OMS here: https://creator.oculus.com/media-studio/documentation/media-studio


1. Ensuring the piece tin can play

The Oculus TV'due south VR Animation Role player (VRAP) works on Quest 2 headsets, which are powered by a mobile chipset. This means that the raw rendering ability on the device your viewers will enjoy your motion picture or piece is much lower than that in which you created it in Quill (which happend on a PC). This is expected and not as bad as it might wait at beginning, since Quill has to handle way more algorithmic complexity than the playback engine on the VRAP, since everything can be edited in Quill. Past the time the piece plays back in the VRAP through the IMM format, the geometry is known in advance and not editable anymore, which makes it way easier and faster to render.

However it still needs to return in a low ability fleck, so keeping the film or piece lightweits is important. In fact, the Oculus Media Studio (OMS) to which you lot'll be uploading the piece won't accept information technology if information technology detects it'south too heavy or circuitous. To assist y'all keep the piece lighweight, Quill has the Optimization Toolbox panel.


There are four metrics that the OMS uses to determine if a slice is suitable for playback on a Quest 2 headset. If any of them is above the OMS' thresholds, the piece won't be accepted for publishing. Quill takes measurements of these four metrics and uses the same thresholds to assistance you diagnose why your piece might not be ready for playback on the headset. With this Performance panel inside Quill which you tin invoke at any time, y'all tin can take the best artistic decisions to see where y'all tin simplify things

The four metrics OMS pays attention to are: (1) Memory used past the piece, (2) number of Draw Calls, (3) number of Triangles and (4) number of Audio Channels.

These are the maximum values for one of these metric:

Triangles per frame Maximum 1.two million
Retentivity usage at any time during playback Maximum 1.5GB
Draw calls at any time during playback Maximum 65
Audio Channels at any fourth dimension during playback Maximum 20

Yous tin observe the offical and most up to date values in the OMS website, here: https://creator.oculus.com/media-studio/documentation/quill

The metrics are not difficult to sympathise, except for the "Depict Calls" possibly. A Draw Call in the context of Oculus Tv's VR Animation Player is equivalent to 65536 triangles.


2. Exporting to IMM

Exporting to IMM is done in the Export Toolbox console.



iii. Publishing to Oculus Goggle box

Once you lot have the IMM file you tin can upload it to your Oculus Media Studio dashboard located at https://creator.oculus.com/manage/mediastudio/. Click on the blue Upload Media push, and follow the instructions.

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Source: https://quill.art/tutorials_oculus_tv.html

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