I am sure this has been asked, but its hard to look for VR on the forums because you get VRAM, and that is all over the place.
I have been experiminting with VR rendering in Daz Studio for awhile.
I have tried some ones rig they created that created 180 degree renderes.
I have created my own setup using a "main" (for placment) camera that has a "Left Eye" camera with an X of -3.25 and a "Right Eye" camera with an X of 3.25 attached. I also have a small sphere attached to the camera that allows me to set a "focal" point for the left and right eye. both the left and right eye have the sphere set as their "point at" with the X and Z rotate locked at 0 so only the y rotate will change. Both left and right eye are spherical cameras. This setup does amazing 360 degree renders that can be setup in a vr (either creating a video, or 2 sky domes inside Unity). except for one major flaw. as long as you look straight ahaid its perfect as soon as you start looking around the eyes become wrong because at 90 degree one eye is behind the other, and at 180 your left and right eye are pretty muched swapped and the rotation created to set your focal point in the front, causes the eyes to reverse cross eye.
has anyone been able to successfully render full 360 stereo inside daz. I have tried the stereo offset with the camera settings but for the life of me cant get it right, either you strain to focus, or the "depth" is so minimal it might as well be a 2d image. I dont mind doing 2 renders per "image".
I am working on a little project in my free time which is a VR visual novel using content rendered in daz with IRAY. The "3d" sprites were easy, its the environment i am struggeling with, now I could just create an environment inside unity, but I want every aspect of the game to be a Daz studio render.
My only other thought is to not render 360 and just render front, back, left, right, top, bottom. and just apply those to planes inside unity, but i am not a big fan of the outcome.
Thanks