GMU:VR Experience Designers/Deniz Ekin Polat: Difference between revisions

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(Created page with " == '''Happiness Simulator - A VR Experience''' == 1600px Video:[https://vimeo.com/327479612 '''Background''' Happiness is being projected to us as...")
 
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[[File:Happines.jpg|1600px]]
[[File:Happines.jpg|1600px]]


Video:[https://vimeo.com/327479612
Video:https://vimeo.com/327479612




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[[File:full3.PNG|400px]]
[[File:full3.PNG|400px]]
Render Texture Setup to render the second camera
[[File:shader.PNG|400px]]
[[File:shader.PNG|400px]]
CutOut Shader Code
[[File:full2.PNG|400px]]
[[File:full2.PNG|400px]]
Code which adjust the position of the second camera

Revision as of 20:40, 30 March 2019

Happiness Simulator - A VR Experience

Happines.jpg

Video:https://vimeo.com/327479612


Background

Happiness is being projected to us as a concept which depends on earthly and simple illusions. This simulation is simply aiming to act as a portal which opens to our most wanted wishes such as money, success and love. The portal illustrates our desires but its actually just creating illusions which cannot be seen from their behind like every "happiness" illusion in our lives. They are just empty images as long as we don't fill their inside.

Portals

The portal is a plane which shows a render of another camera. Because it's a plane, the rendered image cannot be seen from the back. It also requires codes to be displayed correctly. One is for it's texture, other one is shader. There is a render texture which show what the other camera captures. In order to avoid to see what other camera captures as a whole a cutout shader must be used. Also the camera on the other room changes position according to the player's position and angle.


Full3.PNG Render Texture Setup to render the second camera Shader.PNG CutOut Shader Code Full2.PNG Code which adjust the position of the second camera