As a TL;DR; length answer:
KartaVR works best in Fusion Standalone. The Resolve support is a new thing that could be considered experimental at best. You could use the Fuson Comp Link
atom in Reactor to push your nodes back and forth between Resolve and Fusion if needed.
I can fully admit the number of scripts and nodes, and the way they work in KartaVR can be intimidating to new users. And the approaches needed to be used in Fusion and Resolve for an aftermarket addon like KartaVR to function can be way more than just a bit unintuitive when compared to the ease of use of FCPX's native VR tools.
The upside is there are a ton of example KartaVR for Fusion comp files included that can help to get someone who is willing to go "down the rabbit hole" up to speed on what they need to do.
Why is KartaVR Soooooo Complex to use?
KartaVR is aimed at an intermediate node based compositor who would only be considering using Foundry tools for their immersive post-workflow if KartaVR was not used. And...for all the complexity needed to use them, the Lua scripts + macro nodes in KartaVR do add a few extra nice-to-have features in Fusion that BMD currently sees no need to add in the short term.
The ease of use of FCPX, Adobe AE/PP's native VR tools or Mistika is not the space that KartaVR was really hoping to take over. All those tools are really good at what they do and keep things simple.
KartaVR was trying to be a Rosetta Stone
like format converter and node based re-working toolset that could then have its output crunched away to compute on a Fusion based render farm.
KartaVR is best at doing the really edge-case stuff you can't easily do in simpler and easier to use VR tools. The origin story for Domemaster Fusion Macros/KartaVR was that I had made the 2012 era "Domemaster Photoshop Actions Pack
" toolset and wanted to add sequence support handling to those tools. Fusion's node-based tools were the best place at the time in 2014 for me to implement that "Domemaster Photoshop Actions Pack" like port that would support 4D timeline based immersive conversions.
I did an interview with Jason Fletcher, of the Fulldome Blog
a few years back that overviewed how the various VR tools I created were designed to be used as part of a full and much larger immersive content creation pipeline.
You will get a better view of how Domemaster Fusion Macros/KartaVR fits into that view of things and why it works how it does if you jump to 41 minutes into this video clip:
avclubvids wrote: ↑
Wed Jan 02, 2019 12:02 am
@AndrewHazelden – I bet it's nothing you can do anything about given the current glitchy state of LUTs in ResolveFu15, but the "Edit" option on the LUT manager in R15 is greyed out on your View LUTs so they are not editable (it is not greyed out on other LUTs), also the LUTs do not appear to work.
The same KartaVR features that are accessible as macroLUTs in the viewer window, can also be added to a comp as standard macro nodes, too. You might find the ViewerEquirectangular
nodes helpful as it gives more controls and options over the 2D and stereo 360° previewing capability in Fusion Free and Resolve. And it's not the sexiest of technologies, but you can wire in the KartaVR Anaglyph previewing nodes
to do a quick on-monitor stereo preview of things as you work on stereo paint and roto inside the Fusion Free GUI.
Although its a bit complex for a fine artist (non-TD) comper to use, you *can* also preview cubemap movies from any standard cubic image projection using a combination of the ViewerCubicFaces
nodes with the "2CubicFaces" centric image projection conversion
As a neat tip, the "ViewerMesh
" and "ViewerMeshStereo
" macro nodes and the "ViewerMesh LUT
" macroLUT work in a similar fashion under-the-hood to how Phil Day's excellent Whirligig media player
does in that you can use an OBJ mesh with a custom UV layout to display footage using any image projection imaginable. The "KartaVR Images" atom package has quite a few different image projection sample OBJs to get people started.
Look in this folder for the base set of OBJ media viewing meshes:
You can use a KartaVR macro node in your comp that you wire your comp nodes too as the way to view 6DOF VR Color + Depth media, or as a 360° in comp viewer with lots of different image projections supported if you don't like how macroLUTs are working for you.
avclubvids wrote: ↑
Wed Jan 02, 2019 12:23 am
@AndrewHazelden The PanoView script seems to only work when a Saver is selected and the current frame has already been rendered to disk – is this expected? From the documentation I assumed it would work from any currently viewed node and does not require a render first, but maybe not? I've only been able to get GoProVR to work on OSX so far, will try other players on Win10 tomorrow to see if this is just a GoProVR issue.
It is expected that Loader and Saver node footage would exist as media on disk. PanoView viewer tools like DJV View are then able to playback a full sequence that might be hundreds or thousands of frames long.
When KartaVR is used as a 360VR stereo stitching tool, the time per frame to do renders at 6K LatLong Stereo or 8K LatLong Stereo makes it so you'd want to pre-render the full sequence on your local Fusion Render Node 9 based render farm and then have KartaVR pass that footage as a disk-based file reference to your viewer app so you would get real-time playback.
If you want to peek at a single frame of the media that would be pushed by the node tree into a Saver node, just click on the node that is one-node-in-your-comp-flow *before* the Saver node, and view that node's output in PanoView.
You could also use a LifeSaver Fuse and set it so that node's output is rendered to disk interactively as you view it. Then the footage would exist on disk and PanoView could display it for you.
With Panoview, any regular (non Loader/Saver/LifeSaver/MediaIn) node that does an image based operation is snapshotted live-to-disk as a still image that is saved to the
This snapshot uses the settings and file format options defined in the "Script > KartaVR > Viewers > Edit PanoView Preferences" AskUser dialogue window.
There is a
[x] Use Current Frame
option in the "Edit PanoView Preferences" dialogue that is fairly important to decide if you want it on or off.
If you installed the "KartaVR Hotkeys" atom then the default keybinding is that selecting a node and pressing "TAB" key will push the footage to the PanoView viewing tool.
And "Shift+TAB" will open the PanoView preferences.
The "V" hotkey opens the Google VR View publishing script.
And the letter "o" hotkey will open the containing folder for your media asset in a desktop folder browsing window if the selected node represents footage/assets stored in a Loader/MediaIn/Saver/LifeSaver/ABC Mesh/FBX Mesh/FBX Exporter node.
If you have the excellent Nuke2Fusion reactor atom by StatixVFX installed in your copy of Reactor, then you can easily edit the KartaVR hotkeys file to remap the default key bindings for the PanoView TAB hotkey entry by editing the following .fu file in a text editor
You can use the Reactor menu entry's
Tools > Show Reactor Folder menu item to hop inside the
Reactor:/ PathMap location.
The KartaVR v3 era default hotkeys are listed in the documentation here
Several of the default hotkeys were commented out in the KartaVR hotkey file by adding
to the first part of their entries for the KartaVR v4 release since as a freeware toolset, new KartaVR users would not be using Fusion as a dedicated VR suite.
Send Media to
The PanoView script is used to link to common media viewer tools. The same basic media passing functionality also powers the "Script > KartaVR > Send Media to >" scripts that can push Fusion footage to Adobe AE/PS/AI, Affinity Tools, and other apps.
KartaVR Fusion to AE Workflow Interconnects
BTW, if you look in the "Script > KartaVR > Send Media to > Edit Send Media to Preferences" AskUser dialogue you will see that there are custom controls for pre-assigning Mettle SkyBox tags to the media as it is passed to AE.
The "Send Media to" functionality that is labelled "Mettle SkyBox Effects" also works with the Adobe CC 2018/CC 2019 bundled AE VR tools that were based upon the original Mettle SkyBox Studio tools.
KartaVR has a deep set of options and tweaks that can be used. But it requires a skilled operator who has the time to read the KartaVR guide
cover to cover to GROK how it all is meant to work in a big-picture view... Without that level of insight into the *why* aspect of each tool's design concept it will be a big soupy mess.
KartaVR is really much closer to being an imersive pipeline with the Fusion nodes being the desktop "home" like environment that links out to all your other eco-system tools which include PTGui for doing quick UV pass / ST warping maps.
KartaVR is not trying to be a "1-trick pony" like plugin since AE and Fusion 9 VR have native tools that do basic (simple) workflow things better and easier then I could ever try to do as an aftermarket addon.
I'm just an R&D kind of scripting TD person who makes custom scripts to solve my own production bottlenecks. KartaVR was made as in-house pipeline tooset that other people have access to use, too.
KartaVR Render Farm
I really do wish BMD had re-enabled the Fusion cluster compute option that was present in Eyeon Fusion 6.4. That would be a life-changing amount of awesomeness for VR artists.
If you want to make KartaVR a highly productive working environment, this is the ideal type of KartaVR hardware setup to have with a few render nodes on-site powering the node based 360VR stitching and effects workflow:
P.S. I added a "RenderPal Submitter" atom package to the Reactor "bin" category that is handy if you don't like the Fusion Studio 9 built-in Render Manager's handling of memory leaks on challenging long-duration 8K+ res 360VR stereo scenes. This can make working with high-res footage far less stressful.
Always render to image sequences from Fusion and you won't loose any time when trying to scale things out to a mini render farm.
IMHO image sequences are much less headache inducing for "Saver" node usage, when compared to doing long sequence outputs directly to movie file which will IRL give you lots of troubles when working on a tight deadline with no room for failures.