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There are a few requirements for the content scenes:This page provides information about the content scene requirements in Chaos Arena.
Camera
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The camera's location in the scene doesn't matter, ; it will be locked automatically to the tracking origin in of the scene tracking camera.
If there is no lens tracking, it should be set up with the correct Focal length and Film gate (film/sensor width), matching the physical camera that will be used, in order to compute the correct FOV and the correct inner frustum size for the camera. Camera tracking systems like stYpeand EZtrackcan provide a tracked FOV value, in which case the frustum size dynamically adjusts to it. The final FOV can be overridden from the server.
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The camera Exposure should be set to realistic values. It can be adjusted from operator instances.
Note that the The VRayPhysicalCamerahas lens breathing simulation, so it also needs a reasonable focus distance set is also needed. It doesn't need to be accurate, but for example, if it's too small (like a few centimeters), it can cause large significant deviations from the correct field of view and inner frustum size.
The scene can contain many cameras, but it has to be exported with the desired camera for the projection as the Мain camera.
Asset
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Paths
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The scene should be exported either with relative asset paths or with absolute paths that are valid on all machines, for example, on a mapped network drive. Invalid paths can be resolved automatically in many cases, but ideally, all paths should be valid on the machines.
Scene
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Scale
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The scene should have a proper scale with real-world physical units. The camera tracking works with absolute physical units, and therefore the scene should have an appropriate scale according to the desired results. The actual units that are used shouldn't matter , as long as the scale is correct , and the scene is exported with the correct meters_scale in the SettingsUnitsInfo plugin.
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Not all animations are supported by Vantage Arena when loaded from a .vrscene. Some animations can also be too heavy for real-time rendering, like deforming meshes.
The exact frame rate of the scene normally doesn't matter , as long as it's set up correctly. It doesn't need to match the synchronization or shooting frame rates , unless the "Align Animation to Scene FPS" option is used.
In case the scene includes the stage geometry directly, the stage geometry's position in the scene can be animated.
Stage
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Position Nodes
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If using a separate stage geometry scene in the server configuration, stage position nodes can be used for positioning of the geometry in the content scenes.
Stage position nodes are dummy placeholder nodes (a simple cube, for example) that represent different positions and orientations of the stage geometry without including the actual geometry. They allow for a much more flexible workflow, avoiding scene re-exporting in case of stage geometry changes. They also allow setting up scenes that can be used on different stages without modifications.
The stage position nodes are matched by scene name in the server configuration. Multiple stage position nodes should have the same name prefix that can be specified in the server. This way, they can all be hidden automatically in the renderers, and can be listed in the server UI for easy switching.
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