I do wonder if there's a fair amount of code-rot for this feature. I've seen other places in the code that definitely assume there's only the main canvas and the selection canvas
Yeah that's the one i was mentioning in our chat, not entirely sure what's going on but it's google related. interestingly it works fine on quest builds! @Zandy have already reproduced that, I think I need to take it up with google support. If you DM me your google account email I might be able to add you as a 'test' account which might unlock it
Hey! So I just downloaded open brush and I'm having a problem. I get into the app but everything is black. I can only see the open brush controllers, I can move them around but pressing any buttons doesn't do anything. I've tried updating my video drivers but that didn't seem to fix it. Any ideas of what's going on? I'm using the steam version of the app and playing on the oculus rift s
I can't say I've heard of that before. You can try downloading the rift specific version directly from oculus (rather than Steam) if you'd like, but for more debugging help, we might need someone with a PCVR setup (I'm Quest only)
Interesting. I know people are using the steam version (the rift specific build is a bit niche), but I'm afraid I can't offer any specific advice for you here.
I remember one other person reporting a similar issue and I can’t remember if they solved it. You haven’t got dual monitors or anything else out of the ordinary, have you?
I think I remember actually having this problem before with tiltbrush, the way I fixed it was by using the previous build option in the steam beta options.
That sounds to me like there was a problem introduced in an older version of Tilt Brush that affects you (and very few other people unless we are just not hearing about it). The odds are that issue will be in all newer versions which would include every version of Open Brush.
Hmm, when open tilt brush become open source, did its history also become available to the public? Maybe its possible to figure out what changed between the updated version and the build that works for me?
Is it possible that the mode didn't change in the build? I get that issue if I don't switch the tab from console to game in unity. My memory is a bit hazy, might also happen if I exit the game from inside rather than unity, or close steam and leave oculus open, would have to check. Not sure if being in monoscopic or something similar would have the same effect? Anyhow, potentially a sequencing error where it's not switching states properly?
Is it possible to get the camera showing with post effects capture on false? One thing I miss with TB is the ability to capture clear videos without post effects.
The monoscopic view app on Mac has an export video to paths option but 1) I don't know how to properly set paths yet, 2) the interface is super clunky to manage, and 3) I set a couple random paths to test but then actually trying to export freezes the app.
You're right, Quest doesn't export video, and based on the Open Brush Trello, it's an acknowledged request but remains in that column, so I doubt it's anywhere in experimental builds.
My main need is a way to convey what the NFT art is in OpenSea beyond the wireframe-ish visuals provided by the default .glb file export I get from Open Brush on Quest 2. The monoscopic view app on macOS exports an Untitled.json file, and I've seen the Python scripts to use to convert to other formats but those aren't accepted on OpenSea so I haven't gone there.
Right now I'm just planning to use an animated gif for the thumbnail preview and use either a saved movie file from a Quest broadcast to Facebook Live or similar screencast session with a quick walkthrough of the piece as the actual NFT, with a property link to the .tilt file for the actual piece, OR just go with the wireframe-ish result of the .glb and add the linked .tilt as described before. Either way it's a very unfulfilling result. The art is really minimal so it relies on the shaders and brush effects for life.