Note: This document only covers questions that do not have a dedicated  section. For example questions about licenses are not included here, but in the license articles


Recent questions from new users:



QUESTION:  Why there is no preset for Insta Titan Pro camera rig?

Answer:  There is no need for it, this camera provides a pro.prj file with all the calibration data. To use it, load your camera images and then drag & drop the prj.pro into MistikaVR.


QUESTION:  The rendered files from MistikaVR are not working when I load them in other application (Premiere...)

Answer:  When selecting the render codec in MistikaVR use the default settings, as they are set for maximum compatibility and tested in most common applications. If it works in that way then you can complicate things later


QUESTION:  How to select the project resolution? /  How to create a new render resolution?

Answer:  It is explained in this article



QUESTION:  How to work with 4K+ GUI monitors


This is already automated since Mistika VR 8.8.2,  which provides dedicated menus to configure your monitors in the preferences menu.  For older versions you can try this:


The main problem with 4K and 5K monitors is that the parameter fields look too small.  To solve this you can define an environment variable with this value:



MacOs: QT_SCALE_FACTOR=2


Windows:   QT_SCALE_FACTOR=2   




QUESTION:  How to sync the clips by using their audio tracks ? 

Answer: The Align by audio tool has these parameters to adjust (in case it does not work well at the first attempt):




- Search length is the length of the sound sample to compare, centered at the current frame position. 


- Maximum offset is how much the cameras may be off sync, to avoid false matches at unlikely large offsets. If you turn on the cameras one by one, think how many seconds may be out of sync, and fill that number as the maximum. Set the current frame at a zone where there is some identifiable noise (clap, people talking), and run the match.


- Sample size - We recommend to let it on default. The audio needs to be split to some bits - "windows" that can be matched - and this is the size of these bits. smaller means more precise on transients, but lower frequencies may get ignored with very small windows. Keep it on 2 - 4 range, these work best. You should probably ignore this field, tweaking it usually does not change the result or make it worst, only in very rare cases.




QUESTION:  What it means the "Can not open video codec"  error when rendering?  

Answer: It means that Mistika has sent the rendered images to a third party encoder and it returned an error. The exact cause is not defined, but normally this means  one of these:


- An impossible setting, like too high bitrate for the selected codec (typical absolute maximum  is 135000 except for lossless codecs), or too high resolution for the selected codec  (4k for h264, 8k for h265, also depending on the GPU generation). In the case of h24/h265 (HEVC) Nvidia supported formats for each GPU model  are documented here: 


 https://developer.nvidia.com/nvidia-video-codec-sdk


- In the case of NVidia h264/265 (HEVC) hardware codecs, please note that the hardware encoder is a limited resource that can not be multi-tasked (most GPUs only have one encoder). So it can also happen if another application that can use the NVidia encoder is opened at the same time


- Another possibility is if you have defined an invalid destination path (not existing, no write permissions for it, disk already full, or other similar reasons)




QUESTION:  Why the render option is disabled ?

Answer:  The evaluation licenses do not permit to render.  But if you have purchased (and installed) an activation code and the render is still disabled then it means that you are still using the old activation code for the evaluation. Deactivate it and activate the new activation code received by email after doing the subscription. More details in the license articles  

Note: The other difference between evaluations and purchased subscriptions  is that only the second  ones permit to use the new features of "Beta" versions still in development (open beta program)  




QUESTION:  How to animate parameters (edge points and others)

Answer:  Since 8.7.7 version most parameter can be animated. To control the animation, open the contextual menu for the parameter by right clicking on it. You will see these options:


  • Default Value: resets the parameter. If it was animated, animation will be disabled.

  • Add Key Frame: A keyframe will be added at the current frame position. Animation is enabled for the parameter if it wasn't enabled already. From now on, any change to this parameter will automatically insert a new keyframe at the current time (if there wasn't a keyframe tere already).

  • Remove Key Frame: The keyframe at the current time will be removed. If it was the last keyframe left, then the parameter will become non-animated, going back to the default value..

  • Remove Animation: Animation will be disabled, all keyframe removed. But in this case the current value of the parameter will be kept as non-animated value. 


The numerical value of the parameters is color coded:

  • Gray number means the default, unmodified value.

  • White number means the current value was set by user, but it is not animated. Please note that if it is set manually  to the default value it will still be white, as it was set by the user. To completely remove the user actions use the “default value” command.

  • Green number is a keyframe value set by the user

  • Light Blue number is an interpolated value between keyframes.


In th time bar, the keyframes will be shown for the selected parameters as green marks. Meanwhile the animated segments will be drawn as light blue segments, thus corresponding to the same color hints.



QUESTION:  When I  render a movie in MistikaVR and watch it in other application it is not shown as 360 video

Answer:  You may need to inject the 360 spacial metadata in the movie file.  Just select  'Inject Spatial Media Metadata'  in the render panel (available for render formats supporting it, not all formats support it).



QUESTION: What is the Bake In Output Camera ?

Answer: Whenever you move the horizon, MistikaVR does it by changing the yaw, pitch and roll parameters on the “Output Camera”. The Bake in Output Camera clears this parameters by adding them to the control parameters of the Input cameras instead. The rendered images will be the same, but it can be useful to do it in order to stablish your new preferred horizon settings "by default". For example if you want to experiment and easily come back later to that settings, or if you plan to animate it or do scripting with the metadata files.



QUESTION: How to add a logo or CG  overlay clip in the scene?

Answer: Please read this article



QUESTION: How to stitch a cube rig?

Answer:  The cube configuration requires a bit of puzzle solving, as the files do not come in any speciffic order. If you don't have a preset for your particular cube rig , start applying  Omni or Freedom360 preset, and try to join in one corner the three views of the leg. The other three views tend to be simpler. Depending on the camera configurations, either all fits into the place, or one camera will remain flopped (180 degrees rotated). In such a case, next time use the OTHER one from the above mentioned presets (Omni or Freedom), or simply add 180 degrees to the last camera's roll value. Once you have everything adjusted  save a preset for your rig.


Here it is a good tutorial using a cube rig;  https//vimeo.com/216736585




Recent questions from advanced users:


QUESTION: How to do a "vertical flip" to a camera

Answer: There is a parameter for a horizontal flip in the "Source Camera" tab. The need for a vertical flip is very rare on VR rigs and it does not have a specific button. However it is still possible: To do a vertical flip, rotate the camera 180 degrees by adding 180 degrees to its roll value, and then use the horizontal flip.



QUESTION: What to do if there is camera "drifting" after stabilization?

Answer: After stabilization apply a few keyframes to make it centered. Drifting is usually smooth and consistent, so it is easy to counteract by creating a few keyframes to the output camera orientation.



QUESTION: After stabilization the front camera looks stabilized, but the others are still shaky

Answer: In the "prioritize front" mode, MistikaVR concentrates on stabilizing the front of the view, at the cost of getting less steady the rest of the shot. The rationale is that, like in your rover shot, the viewer will typically look forward, so priority should be there. 


The impression that only front looking camera is stabilized is likely produced by effects of "rolling shutter" in some camera rigs: The sensors, even if pixel-level synchronized, scan the scene looking at different directions, so the same point of the scene will be seen in a different time from different cameras. MistikaVR will try to warp together the views distorted by the rolling shutter effect. In a shaky shot, this is not apparent, however, once you stabilize the shot while concentrating on one part of the scene, the rolling shutter distortions will make the other cameras "dance around". 


In a situation like this it can be recommended to switch off the "prioritize front",  as the errors will be distributed more evenly with a similar amount of shake left in front, as well as in the back. 
 


QUESTION:  Why there are no "render only licenses" for MistikaVR ?

Answer:  In our current license model, the main difference between using the evaluation version and a subscription is the capability to render.  So render is the main capability that you really pay for, not the GUI.  Which means that  it does not make sense to have a "render only" license. However, if you need to feed a big render farm with  many render nodes you can ask our sale representatives for volume discount. 


A typical case is this other one: Let's suppose that you have a big renderfarm used for many products, and  you only need to use some of them with MistikaVR  but you don't know which ones will be available each time.  For this case, what you can do is to  activate all your MistikaVR activation codes on a same system (same license server), then tell all the render nodes to use that license server, and set the policies of your render manager (Smedge, Deadline..) to retry periodically until the renders are complete.  In that way, even if all licenses are busy for a while, when one license becomes available  the next render node to try a MistikaVR job will succeed to get it, so all the render jobs will be done at some point.   



QUESTION:  What is the difference between "Camera Default Offset-X / Offset-Y" and "Camera Input Offset-X / Offset-Y" ?

Answer:  The default Offsets, focal length and lens distortion values are used only for the cameras where the corresponding values are left unmodified. That means that once you set these values manually, or by using "improve offsets" tool, the Defalut OffsetX/Y values are ignored from that point.  

Normally, the only common situation where  default offset values are used is when you import from PTGui and you did not enable there the "individual cameras offsets" control.  That is normally a good idea only if you are not really using a rig with multiple cameras, but rotating a single camera, panorama-still style




QUESTION:  How to increase RAM cache for more interactivity and faster playbacks 

Answer:  MistikaVR will cache the most recently accessed image files in RAM memory.  The cached images are represented in the timeline bar with a thin highlight bar. If you scrub trough cached  images or playback them  then the cached versions are used, thus providing a faster response.  The number of cached images depend on the amount of RAM reserved for this purpose, and it is calculated automatically to a safe setting based on your computer configuration. However, if you want to tweak it manually you can do it in the localPreferences.xml  file:

 (Default location:  C:\Users\<user>\SGO/AppData/VR/localPreferences.xml )


Two parameters are involved (they are risky to modify and they can destabilise the system,  please make a backup of the file first! ):  

-  cpuFrames ( maximum number of  frames to cache. Let it to 0 for automatic adjustment, or put other value to force it )  

-  cpuMemKb ( RAM amount, in kilobytes )


Please increase with caution, the RAM allocated for this purpose is not usable for other tasks.



QUESTION:  How to hide (or show) the color picker tool?
Answer:  This is a standard pick color  tool in all Mistika applications to get the exact color values of a pixel. It does not have an icon because it is rarely used in MistikaVR,  but it may be activated inadvertently. The hot key is  Ctrl + Alt + Right Mouse button,  use the hotkey with the pointer  out of the image area to hide it






Recent questions about Stero3D:


QUESTION:  How to reduce parallax crossover or excessive due to objects in close objects proximity to the camera
Answer:  Parallax crossover is visible in black &amp; white anaglyph as red / cyan lines crossing with each other. When everything else fails, a way to try to save the shot is to increase the feather parameter. This produce the effect to reduce all parallaxes, you can use it to try to bring parallax to an acceptable level



QUESTION:  How to use the AM tool to align vertical parallax ( VR180 Stereo3D)
Answer:  The Alignment Mode tool (AM icon , now represented with cyan/magenta arrows) permits to fix vertical parallax differences, and it is mainly useful for VR180 video. Explained in this article



QUESTION:  Where to find tutorials about Stereo adjustments


Answer:  Here they are:


https://vimeo.com/233521636

https://vimeo.com/233979558

https://vimeo.com/234329816