Great tutorial. Thanks, Danny. I had a question regarding the exporting from Tiltbrush. When I did it, it saved as a GLB file. How can I change it to an FBX export?
It seems like Unity or Tilt Brush doesn't really utilize the power of instancing particles, maybe that's why more particles or brush strokes with transparency will slow or crash the program?
Thanks for watching your video but I have a question What is that mean about do not use fbx in Unity? Is something wrong about it? When I use Tilt brush sdk with Unity, fbx which exported from Tilt Brush look like tilt brush itself in Unity. Is any other good suggestion without using tilt brush sdk in Unity?
At 10:50 I realized that you have way more options in your Labs folder than I, you have Twitch, RUclips, a dinosaur, and the camera thingie and I only have like 2-3, why is that?
Do you know if it's possible to export your work from Tilt Brush to a pc without using a data transfer cable? So preferably a wireless data transfer through Ocules Quest. I would appreciate your thoughts on this.
If you upload to Google Poly (as shown at 10:10), you can then Download the file from its Google Poly page in various formats including FBX, OBJ and GLTF.
@@dannyyaroslavski3770 Thanks so much. I have just installed Tiltbrush and it's mind blowing! I'll be sure to tag along your video's for help on my creative journey :)
Hey been looking all over youtube trying to find out how to simply just record my drawing process on tilt brush but not finding straight simple answers. Like all I see is on my oculus phone app is the ability to record, but that footage is terrible . what can I do?
Hi Danny, Thank you for your awesome tuts. I hope you can help me with this issue I encounter problems with the following shaders from the TiltBrush SDK v23 (latest version to date): Bubbles Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc' at line 26 (on d3d11) Diamond Hull: failed to open source files 'HLSLsupport.cginc' 'UnityShadersVariables.cginc' 'Lightning.cginc' and many more... Smoke: Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc' Toon: Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc' WigglyGraphite: same as Diamond Hall Anyone encountering the same? Anyone got a solution? It would be awesome to get this going. Also I am curious if there is a way to import an export from tiltbrush into unity so I will have the obj file with it. My situation is this: I export an obj from Medium and can import it into TiltBrush just fine. After doing the fancy design thing I want to export the whole sketch/project so I can import it in Unity. Until know I only could import the obj itself (without TiltBrush design) and I managed to import the TiltBrush sketch, but having problems with the shaders. They are not assigned automatically and the above mentioned are not showing up in the list so I could assign them manually. In the documentation about importing Sketches from Tiltbrush in Unity it says I only need to import the fbx from TB into unity, unfortunately it doesn't work for me. I am using Unity 2019.4.f121 Thank you so much :)
Hey Danny? Any suggestions on how to add sound while rendering Vr 360 video from tilt brush? In my 2D recorded video sound is working, But when I make render injection to upload for youtube it is without audio and a real problem for me to add sound, because in the youtube library there is no my special sound and primer pro is not working with VR video properly How to solve that issue?
Hey there, I highly suggest that you switch to DaVinci Resolve. I have worked with Premiere since 2005, and just switched to Resolve this year. There's a lot to love, but most of all, DaVincis playback while editing is SO fast, like Premiere doesn't even compare. You can watch 4k footage without a single stutter, where premiere would playback at 1 frame a second, and so you'll have a much easier time playing 360 videos smoothly with Davinci Resolve. Best part, is that it's free, you only need to pay for the studio version if you want their advanced special effects. Now another thing, the workflow of using an injector to get your video on youtube is not needed any more. Both Premiere and Davinci have "VR" export settings now, which injects the video for you. When you have this setting checked, you should be able to upload straight from your editor to RUclips without a problem.
actually, i don't know why u making this much headache with working with VR we can get more good experience with other 3d software working flow this looks like more difficult to come up with an artwork good look
Your going to be the one that introduces me into this pipeline 🙏🏾 thank you man! For real
very helpful. it's great when TB and my fav 3D program go hand in hand. exciting stuff.
Thanks a lot for your tutorials. They take me to the next level in VR.
Ep-9 is an expansion of understanding. Cool
Thx very much for the atlas and the intro of VR pipeline!
Hey Danny! Awesome videos. Now that Google Poly is going to shut down, how do you plan to export your paintings to Unity?
Maybe Sketchfab ? ? ?
Excellent Tutorials! This one too.
Great tutorial. Thanks, Danny.
I had a question regarding the exporting from Tiltbrush. When I did it, it saved as a GLB file. How can I change it to an FBX export?
Hey man, I figured it out. Import your GLB into Windows 10 Paint 3d. Then export as : : : fbx or obj. ♥
@@EffingtonCouldBe I'll try it out. Thanks!
Man please create more tutorials your the best
Love your courses, please continue :)
Terrific video - tons of value. Thank you
Excellent informative video!
It seems like Unity or Tilt Brush doesn't really utilize the power of instancing particles, maybe that's why more particles or brush strokes with transparency will slow or crash the program?
These videos are so helpful!
Very good man, thanks a lot!
Thanks for watching your video but I have a question What is that mean about do not use fbx in Unity? Is something wrong about it? When I use Tilt brush sdk with Unity, fbx which exported from Tilt Brush look like tilt brush itself in Unity. Is any other good suggestion without using tilt brush sdk in Unity?
Very informative 🙏
At 10:50 I realized that you have way more options in your Labs folder than I, you have Twitch, RUclips, a dinosaur, and the camera thingie and I only have like 2-3, why is that?
change from beginner mode to advanced mode but also only on PC vr and not quest (unless you're using link)
Thank you. 🔥🔥🔥🔥
THANK YOU SO MUCH
Also super useful. Thanks you!
Do you know if it's possible to export your work from Tilt Brush to a pc without using a data transfer cable? So preferably a wireless data transfer through Ocules Quest. I would appreciate your thoughts on this.
If you upload to Google Poly (as shown at 10:10), you can then Download the file from its Google Poly page in various formats including FBX, OBJ and GLTF.
@@dannyyaroslavski3770 Thanks so much. I have just installed Tiltbrush and it's mind blowing! I'll be sure to tag along your video's for help on my creative journey :)
What about importing from Sketch gravity to tilt brush? Is it possible exporting obj?
Hey been looking all over youtube trying to find out how to simply just record my drawing process on tilt brush but not finding straight simple answers. Like all I see is on my oculus phone app is the ability to record, but that footage is terrible . what can I do?
Not an expert but I assume you use virtual desktop or link then run the app on a computer and record with OBS.
What about import to unreal? Is it the same as 3d modulers, or same as gravity sketch?
Same as 3D modeling software I figure
So sad Poly is no longer available in Tilt brush :-(
Hi Danny, Thank you for your awesome tuts. I hope you can help me with this issue
I encounter problems with the following shaders from the TiltBrush SDK v23 (latest version to date):
Bubbles Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc' at line 26 (on d3d11)
Diamond Hull: failed to open source files 'HLSLsupport.cginc' 'UnityShadersVariables.cginc' 'Lightning.cginc' and many more...
Smoke: Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc'
Toon: Failed to open source file: 'Assets/ThirdParty/Noise/Shaders/Noise.cginc'
WigglyGraphite: same as Diamond Hall
Anyone encountering the same? Anyone got a solution? It would be awesome to get this going. Also I am curious if there is a way to import an export from tiltbrush into unity so I will have the obj file with it. My situation is this: I export an obj from Medium and can import it into TiltBrush just fine. After doing the fancy design thing I want to export the whole sketch/project so I can import it in Unity. Until know I only could import the obj itself (without TiltBrush design) and I managed to import the TiltBrush sketch, but having problems with the shaders. They are not assigned automatically and the above mentioned are not showing up in the list so I could assign them manually.
In the documentation about importing Sketches from Tiltbrush in Unity it says I only need to import the fbx from TB into unity, unfortunately it doesn't work for me. I am using Unity 2019.4.f121
Thank you so much :)
Hey danny, I got a question.
poly is shutting down soon. So how can we export and use our creations in unity without hassle?
Poly is fully shut down now :( Is there a new way to get Tilt Brush sketches into Unity with proper materials/fx?
Hey Danny? Any suggestions on how to add sound while rendering Vr 360 video from tilt brush?
In my 2D recorded video sound is working,
But
when I make render injection to upload for youtube it is without audio
and a real problem for me to add sound, because in the youtube library there
is no my special sound and primer pro is not working with VR video
properly
How to solve that issue?
Hey there, I highly suggest that you switch to DaVinci Resolve. I have worked with Premiere since 2005, and just switched to Resolve this year. There's a lot to love, but most of all, DaVincis playback while editing is SO fast, like Premiere doesn't even compare. You can watch 4k footage without a single stutter, where premiere would playback at 1 frame a second, and so you'll have a much easier time playing 360 videos smoothly with Davinci Resolve. Best part, is that it's free, you only need to pay for the studio version if you want their advanced special effects.
Now another thing, the workflow of using an injector to get your video on youtube is not needed any more. Both Premiere and Davinci have "VR" export settings now, which injects the video for you. When you have this setting checked, you should be able to upload straight from your editor to RUclips without a problem.
@@TheSpatialCanvas Wow, that's cool! Thank you for the detailed explanation!
Is there any other way to get the same Unity-friendly file that gets saved out to Poly and then reimported (10:10) without having to upload to Poly?
actually, i don't know why u making this much headache with working with VR we can get more good experience with other 3d software working flow this looks like more difficult to come up with an artwork good look