In case someone is desperately reading all the old posts like I was, trying to get the exposure to work correctly:
The status of the plugin as of 4.25 is as follows. Contrary to what is stated in the ninja theory blogpost, the plugin now captures post-process volumes by default. The fix that they suggest (copying settings from the camera manager, deciding where to call those updates) is no longer necessary. But still auto-exposure does not work out of the box.
In order to activate it you need to do as TTimo indicates in this pull request: https://github.com/EpicGames/UnrealEngine/pull/5575, and set the bAlwaysPersistRenderingState to true, which will enable the view state, which is required for auto exposure to work. That is all. With these changes, the engine compiles correctly and the plugin now reacts to the exposure and generates images with brightness equal to those on the viewport, no workaround required.
I couldn't find any reference to a real fix until I stumbled on that PR via an unaccepted answerhub post. I hope to save somebody some time by giving the solution more visibility.
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4.11 preview 7 Stereo Panoramic export works!
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DrEffekt repliedOriginally posted by benngarnish View PostCan anyone help me in finding the correct place to inject the C++ code in order to render out the images on top of one another as well as changing to jpg's.
I have opened up Visual Studio but im afraid I do not know how to use this program.
The closest I can find to the SceneCapturer.cpp is called MovieSceneCapturer.cpp
Im using UE4 4.18.3
Would someone be kind enough to post the replacement code here as a file that I can simply switch out based on the code from this blog post:
https://www.unrealengine.com/en-US/b...nreal-engine-4
Thanks
B.
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vrteambot repliedOriginally posted by petroskapet View PostCan anyone help? I've been trying to export a 360 stereo video but with a matinee path. Here's some of the level blueprints I've used but nothing seems to be working. SP.PanoramicMovie works, wit the frames I set it to, but it doesn't follow the Matinee CamerActor path, only the view-port I am playing in when I run the command. Can someone lead me to a blueprint or workflow that works? I can't seem to find anything.
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ardakazanci replied -
petroskapet repliedCan anyone help? I've been trying to export a 360 stereo video but with a matinee path. Here's some of the level blueprints I've used but nothing seems to be working. SP.PanoramicMovie works, wit the frames I set it to, but it doesn't follow the Matinee CamerActor path, only the view-port I am playing in when I run the command. Can someone lead me to a blueprint or workflow that works? I can't seem to find anything.
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james7mac repliedHey guys. I have succefully rendered 10 seconds of footage. I've got 600 PNG files for each eye. Does anyone know of any free software i can use to turn this into a video that will play on youtube?
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benngarnish repliedCan anyone help me in finding the correct place to inject the C++ code in order to render out the images on top of one another as well as changing to jpg's.
I have opened up Visual Studio but im afraid I do not know how to use this program.
The closest I can find to the SceneCapturer.cpp is called MovieSceneCapturer.cpp
Im using UE4 4.18.3
Would someone be kind enough to post the replacement code here as a file that I can simply switch out based on the code from this blog post:
https://www.unrealengine.com/en-US/b...nreal-engine-4
Thanks
B.
Leave a comment:
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HO NGOC KHOA repliedOriginally posted by DaBoss View PostHi
How do you guys use the SP.PanoramicMovie with a matinee? I tried to capture a small camera movement but all the resulted frames are the same from the same location
Thank you for your help.
Update : nevermind i found what i did wrong. thank you
I'm having similar problems and have not solved them? Can you help me? My email: ngockhoaho@gmail.com
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raptoreagle repliedOriginally posted by ADL67 View PostHi,
in a sequence of over 9.000 frames at 2k, there are some square patterns that appears more and more on top and on bottom of frames (all is made on a dual Intel Xeon E5 2699v3 with GTX 1080Ti and 64 gb of RAM, Win10 Pro) as in the image below in Unreal 4.17:
The production's parameters are:
SP.HorizontalAngularIncrement 2
SP.VerticalAngularIncrement 90
SP.CaptureHorizontalFOV 90
SP.ConcurrentCaptures 6
SP.ShouldOverrideInitialYaw 90
SP.CaptureSlicePixelWidth 1440
SP.StepCaptureWidth 1920
Some1 knows as to resolve this?
Thank you
ADL
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ADL67 repliedHi,
in a sequence of over 9.000 frames at 2k, there are some square patterns that appears more and more on top and on bottom of frames (all is made on a dual Intel Xeon E5 2699v3 with GTX 1080Ti and 64 gb of RAM, Win10 Pro) as in the image below in Unreal 4.17:
The production's parameters are:
SP.HorizontalAngularIncrement 2
SP.VerticalAngularIncrement 90
SP.CaptureHorizontalFOV 90
SP.ConcurrentCaptures 6
SP.ShouldOverrideInitialYaw 90
SP.CaptureSlicePixelWidth 1440
SP.StepCaptureWidth 1920
Some1 knows as to resolve this?
Thank you
ADL
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raptoreagle repliedStill no help with editing the plugin cpp file... I managed to find it and open in VS but i don't know where to paste what! Sure the images can be joined in AE or Premier, it'll be nice if everything is done in UE4 tho.
I would appreciate an edited cpp file if that is possible.
thanks.
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Juanix123 repliedCan anyone explain me how to do it with the sequencer? i'm new in it and i'm really lost! A step by step or blueprint file would be awesome!
THanks
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VBITYBY repliedHi, I want to share my first experience with UE4, I hope that you will not judge me strictly. I will be glad to hear comments and comments.
https://youtu.be/o9uHFYqt3JM
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Abou repliedArtefacts in my Renderings
Hi guys,
I've got the problem, if i render a video, some of the pictures got extreme artefacts. Like you can see in the picture below (left site)
I don't get why it happens.
I've set the maximum fps to 60 and to 30. It happens with both. Maybe because, if when I type the renderMovie cmd in, the fps drops to 3 or 4 fps??? Then the limitation is useless...
I'm very desperate...
Last edited by Abou; 06-04-2017, 07:52 AM.
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MErbrich repliedOriginally posted by MErbrich View PostHi guys,
I'm having trouble to run the capture on 4.15.3. I've created the project in 4.13 originally. For the capture I've copied the whole project and edited it with 4.15.3.
Now the capture doesn't start at all. The plugin is acticated and the console commands are available. If I'm using the capture movie command the capture simply doesn't start. No error or message.
Is there something I'm missing?
This is the sequencer in my level blueprint. It starts onEventBeginPlay and should capture the pawn camera.
[ATTACH=CONFIG]142951[/ATTACH]
Thank you for helping
"Instanced Stere Rendering" has to be turned OFF!
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