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UE4 + Nvidia Ansel + 360 Video Capturing

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    #31
    Originally posted by rondee29 View Post
    Does anyone has this problem when using ansel? When i activate ansel, the entire scene turns into non-photorealistic, or cartoon style. I just click Alt+F2 to activate the ansel screen, nothing else.
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    That's because F2 while in the standalone editor triggers 'unlit' mode.
    Just rebind the ansel key to something else and you won't have that issue.

    Comment


      #32
      Originally posted by ax448 View Post
      Yup! (Sorry for the double post, but I figured this warranted a new one. )

      Pulover's Macro Creator can actually just check for an image every so often. Meaning no more setting a generous timer to avoid problems.
      Right now it works like this.

      1: Start up process
      2: Manually open Ansel, and close it again. ( So that the next time it opens, it starts with the 'done' button highlighted. )
      3: Script runs, sets settings to 360 stereo + desired resolution.
      4: It starts the render.
      5: pauses for a second
      6: starts checking if the 'Snap' button is green again, once a second. (It's greyed out while rendering.)
      (It does this using the image/pixel search macro function. Allowing it to check a region of the screen for a specific image. like the snap button being green.)
      7: once the render is complete, and the snap button is green. It waits for a few seconds.
      8: Then closes ansel, and presses tab, to make time progress by a frame.
      9: then it loops.

      The only thing I need to wait for now is step 7, when the render is done and where ansel processes + saves the rendered image.
      Because if seems to slow down the processing a lot if you're rendering something at the same time (understandable.), and if render 2 is done rendering before render 1 is done processing, it'll just throw out 1. On my pc, reading from and saving to a normal 2.5 ssd, it seems to take approx 4-5sec to save a 360 8x8k jpg. Massively longer for an .exr.
      While if I render while it's processing, it'll easily take 10-15 seconds, aka long enough for the next render to interrupt it.

      With 4x4k images I only need to wait around a second before progressing to the next render.

      Still, that's massively more flexible than the old way where you had to account for how long it might take to render.
      Now it's just waiting for the render to complete, then waiting a few seconds for the image to process, then on to the next one.
      (It doesn't matter if the render takes 5 seconds or 500 seconds.)

      Image: how it's set up.
      At instruction 50: Space to start rendering.
      51: wait a couple seconds, since there's no point in checking if it's done rendering at <10 seconds.
      52: starts checking for the green snap button / the render being done, once every second.
      53-61: After render, wait for a bit, close ansel window. End of macro, so that it can loop once it's done.
      How do I jump to the next frame by pressing tab in Standalone Game? I'm guessing there is a function similar to Pause in blueprint?

      Comment


        #33
        Originally posted by anetopuceto View Post

        How do I jump to the next frame by pressing tab in Standalone Game? I'm guessing there is a function similar to Pause in blueprint?
        There isn't a specific blueprint function that does that: Just a blueprint that progresses time by 1 frame, a couple different examples of them have been posted in the thread so far.
        (It just unpauses the game, waits for long enough for 1 frame to pass, then pauses the game again. It's like.. 4 blueprint nodes total.)

        Comment


          #34
          Originally posted by Warrior9VR View Post
          iBrews Have implemented as described in the video but it doesnt seem like the macro wants to fire off Ansel...I can see the other parts of it running through the motions but it wont start up ansel after I have done the first manual step. Is there a special window configuration or something we need to make sure is always on top for it to work?
          i'm running into same problem for up to 6 hours

          Comment


            #35
            Hi, just to inform you that i have released a plugin for automating 360 captures via Ansel: https://github.com/rdeioris/AnselCapture

            Comment


              #36
              Originally posted by Roberto De Ioris View Post
              Hi, just to inform you that i have released a plugin for automating 360 captures via Ansel: https://github.com/rdeioris/AnselCapture
              Nice!
              There are a lot of things I'm curious about:

              How does it work in practice:
              When you execute the 'Start Ansel Capture' node, it looks like it does the open/select type/select res/render/close. loop that you can do once you've launched ansel once. Correct?
              Is that hardcoded, or is there a way to adjust that? After all, it's just a matter of how many up/down/left/right inputs you send. It would be great if we could just select the type and res from a dropdown.
              (Or honestly, even just select how many left/right directional inputs we want.)(I do both 360 and 360Pano stuff pretty interchangably, and at different resolutions. )

              And for the Start Ansel Capture node, does it just run for 1 capture, so that we can set it up to trigger again afterwards? Or does it somehow loop by itself?
              (It does have an outgoing executor, will that trigger once the ansel window closes again?)


              And does it trigger a new frame rendering the moment the previous frame is done rendering, or once it's done processing/saving?
              Because I noticed a big issue there with Ansel, if you finish a rendering while the previous frame is still being processed/saved, the older frame is often discarded.
              So I had to add a small delay between finishing a render and starting a new one to avoid that.


              It does seem super promising though! And not needing an external program like pulover's macro makes it more practical and less error prone.

              Why do you use the mouse/cursor to press the snap button, by the way? It can be triggered with keyboard inputs just fine normally. Or is this something specific to how your branch of it functions?

              Comment


                #37
                Originally posted by Roberto De Ioris View Post
                Hi, just to inform you that i have released a plugin for automating 360 captures via Ansel: https://github.com/rdeioris/AnselCapture
                The plugin doesn't work properly. I have a sequencer scene that is 600 frames long. I tried to record the scene with this plugin, but It shoots only around 290 images instead of 600...

                Comment


                  #38
                  Does anyone know if it's possible to create simple 180 stereo video that's quicker than current methods?

                  Perhaps directly from stereo cameras as testing both ansel and the other 360 plugin it will take ages to output even short five to ten minute videos.

                  I though epic would have had a good solution to go along with their sequencer and video making features by now.

                  Comment


                    #39
                    Originally posted by Magneto View Post
                    Does anyone know if it's possible to create simple 180 stereo video that's quicker than current methods?

                    Perhaps directly from stereo cameras as testing both ansel and the other 360 plugin it will take ages to output even short five to ten minute videos.

                    I though epic would have had a good solution to go along with their sequencer and video making features by now.
                    Epic's focus on the sequencer is primarily focused on fitting into their own pipeline unfortunately. I'm still hoping that some day it'll support audio export alongside everything else.
                    (just run through once at low resolution, purely to capture runtime/dynamic audio. )
                    Having stereo, 180/stereo and 360/stereo as part of sequencer itself would be amazing, but I doubt any of them will ever happen.

                    But yeah, you can't really get out 180 renders any faster any other way right now, unless you want to do cubemap-rendering and bend the image in post.
                    I've done 2x 360 images, sliced them down to 180, then combined them into the same video to get VR180 stereo, but that still leaves you throwing away half of the stuff you render.
                    (You could do the same with the stereo 360 render, slice it down to get 180, but the stereo-360 render just generates too many artifacts for that. )

                    It would be nice if nvidia pushed in 180 & 180 Stereo rendering into ansel, but I doubt they're interested in doing that.

                    Comment


                      #40
                      Originally posted by ax448 View Post

                      But yeah, you can't really get out 180 renders any faster any other way right now, unless you want to do cubemap-rendering and bend the image in post.
                      I've done 2x 360 images, sliced them down to 180, then combined them into the same video to get VR180 stereo, but that still leaves you throwing away half of the stuff you render.
                      (You could do the same with the stereo 360 render, slice it down to get 180, but the stereo-360 render just generates too many artifacts for that. )

                      It would be nice if nvidia pushed in 180 & 180 Stereo rendering into ansel, but I doubt they're interested in doing that.
                      Thanks i guess it might only be worth doing for short clips right now then. I was hoping to try making 180/360 animations for mobile vr but the time it takes and lack of features is disappointing.

                      I never even thought audio would be an issue! I hope they add options at least for proper exporting to mp4 along with audio.

                      Comment


                        #41
                        Originally posted by Narcyssus View Post

                        The plugin doesn't work properly. I have a sequencer scene that is 600 frames long. I tried to record the scene with this plugin, but It shoots only around 290 images instead of 600...
                        Hi, please open an issue on github with the whole procedure you followed.

                        Comment


                          #42
                          Originally posted by ax448 View Post

                          Nice!
                          There are a lot of things I'm curious about:

                          How does it work in practice:
                          When you execute the 'Start Ansel Capture' node, it looks like it does the open/select type/select res/render/close. loop that you can do once you've launched ansel once. Correct?
                          Is that hardcoded, or is there a way to adjust that? After all, it's just a matter of how many up/down/left/right inputs you send. It would be great if we could just select the type and res from a dropdown.
                          (Or honestly, even just select how many left/right directional inputs we want.)(I do both 360 and 360Pano stuff pretty interchangably, and at different resolutions. )

                          And for the Start Ansel Capture node, does it just run for 1 capture, so that we can set it up to trigger again afterwards? Or does it somehow loop by itself?
                          (It does have an outgoing executor, will that trigger once the ansel window closes again?)


                          And does it trigger a new frame rendering the moment the previous frame is done rendering, or once it's done processing/saving?
                          Because I noticed a big issue there with Ansel, if you finish a rendering while the previous frame is still being processed/saved, the older frame is often discarded.
                          So I had to add a small delay between finishing a render and starting a new one to avoid that.


                          It does seem super promising though! And not needing an external program like pulover's macro makes it more practical and less error prone.

                          Why do you use the mouse/cursor to press the snap button, by the way? It can be triggered with keyboard inputs just fine normally. Or is this something specific to how your branch of it functions?
                          Hi, the plugin re-trigger itself after each capture, it then advances the world tick, wait a bit for the rendering thread to stabilize, and then make another capture (and so on)

                          Comment


                            #43
                            Originally posted by Roberto De Ioris View Post

                            Hi, the plugin re-trigger itself after each capture, it then advances the world tick, wait a bit for the rendering thread to stabilize, and then make another capture (and so on)
                            Interesting, I'll take a look at it then. If I get it to work in my projects it would save me a bit of hassle.

                            Comment


                              #44
                              Originally posted by Roberto De Ioris View Post
                              Hi, just to inform you that i have released a plugin for automating 360 captures via Ansel: https://github.com/rdeioris/AnselCapture
                              hello i just went through the thread.. your plugin will be really helpful.

                              only problem is i don't understand how to set it up and run it. The "how to use it" instructions don't really explain anything to someone like myself. I will appreciate it if you could make a video showing how to set it up. I'm sure it'll be useful for others as well.

                              thank you

                              Comment


                                #45
                                Good day!
                                I wanted to report that a new method has been created to create 2D, 180, 360 , mono and stereo videos. It allows you to quickly get the desired result.
                                If someone is interested, a link to the discussion and a link to the product.
                                https://forums.unrealengine.com/unre...tem-blueprints

                                Comment

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