Sorry it has taken so long to reply. I didn’t see it until now. I used matinee to move the camera. The only thing that was in blueprints, was me telling it to play the matinee.
I have been doing it through the editor…and now how do I lower the dump after a certain amount of frames?
It’s called Garbage Collect after
The tutorial doesn’t show it as it’s a new feature. But it’s the same place where you can set up the frame skip and if it renders 2 eyes or only 1. (the camera rig)
But im not sure this will fix it for you. The crashes i had were I think related to memory and although Garbage Collect did help a bit it still crashed untill i did it through UE-editor by hitting play.
I have 4gb gpu and use 5-10 on Garbage Collect after.
thanks for the explanation! I have actually come up with a nice workaround that doesnt seem to crash at all and i can render at any resolution I want! I will write up an explanation after a few more tests
ok so what I did to keep things from crashing was to combine 3dlight and Allars methods in a way. Instead of using the panocapture BP in allars demo I just dropped the StereoTopBot plane static mesh in the level that had the textures streaming onto it from the panocamera blueprint which of course creates the flattened images. I made a regular orthographic camera and placed it faceing the plane with the pano textureThen I used the just released Director Tools to handle the animation side and the exporting. I can seemingly export at any resolution that I want which is a huge bonus.
I don’t know how to compile the engine from source. Can’t find GenerateProjectFiles.bat. Where can i download that from?
Can someone be more clear about how to install this?
I’m not a programmer of any kind, so i have no idea of what to do here to install it. Couldn’t tell the difference between C and C++ tbh.
Thanks
Hey, I followed this video, also from Allar which shows you how to do this
https://www…com/watch?v=dZck7_4vlYI
Thanks i’ll give that a try ![]()
A panoramic rendering was done 360 times by making reference to this article, “StereoExample” of a sample succeeds in a rendering, the new level is made, and, “BP_GearVRCameraRig”, a level, I don’t have that, when it’s put in, and “RTC_RightEye” “RTC_LeftEye” is established, I don’t go well. “StereoExample” even if “BP_GearVRCameraRig” is replaced, I don’t go well, is there other necessary setting?
Re:
This is awesome! Great rendering! Keep it up!
[QUOTE=Fnordcorps;468561]
Hey, I followed this video, also from Allar which shows you how to do this
https://.com/watch?v=dZck7_4vlYI[/QUOTE]
can’t find any source files for unreal engine 4.9.2 and the link on the video doesn’t work :\
I get the error below.
--------------------------
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\UnrealEngine-4.10.1-release\Engine\Source\R
UE4Editor_Core!FDebug::AssertFailed() [c:\unrealengine-4.10.1-release\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_Engine!operator new<TWeakObjectPtr<USceneCaptureComponentCube,FWeakObjectPtr>,FDefaultAllocator>() [c:\unrealengine-4.10.1-release\engine\source\runtime\core\public\containers\array.h:2671]
UE4Editor_Engine!TMultiMap<TWeakObjectPtr<UWorld,FWeakObjectPtr>,TWeakObjectPtr<USceneCaptureComponentCube,FWeakObjectPtr>,FDefaultSetAllocator,TDefaultMapKeyFuncs<TWeakObjectPtr<UWorld,FWeakObjectPtr>,TWeakObjectPtr<USceneCaptureComponentCube,FWeakObjectPtr() [c:\unrealengine-4.10.1-release\engine\source\runtime\core\public\containers\map.h:993]
UE4Editor_Engine!USceneCaptureComponentCube::UpdateDeferredCaptures() [c:\unrealengine-4.10.1-release\engine\source\runtime\engine\private\components\scenecapturecomponent.cpp:426]
UE4Editor_Engine!UWorld::Tick() [c:\unrealengine-4.10.1-release\engine\source\runtime\engine\private\leveltick.cpp:1307]
UE4Editor_Engine!UGameEngine::Tick() [c:\unrealengine-4.10.1-release\engine\source\runtime\engine\private\gameengine.cpp:936]
UE4Editor!FEngineLoop::Tick() [c:\unrealengine-4.10.1-release\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [c:\unrealengine-4.10.1-release\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [c:\unrealengine-4.10.1-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [c:\unrealengine-4.10.1-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
This is the same error I got every time…no one has a solution for this
Hey, great plugin, this is my second time using it but the first time iv done an outdoor scene with it and im noticing quite a bit of artifacts in my sky, was wondering if anyones got any tips for how to fix/improve this?
https://www…com/watch?v=iSbf0eUH0-w
EDIT: Figured out it was the light shafts from my directional light causing the problems, disabling them got rid of the seams. Im assuming since the objects creating the light shafts would only be visible in one of the 6 directions being captured in the cubemap that it was cutting off the smooth transition from dark to light i would normally see in the editor.
Thanks for sharing this Allar, this is my test using 4.10.4 ![]()
https://www…com/watch?v=xNaJyf95UCY
I only get the error, whenever I start the editor from the described batch file. If I start up normally - via the exe or from visual studio - this error doesn’t occur. Does anyone have an idea how to solve this?
Like the guys said, just do it with the editor.
Hi.
Great work and awesome plugin. Yet I have found a problem I can’t solve - no matter my light setup, effects and so my hdr image is overexposed after render. I tried to edit hdr files in photoshop and after affects but whit blown out area remains. Your render in your video looks way better. How can I fix that?
I’m having this exact same issue. I’m trying to record a 10 second clip of an archviz scene with a fire (particle emitters) and a TV (media texture) in it. When I record, the output frames of the particle emitter look smooth and fine, but the video on the TV seems to have every 2 - 4 frames missing meaning it looks really jumpy.
I’ve also tried running in benchmark and non-benchmark with FPS set at 30, 60, 120 and 240 but the video always has the same issue. Everything else speeds up (with lower FPS set)
Anyone know what the issue is and what I have to do to get this to record every frame of the video?
I think this is probably related to how the media playback is handled on a separate thread and is mostly independent from game things. My solution would be to build in a ‘next frame’ function in the media framework so that you can force advancing a single frame instead of letting it play at its own discretion. Or you can possibly abuse SetRate in BP.
Also:
4.11 Sequencer should render this entire thread obsolete.