4.11 preview 7 Stereo Panoramic export works!

OMG your model is amazing!

I have been tryinig with all kind of different values, and I don’t get to get rid of that effect… I will try with your specific values and check is it looks any better… Will let you know!

Thanks a lot!

Also, try to use a emissive only, sometimes a highest value in light intensity can generate issues.

pd: Ty! :smiley:

Thank you @Fredroxin! Some of your values is making my unreal crash… .I don’t know why. I have turned off bloom effect at the end :frowning:
One more question: does anybody know how to get rid of the poles effect, in the center up and down? You know, that kind os spiral effect like north pole and south pole in the image when you see it in VR… It is really annoying. I have seen surrounding images without that effect, so there must be a way to get rid of it… :confused:

Thanks!

Would this be possible while recording in VR mode? I’m not sure if it would be possible considering being in VR mode in editor while recording a panoramic video D:

When I run SP.PanoramicScreenshot the outputted images have the black channel completely translucent. Is this expected? I haven’t seen anyone else comment on this. Looking how to make it not translucent.

Edit:
The answer was in the 3rd post of this thread
SP.ForceAlpha 1

Adjusting that also fixed my “lighting” problem where the image looked dark(When I filled the background in). I find it strange opaque isn’t the default.

This is definitely a issue for 4.14. In order to verify I downloaded 4.12.5 and created a new project. After doing all the settings the 360 movie capture works perfectly in 4.12. Then I converted this project to 4.14, and the problem came back…

Still don’t know how to fix it. I got the source code of 4.14 on github but it is too hard for me to fully understand… I might just work in 4.12 for now…

I tested on 4.15.0 Preview 4 and it worked just as fine as on 4.12! No frame skipping

Results: No frame skipping: 4.12, 4.15
frame skipping: 4.13, 4.14

Hi

I have been following the tutorial in the blog post and playing around with the panoramic plugin and for the most part it works fine.

But I was wondering if there is a way to generate Captures with Ambient Occlusion enabled in the PostProcessing volume? I can’t seem to get it working.
Would be really helpful if anyone has tried and could point in the right direction of how it works?

Hi.
Does anyone know how to control the tilt and yaw of the camera actor? no matter where i look with the camera it stays the same in the picture output with the plugin. It looks like it is fixed in one direction and you can´t control where to look at. Only x and y is transferred correct, but no luck with tilt and yaw. ;( Someone has luck with it?
Currently i am using 4.15, but 4.14 it was the same problem. I know it worked in 4.12 or 4.13 but now not anymore…Help please . :wink:

You can’t control this on a 360 camera. This would be like grabbing a person by the head and rotating it around. You should adjust the angle in post for scene transitions

Hi ZoltanJr,

you can´t control this after it is rendered, the video would be distorted. Look at the video of Ninja theorie they pan around the players head, so it must be possible to do so. How could you tell stories when the cam i looking always in one direction, imagine this in a 2D Film - it is boring as hell.
And I know this was function in the beginning of this plug in. Something must be changed, that the cam doesn´t process the yaw and tilt of the camera actor anymore. I only learned unreal because of this plugin and i am close to a solution for this, i can feel it. :wink: Thanks for you comment.

Hi,
and by the way: Why the plug-in has 2 funktions for the yaw when they are useless? SP.ShouldOverwriteIntialYaw and SP.ForcedInitalYaw are 2 parameter in the plugin. I think epic changed some things in the code and now these 2 are useless anymore, because it doesn´t grab the yaw of the camera in the sequencer anymore. ;-(

That’s because people realised it’s a terrible idea to attempt to try and rotate the camera. A 360 camera has no forward direction, it’s viewing every direction. You don’t get distortion if you try to do this in post, after effects and premiere can both handle this as well as the skybox plugins. The point is though that if you are rotating the camera then you are effectively rotating the players head. So if you turn it 90 degrees to the left it’s like grabbing their head and turning it. If they turn their head the opposite direction at the same time it would be like you reversed the head tracking.

The way to tell a story is by visual and audio elements within the scene. You never want to force somebody to be doing something in VR

Hm, i agree with you with a many points but not all. You are right, that you should not draw the head fast in one direction because you can get sick of false movement. The only think i want to use the yaw control is, where the cam is looking first in a scene. I have a forest scene with a character running on a river bed. Now the output image is looking somewhere in the scene let´s say directly into a tree or bush and not in the face of the running character. Of course the viewer could change his direction, but believe me before a person new to VR is changing direction, you have to say him so: Look down, look up, right … and then they get used to it. So it is useful to direct a camera to a point where the film is starting. I agree with you, that if you just want to show a static scene it is best not to move the camera or let the viewer do it with the headset, but for the start or in some specific cutscene you want to drive the viewer where something is happening or a lot of things that is going on in the scene won´t be seen by a viewer, right?

So using it very subtle is the point here. You should not drive the cam like crazy in all directions, but should aim at specific scene elements if you want to, like in 2D. That´s how i understand VR and 360° videos. I am doing it now for 2 years and was there at the beginning and learned a lot with all the goggles and software i used. I have to search harder for a solution for the yaw of the camera. I will get it, like i always find a solution for it. :wink:
By the way did you successfully change the viewpoint of the cam in adobe premiere? I didn´t find something like this, maybe you have a hint about that. Now i am only able to make a film out of the pics from unreal engine. Have to resize it 50% for the top and bottom picture and arrange it for a resolution of 3840x1920 for the Gear VR. Then stereo 3D 360° Video work for the Gear VR.

Martin.

Here in the editor you see the cam is pointing to the character, everything will be fine:

But in the output the character is not in the center it is a tree, looks like 90 degrees turned by the output cam. Ok the viewer could turn the head now for 90 degrees, but i think that´s not right and i don´t want it:
fbeb40a1e8ed2bf8727f98db901e733410cb863a.jpeg

Yes when a scene transition happens you want to adjust the forward direction to be where they should be looking. I doubt you ever want to be pointing them downwards though, that would be very sickening.

You do these fixes in post, you don’t need to control it in unreal. Learn about VR editing in Premiere Pro
Have a look down there on the “360-degree panning”, that is what you are looking for.

watch?v=_HKZ-s4PEao&t=6s

This is 1 I worked on, these were all different levels but since we had directional movement on the camera we needed to make sure forward when the scene changed was forward on the headset too. We just export out the video and then in premiere you can adjust each scene and set its forward direction. We actually use some extra plugins to do this in after effects too and handle our colour grading settings and things in there better too but premiere is better if you aren’t using paid plugins

Amazing work. How long it lasted render?

We ended up using the mono panorama exporter on this. We rendered out in 8k EXR format at 60fps and it took about 5-6 seconds per frame. Mono is a hell of a lot faster than stereo.

how to configure for render in mono panorama?

We used that for mono rendering. A hell of a lot faster and easier to setup than the stereo plugin.

which is the limitation with the postprocess?