4.11 preview 7 Stereo Panoramic export works!

Hi Guys, I’m trying to make this plugin works, but with no luck.

I start unreal from the Epic Luncher (tried with 4.10.4 - 4.11.2 - 4.12.5)
Load the plugin and restart.
Double check if it’s loaded (and it is).
Play the game an open the console, but no SP. command is present in the console… Typing “sp” I get just “SpewAnimRateOptimization” and “spawnactortimer”…

I tried to write the commands anyways but obviously nothing happens.

Am I missing something?
Please help

When it spits out the left/right eye images, are we supposed to make a video of each eye separate, than load in both eye videos and place them either top/bottom or left/right and then compile the video again where it has both eyes in one video? This seems like quite a hassle? Is there a better way to go form the images to the output video you’re supposed to have? Am I missing something?

Thanks!

Its not too hard at all in after effects at least. You just import image sequence and when you load the first image it pulls the whole set for one eye. You just make a square canvase after that and put the left eye on top and right eye on the bottom. You can render it from here, but you have to use mp4 type formats for Googles metadata injector to work. Just go through the process once with a few frames, and the next time around will only take you like 10 minutes from AE to Youtube or FB.

Thanks for the help, I imported all my images in Sony Vegas, and I set 1 image / frame. But when I do it as you mention I had a mirror image of one eye, and when I placed them top/bottom, one half of the screen was black. It does work when I use one eye (left only) but then I just see the left eye in both outputs obviously, which isn’t ideal but it works. I also don’t have casted shadows in my right eye images. I did see the tutorial item 5. But I couldn’t get it to work so I am forced with the left eye only at the moment :confused:

Quick update, I got it to work, I wasn’t making the video a square as you mentioned, so it works now with both eyes, only my right eye has no shadows, which is really weird looking and pains the eyes. I’ll look into those fixes next. But thx again for the help on this topic!

-wes

Has anyone gotten Post Process volumes to work? I am using a blendable material and can’t get it to show up. I added the code in ScreenCapturer.cpp that they give you from the HellBlade tutorial (Capturing Stereoscopic 360 Screenshots and Movies from Unreal Engine 4 - Unreal Engine) but nothing showed up. They mention there: “Note: You may need to force the capture component to have a ViewState for certain post effects (e.g. material effects) to work.”
How do you force a ViewState? What is that? Is it just a line or two extra of code in the ScreenCapturer.cpp?
Thanks for any help!

Small test on my arch viz model. set up in 4.11 - YouTube I got a google cardboard for $16 to try it out with an iphone 6 plus. Quality is really low but it was fun to be in my own creation. Setting I had was just fixed rate 30 FPS and quality set to average. Set a panorama to run on start with the capture set to T key to render it. Crashed about 10 seconds before it was supposed to end so I used what I had.

I have been trying a few times with no luck.

I hope someone makes those changes in the future so is a bit easier to use.

How could it solve this problems?

I’m using with reference to this page
(https://www.unrealengine.com/ko/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4)

and modified source code, also using the output from Matinee of 4.11.

I found some problems in the output results, and I couldn’t solve it yet.

How could it solve this problems?

1.The particles are not perfectly rendered.


2.Some appear darkness overall color different from the viewport


Computer Specifications (only one computer using for rendered)

CPU : Xeon(R) E-2609 V3 @ 1.9GHz
RAM : 64GB
GPU : GTX 980 Ti
OS : Windows 8

I look forward to your answer Thank you for your help.

I had the darkness problem also. To correct it I added a point light set the brightness to 1 and turned off something like “inverse fall off” (cant remember specifically but if you type in inverse in the details panel the check box should show up). After that turn off cast shadow and increase the attenuation radius really big to cover the scene. Lastly in world settings make sure you have a higher number indirect light bounces. If everything goes right, this should offset the darkness and look correct when captured although it will look super bright in the viewport. Adjust the point light brightness and add more as needed until it looks how you want.

We’d like a little more specific description.

Or matters related to the particles, is to not be able to answer?

I’d like a case definitive answer that can be associated with light.

Thanks.

I am having the same problem and have followed the steps suggested in that post. Anyone else still having errors with the shadows?

Hello, do you make the teste in amazon (the only one with gpu support) EC2?
Well, I’m uploading and building lights with this trick and works like a charm, 5 to 6 times faster using the g2.8xlarge.

Problem with SSR in mirrors. please help.

impressive tour NeverEver.


[SSR] It does not work.

Now, let me solve my problem

[MENTION=118526]Jonas Borge[/MENTION] I tried this a while back on AWS, and it won’t work with 4.12 at all. I got 4.11 to work but my performance was terrible. Just opening my project made the CPU run at 99% and my frame rate was 3-4. I was using the same machine as you. How did you get it to finally work right? (I also used the Chrome plug in instead of gotomypc). Thank you!

I’ve tested this on one of my projects and it has no files outputted.

I’ve tried it on another one of my projects and it works, anyone have any idea why it would not work on a certain project?

I had the same problem in mine before too. Try removing any post process volumes and see what happens. Solved it for me.

Anyone know of a way to modify this (code or blueprint) to create monoscopic images instead of stereoscopic?