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CAMERA 360 System (Blueprints)

Good afternoon!
Can you remove and start the camera again?
Have you tried to run the project in version 4.23 or 4.24?

I already had this error, it was in the project or in the project settings.

Solution 1.

  1. Open a new scene and try to render
  2. Try moving some content to your new scene and check the rendering.
  3. Try to remove all post processing?

Solution 2. Try using HighResShot system. Working?
https://youtu.be/J7uEiOhkH8o

We need to find a reason to understand why this is happening.
I would ask you to send a project to the mail Lenina62-ivan@mail.ru , but maybe considering that many of the works are commercial, you may not be able to do this.

Please write to me by mail.

Hello ElizzaRF

So did you ever see how to make it work with the Cut Track - everytime its in there the render doesnt work proberly for me - I just opened an older level I needed to re-render and spent 2 hours trying to debug cuz it would only render 1 frame in 360 before dropping back to the regular camera - once I killed the cut track it worked fine . I also don’t understand how it knows which camera to choose ? when you click active camera? what if you have 2 cameras in your sequencer ?
Couldnt you add a select in the plugin where you choose the camera you want ? that would be way less confusing -

Also what about adding presets to the sizes so you could select the render out size and it would change everything it needed to change - texture size - square or rec - experimental quality - all those things if they are not the same as what you are doing across your project will mess up your render and you really have no way of knowing till you open in After Effects or wherever and look at it which could be a few days later .
I’m staring at 5 computers that i do Unreal renderings on and trying to keep track that i put all the right settings as I go thru 20-30 projects is challenging that i dont mess up cuz i forgot to change one or two settings -

the output with all setttings should be in one place - the texture sizes are gonna be 2048, 4096 and whatever the 7??? one is right ? its gotta be one of those so why make people remember what it is just add a preset that handles all the settings at once - they can still type it but seem a waste of key strokes and prone to messing up across multiple projects , what if I have dyslexia even for a moment or i’m thinking of some other number and I type it in wrong or swap the 96 -

Also what about adding any r.whatevers sharpening/supersambling extras to the plugin that you could just check on and add the amount you wanted to happen ? stuff like this or other editor commands that as an artist i have no idea how to use but can make your image sharper and crisper https://docs.unrealengine.com/en-US/Engine/Rendering/ScreenPercentage/index.html

Also on the rec2d how does that even work with particles , wont they be in a different position ? as they are non-deterministic . I’ve got alot of rendering issues for my movie but trying to rerender at 6k to see if it helps will send you a link to see what you can help me fix when done .

Hi, Arcane!

The response will be updated after each response.
I’m sure this will help you in your work, now it’s very easy to do.
Now Camera 360 working + Camera Cut. Please see new tutorial Tutorial 1.1.2 . Camera 360. Master Sequencer - YouTube
As you can see, there can be a lot of cameras in the scene.

Camera Cut.

  1. Please open your Master Sequence and Your Shot
  2. Added to your Shot - Camera Point 360 and Attach to your camera, and add Transform 0.0.0 for Camera Point 360 add key

  1. Chose Camera Cut Track and Right Mouse = Locked.
    And check begin and End for Zone Attach Camera.

  1. back to Master Sequence and check, Track Active.

When you click active camera?
What is the value Camera active?
The 360 camera is always active, but if you need to see how your sequence works without 360, you can uncheck this box and your standard camera will work. In other cases, the values can be left untouched.

Couldnt you add a select in the plugin where you choose the camera you want ? that would be way less confusing

I would like to do this automatically, but as it turned out it is problematic, while looking for a solution.
My experiments helped make this possible with only one camera, but if the cameras are different, there are problems. I’m looking for a solution.
Example. Sequence Fight Scene. Camera 360 automatic all transform - https://youtu.be/b3VMr7So7XE

Therefore, the most accurate solution that will help you is adding Camera Point 360 to MasterSequencer and Camera Cut Tutorial 1.1.2 . Camera 360. Master Sequencer - YouTube

***Also what about adding presets to the sizes so you could select the render out size and it would change everything it needed to change - texture size - square or rec - experimental quality - all those things if they are not the same as what you are doing across your project will mess up your render and you really have no way of knowing till you open in After Effects or wherever and look at it which could be a few days later.
I’m staring at 5 computers that i do Unreal renderings on and trying to keep track that i put all the right settings as I go thru 20-30 projects is challenging that i dont mess up cuz i forgot to change one or two settings ? ***

Previously, you had to manually correct the texture size. It’s been a long time.

Now it is enough to change only the values. To get excellent quality, you need to specify values higher than 2048. For example, almost all projects specify 4096 values.

To get excellent quality, you need to specify values higher than 2048. For example, almost all projects specify 4096 values. But, if you need higher definition and your video is more than 4k-8k, you can set 5000, 6000, 7000, but this will require strong hardware.
You can experiment with the values and choose the best picture quality for you.

Please see chanle Unreal Angine Assets 360. Modular Seaside Town in 360. Unreal Engine Assets 360 - YouTube - all videos

I will think about the preset settings that would immediately remove seams in images. And if certain settings are still required in the project, make it possible to enable them.

I will think about the preset settings that would immediately remove the seams in the images. And if certain settings are still required in the project, make it possible to enable them.
Am right? For example, if you are adding a 360 camera to a project, you don’t need to spend time setting up the post process to avoid seams.

Also what about adding any r.whatevers sharpening/supersambling extras to the plugin that you could just check on and add the amount you wanted to happen ? stuff like this or other editor commands that as an artist i have no idea how to use but can make your image sharper and crisper https://docs.unrealengine.com/en-US/…age/index.html

Thank you very much for the information, I will read the documentation and check what is possible to use.

Also on the rec2d how does that even work with particles , wont they be in a different position ? as they are non-deterministic . I’ve got alot of rendering issues for my movie but trying to rerender at 6k to see if it helps will send you a link to see what you can help me fix when done .

Maybe You have an example of a test scene with such particles so I can see the problem.
You can send an example to me by email Lenina62-ivan@mail.ru

English is not my native language, but I hope I answered your questions, if not, please write to me additionally.

Ok thanks for the response - I rarely use the master track so that adds another level of complexity and organization to my work but ok - the reason for being able to just pick the camera is I thought of a scenario - Say I’ve made 3 seperate flythrus for the whole song - I’ve animated alot of elements in the sequence and I want to render out each flythru in 360 - also my scene is heavy so I can’t get a great preview of it in realtime so I want to just export all 3 cameras for the full song and then deal with the edit in post . So immedietly I’d have to create 3 seperate master tracks and 3 seperate camera sequences to make it work - ugggh thats alot of sequences to keep organized - I come from an After Effects world and it is so much less confusing - why does it have to be so complicated in Unreal ? (:

there are a bunch of r.tonemapper or r.texturestreaming blah blah blah that are hard to even find in the documentation as to what they do that I’ve seen in archviz tutorials i feel improve rendering quality and only the most experienced users know what they do . If you could find out all the console variables that can be set to improve rendering quality and push into cinematic super-sampling and set it up in blueprints so everyone doesnt have to do it every time
I gueus they are called cVars like in this package Settings - AutoSettings Docs I didnt even know there was a bloom quality one until I just read it here - I would say most artists newbies and people using Unreal for Film production are not going to be to savy towards this stuff for awhile -

On the particle issue you can use any particle system - they are non deterministic , meanig if you run 3 times they will always be slightly different - so don’t you have to take a photo - rotate the camera and regenerate the scene and take next photo ? or do you just freeze the scene and rotate the camera in its frozen state ?

You can use standard sequenc. For example, make an attachment to each camera and specify it on the track. The main thing in Camera Cut is to make Locked. And all Transform 0.0.0 for Camera Point 360. I’ll record a video lesson later.


This works just as well as the Master Sequencer.

Unreal Engine 4 is very diverse, I constantly study it and always learn something new. But some things are very difficult to do.

I will check everything and see what I can add. It’s very good that You told me about this.

You use Camera Rec 2D ?
in this type of camera, I noticed that the image clarity and color quality are different, so I’m still working on it. In the previous version of the camera, you had to manually make a lot of settings. Now the 360 image is obtained automatically.

This camera freezes the time, then the camera rotates, then a snapshot occurs, when all the rotations are completed, a 360 shot is taken, then the next frame begins.
But I would say Camera Rec 2D - experiment.

Please use Camera Rec 360 and Camera Point 360 (this camera Capture takes place in real time with 6 cameras. No time freeze.) This is the main camera with which you can get very high quality. https://youtu.be/HXADxhSp0To

**NEWS 02.21.2020. Soon Added new mode Stereo 360 Experimental. **

Recently, I’ve been working on fixing seams in stereo 360. As it turned out, this is very difficult. There were many problems. Over time, I will try to improve this mode, but for now this is all that can be done.
The good news is that if you try and take into account some nuances, you can avoid seams. Camera360_NewStereoMode2.jpg

Two modes:
-Stereo 360-when you rotate the stereoscopic effect is lost, when you rotate 180 degrees, the image looks like inverted.It it seems that the left eye and the right eye have changed places, since this is a recorded video.

***360 Stereo (Experimental) ***
The problem with head rotation and inverted view is fixed, but there are other big problems, there are seams if the objects are very close to the camera.There are artifacts that I can’t fix. Therefore, to avoid them, you need to take everything into account.

What problems are there:

  1. If the object is very close to the camera, seams appear;
  2. Artifacts in the camera crosslinking area, it is best to avoid textures that have a complex structure.

In this implementation, stereo 360 is not yet suitable for complex projects with many details.

***Example: ***
https://drive.google.com/open?id=1xs…5LGuaW-6sc76Jg
Previous version Stereo 360 video Cinematic Sequencer Fight Scene in 360 3D. Unreal Engine Assets 360. - YouTube
New Experimental mode Stereo 360 video Cinematic Sequencer Fight Scene in 360. New Stereo Mode. Unreal Engine Assets 360. - YouTube

NEWS 02.22.2020. Soon Added new mode Dome 180.


Dome180_mode.jpg

Example Video Mode : https://youtu.be/u0HKaXxAiW0

NEWS 2 02.22.2020. Updated Camera Point 2D.
Creating automatic 360 image using a standard camera reduces the load on the video card. This camera should be used as a last resort.
Rendering takes longer than the main Camera Rec 360



Known issue:

  1. In UE versions 4.23, 4.24, 1 frame is formed, or a frame shift occurs. I look for solutions.
  2. The color palette is different from the camera. Look for solutions. Be sure to adjust the color correction.
  3. This camera should be used as a last resort. Rendering takes longer than Camera Rec 360 actor.

Recommendations:

  1. Image size for 6 cameras is 2500-3000 px.
  2. Image 360 = limit ~16340 px. Maybe crash UE4.
  3. There is also an automatic application of post-process settings to avoid seams. Please watch the video.
  4. Working Planar Reflection.

Example working camera 2D point

I purchased your product and am excited to use it but I keep getting a black box on Camera_Rec_360 and not the view from Camera_point_360. I made a clean project just to be sure. What am I doing wrong?

Oh - it looks like you have to hit play on the project?

Good afternoon, Jacob Roebuck!
Thank you for your purchase.
Please see tutorials.

If you need Camera 360 to show real time:

  1. You need to select Camera Point 360
  2. Select the value of Realtime in Editor (this is done to reduce the load when working with the editor)

    Please see tutorials.
    Camera360. Tutorials - YouTube

That’s right example https://youtu.be/u0HKaXxAiW0, you need to click simulation or start the game. and you will have everything displayed.

Don’t forget that you need to use one of the following systems for rendering:

  1. Sequencer - https://youtu.be/HXADxhSp0Toor https://youtu.be/pHPKJRH7Uxw (don’t forget, Camera Cut track Locked)
  2. HighResShot System - https://youtu.be/J7uEiOhkH8o

**NEWS 24.02.2020 Updated Release. **

Please Restart Epic Games Launcher and Find Camera 360 and Update button.
Don’t forget to add the updated camera to your project.

Hello you said you might add the post process thing to fix the seam but in the mean time can you share how to do that again ? I cannot find where you said how to do that in the first place . Also I have one scene that will not export the frames - it ticks of - i can see the frames changing in the preview but when i click the open render folder there is nothing there . I cannot figure it out - tried alot of different things - made sure it was up to date - i’ll check with the new 180 dome - but any ohter ideas ? I’ve rendered other stuff out of that project - tried to add the level to another level and it still will not render . Can you add something in the blueprint or in the directory that tells us what version you have loaded . I dont get why this isnt more common in Unreal - In Unity on the store all version notes are shown and its easier to determine what version you have - in Unreal I never know what version of a marketplace thing i have or what changes have occured . i know there is an update but that is only for the library not whether it is pushed to the project.

Hi, Arcane!

Try this solution.
https://forums.unrealengine.com/unre…93#post1660593

  1. Vignette = 0 (In Post Process)
  2. Bloom = 0 (In Post Process)
  3. ScreenSpace Reflection = 0 (In Postprocess)
  4. Atmospheric Fog - volumetric off;
  5. Exponecial Heigh Fog - volumetric off
  6. Directional Light - Light Shafts Off

Result: https://youtu.be/KU01Uy4n8wU

You don’t have to worry about changing the version. Changes are related to the code, but if there is a global change, I always make notes in the code itself, as well as add videos of new changes. Unfortunately, the Unreal Engine store doesn’t allow users to add tags to versions.
All changes can be said to be seamless, I try to make innovations easier and they work with all versions of projects.

Unfortunately, Unreal Engine 4 does not update the plugin automatically in all projects, so you have to do it manually. Just create a new project, add a 360 Camera. Copy and replace Camera 360 with the New Camera 360.

You can make a copy of the previous version of the camera just in case, to be sure that everything will work well for you.

Did you check if your Сamera Cut sequencer overlaps the 360 camera?
Be sure to make the Camera Cut-track Locked.
Example in the video: https://youtu.be/pHPKJRH7Uxw?t=246

I hope to add an automatic post process to Camera Rec 360 soon. Now this feature is only available in Camera Rec 2D. https://youtu.be/ktQl2nBUJ_Y?t=69
You have the opportunity to write to me by email Lenina62-ivan@mail.ru
My Skype elizzards - for quickly help.

If you have any questions about the Dome 180 projection, please contact us.
If you have any suggestions, I will also be happy to hear it.

NEWS 02.26.2020. Update Added Automatic options for Post Process, Exponential Heigh Fog and Light Source to avoid seams.
Please Restart Epic Games Launcher, Find Camera 360 and Update. Don’t forget to add and update the 360 camera in your project.

All You need to do is select in Camera Rec 360:

  1. Added Post Process to scene and chose;
  2. Light source;
  3. Exponential Heigh Fog;

And all settings automatic.

If necessary, you can add several post processes and a directional sun source. Data is added as an array.
Thanks to Arcane, for a good idea to exclude seams automatically.

I remind you that it was necessary to do this manually before.

https://forums.unrealengine.com/unre…93#post1660593

  1. Vignette = 0 (In Post Process)
  2. Bloom = 0 (In Post Process)
  3. ScreenSpace Reflection = 0 (In Postprocess)
  4. Exponecial Heigh Fog - volumetric off
  5. Directional Light - Light Shafts Off

Hey!

I hope all is well. Thank you for developing such an incredible asset. Question: I keep getting this issue with reflections, where the water portrayed in the different cameras seems not to be updating as the camera passes, and he reflections don’t correspond and don’t align. Are there any tips you might suggest to fix this? Thank you!

Please find the example footage here https://vimeo.com/395530193

Good afternoon, Enagudo!
Thank you , I hope it will be very useful to you in your work!

Can you tell us how your water works? Can you send me a water Shader for testing? Lenina62-ivan@mail.ru

Are you using Box reflection or Sphere Reflection? Or Used Planar Reflection?
Be sure to use Box reflection or Sphere Reflection.

Example Water in 360:

  1. https://youtu.be/LyFImwdKqME
  2. https://youtu.be/KU01Uy4n8wU

Example video 360 + Sphere Reflection:

  1. https://youtu.be/b3VMr7So7XE (ScreenSpace Reflection = 0)

Hi @ElizzaRF thank you for all the updating to your great plugin, you have consistently improved your product over time to include every feature we could hope for and more. I am currently running into an issue where we are experimenting with rendering 4k per eye. I am rendering each eye separately for memory purposes. The Left eye renders fine but the right eye has a very strange isse where it looks like each capture slice is rotated 90deg.