](filedata/fetch?id=1787293&d=1594586164)
-5. Don’t forget. Infinite Extent(Unbound) for apply the post process to the entire level. And all working. Or Actor camera rec 360 paste to post process zone. ](filedata/fetch?id=1787294&d=1594586285)
It is better to do this through the post process, so that all cameras that are used in camera 360 have the same exposure. And it’s better to do the Manual method.
I need to think about it. Thank you for the idea, but now unfortunately there is no such opportunity to reduce the field of view.
I am constantly working on improvements and always happy with new ideas.
Thank you for your kind words and purchasing the 360 Camera. I’m always ready to help
First, thanks for this plugin! I’m really excited about it.
I used the ArchViz Project from the Learn tab, but there is quite a bit of noise, especially on the ceiling and walls, but not so much in other places. I don’t have a top of the line computer but is good. i9 processor and RTX 2080 max Q (MSI laptop).
My best guess is, is that I can’t seem to put the Texture quality over 2048 without it crashing, I’ve tried changing AA, I’ve tried using the high-quality settings as well and those don’t seem to make a difference.
Good afternoon, michalex19!
Thank you for your purchase. Email me Lenina62-ivan@mail.ru if you can’t apply these settings.
You have a great computer, but since raytracing is very demanding, you need to set the settings very carefully.
***You have several ways to create a rendering. ***
Movie Redner Pipeline (In Unreal Engine 4.25) (youtube tutorial)
Step:
Add in scene acotrs (content/Camera_360/Blueprints) : Camera Rec 360 and Camera point 360
](filedata/fetch?id=1790524&d=1595249923)
8. Accept and Start Rendering.
This solution best clear image full raytracing used Movie Render Pipeline.
Example youtube tutorial.
Hi, I just wanted to be sure if the Camera 360 is guaranteed to be “frame lock”. Means that the game-play fps is lock to the rendering fps (like 24 fps for instance) and it cannot have frame de-sync because of a game-play lag, … So that two different rendering have the exact same frames and timing. Can you guarantee that ? Or you know it’s not “frame lock” ?
Movide Render Pipeline https://youtu.be/a_vp7b5Blyg
Here all frames correspond to the frequency specified in these systems. If 24 frames, it will do 24 frames per second. If 30 frames, it will do 30 frames per second and so on. Freeze frame is not used. There are no missing frames.
HighResShot system https://youtu.be/J7uEiOhkH8o and Custom Rendering https://youtu.be/eUlgjTN-4Qg
The timeframe may differ by several frames, since the game is suspended. But not much. If the window is not active, frames may be skipped. This is why the window must always be active. You cannot use other applications.
All systems there is no desynchronization. That’s right, even if your scene is very heavy, only 5 frames per second, rendering will have a specified frame rate, such as 30.
NEWS 07/24/2020. DOF (Depth of Field) for UE4.23, 4,24 and 4,25.
I’m running depth-of-field tests. I’m still checking everything.
The good news is that the DOF will be supported. Video:Tutorial 17.Camera 360 and DOF. - YouTube
But there are some notes:
the color scheme will be slightly different from the standard one;
You need select Mode -> example: 360 Mono (Use 6 cameras).
Custom Render -> True
FullPostProcess -> True
Change values for DOF.
Note: Not working in 360 Mono (Use 1 camera). DOF raytracing support, but for record you need used sequencer or movie render pipeline. I need to change the logic of creating screenshots for raytracing + custom render and dof.
Hi,
I followed your “Tutorial 5. Raytracing. Camera 360 for Unreal Engine 4” applied on your Demo_Scene, I modified a bit the walls with a glossy material, but in the 360 generated image i can’t see the raytracing effects(reflections, shadows).
Some Post processing does not work, artifacts appear in the form of seams.
Vignette = 0 (In Post Process);
Bloom = 0 (In Post Process);
ScreenSpace Reflection = 0 (In Postprocess);
Atmospheric Fog - volumetric off;
Exponecial Heigh Fog - volumetric off;
Directional Light - Light Shafts Off;
Exposure (Sometimes due to the uneven distribution of exposure occurs in the seam. Try to adjust the check Exposure method Manual and change Exposure value).
Thanks again for your amazing work and your help for my last post on your forum. I manage indeed to solve our problem with artefacts with the HighRes system.
We have a new problem on the image below with a very blurry render of our countryside map with the 4.23 version of unreal.
We have not this problem when we render the same map on 4.25 or when we play in editor or new window or in VR with the 4.23.
We tried :
All your new methods to have quick render (movie render, High Res, Sequencer)
Try to change parameters of each method each step
Erase artefact possible origins : post process, shaft, vignette etc…
Try to change your blueprints parameters and links in the CameraRec 360 blueprint to see if there is a link
Try to set excute command inside blueprints to force PostProcess, Antiliasing etc…
Do you have any clue to fix it ?
Thanks again for your help.
Hi,** HeaMind! **
Thank you for your feedback!
Send me an email Lenina62-ivan@mail.ru I could connect to you remotely and check what the problem might be.
I think it’s Depth of Field you have installed in the Post Process. You need to set everything to 0
Hi, YuCang!
This is how it should be. You need to press the Play button or Simulate and you will see that the 360 camera is working.
If you need the camera to work in real time in the engine, click on the Camera Point 360 actor and select "realtime in editor".
It doesn’t works. The steps to follow are very simple but i still can’t see the RayTracing effects in the Camera_rec_360 output. There are other engine settings? Do you have any logs or somethings that i can send to you?