Hi,
I’m trying to set up a scene in Unreal 5.7 to be used for a video mapping project. The final video will be projected onto a wall of about 7m wide by 2,80m tall, with the viewer (at least the reference) seated about 3m away in the centre of the space. The idea is to create the illusion that the video extends the real physical space that the viewers are seated in, and I have a camera that travels slowly through the space, straight forward, with the result that the scene is slowly moving towards the viewer.
The problem I’m facing is the camera perspective, which doesn’t line up with what the eyes of the viewer in the physical space perceive. The camera perspective is converging too strongly towards the centre, meaning that both side walls, ceiling and floor are pulled too strongly towards the middle. Since the camera is meant to travel through the space (for a duration of about 4 minutes), I can’t just rotate the walls, floor and ceiling outwards to compensate since the space thereby grows constantly bigger. I tried changing the camera setting available (lenses, FOV) based on the viewer position using (theoretically correct) math, but the angles of the different planes don’t actually change. And I obviously can’t just change the UV settings via a post material of warp the space since this will deform everything in the scene. I can’t find any solution to this, though I’m sure a few people must have had this problem before.
I’m basically trying to figure out if I can adjust the Unreal camera actor settings to be somewhere between perspective and orthogonal. If anyone has come across this problem and has figured out a solution or workaround, any help is greatly appreciated thanks!