[HELP WIDGET]CAMERA 360 v2

Settings project for working Camera360v2


Plugin activation and project configuration.

Step 1. Activation Plugin Camera360v2


Step 2. Open Camera360v2 menu in editor panel. Press Button → 6 task solution → Note

Step 3 (New) In Version 1.3.8 Automatic install

Step 3 (Before version).

  1. Press Download FFMPEG. Waiting automatic downloading and unpacked to C:/FFMPEG
  2. Open Project Settings → Cli Encoder
  3. Copy all values from Note to Cli Encoder

Attention:
If you already have FFMPEG, do not use spaces " ", “_” , “-” or any other characters in any case. This may interfere with the plugin’s operation.

Your project and plugin are configured.

First Rendering

First Rendering:

  1. Open 6 task solution;

  2. Select Output format:


    Note: For Working Mask, i recomended using PNG.
    3.1. Create Job

    3.2. Activation Camera

    3.3.Output Settings:
    6 the task approach uses one camera for rendering, which means that we need to choose the right quality. For example, I need 8k, judging by the calculator, 2700x2700 will suit us for one camera.

  3. Convert Settings:
    Here you can choose the desired format to which we need to convert the projection.
    I select output size 8000x4000, and projection Equrectangular 360.

  4. Start Rendering:

Result in folder Output:



Result:

If Activation Mask for Lumen


Result:


Tutorials


PathTracing:

PathTracing and Camera360v2 Multiple solutions

https://youtu.be/NIy-6JWyCV4?si=ZTuIPqTyzkUzmWR6

PathTracing and 6 task solution (2D to 360 stereo)

https://youtu.be/wn4kWH9AMaI?si=ZlOgatBSjahwjxEx

Lumen, Raytracing:

Projection: FullDome

https://youtu.be/ehCrUsixYLA?si=QE4BnladATUW091C

Projection: 360 stereo (Electric Dreams)

https://youtu.be/BLC1EUFoIW4?si=wEpqgYdRmJhs1-MA


PostProcess/Seams

To get clean rendering results, it is recommended to disable some post-processes related to the screen space.
PostProcess: Recomended Settings

PostProcess:


Directional Light:

Or you can try fast disable postprocess effects:

Result:

But in the latest version of Camera360v2 v.1.3.6 , I managed to solve some problems with the post-process by increasing the rendering capture by 17%, which allows you to use Bloom, Lumen and some other effects previously unavailable.

Example problem PostProcess:

Directional Light: LightShaft Bloom or Occlusion

Max Value:


Minimal Value:


These effects use the screen space and as you can see, seams may form due to them. It is recommended to disable or use the minimum values. It all depends on the situation and your project.

PostProcess:Vignette

The vignette also has screen space and if activated, this effect will be visible in all cameras.
You need change Vignette to 0


PostProcess:Exposure

Camera 360 v2 uses 6 task rendering. And all cameras should have identical brightness. You need to disable auto exposure, otherwise the brightness in all cameras will be different and you will see seams.
Auto Exposure:


You need using Manual Exposure.

PostProcess:ScreenSpace Reflection

The effect of screen space. It is recommended to use Luminor Raytracing reflection.


In the latest version, this effect has a soft smoothing mask.

Particle Sems. Niagara:

Since rendering uses 6-task rendering, if you have dynamic particle systems that may show different results at the start of the project, this may affect the seams, different particles in different chambers. To avoid this, I recommend using the following solutions.

  1. Simulate Cache:
    https://youtu.be/9Dey5HLsk88?si=2y01red4dxAAmAB2

  2. Using SEED parametr in niagara:

Particle Sems.Your effects have a screen position

Solution 1.


Find Alignment → to Velocity Aligned.
Mandatory condition. You can’t select everything and make a change. You have to select one sprite at a time and change the value.

Solution 2. Use bulk particles (using 3d mesh).

Solution 3. Cascade particle



Ultra Dynamic Sky


Ultra Dynamic Sky:Seams,Black Screen-Solution 1

Example default settings:


Step 1: You need Off random for cloud
image
Result: Better, but problem in time game

Step 2: Change time game to Cinematic offline:


Result: Better, cloud correct, but problem Exposure

Step 3: Attach PostProcess to Dynamic Sky
1.Add PostProcess:

2.Attach to Dynamic Sky, you need copy name your PostProcess and paste to Dynamic Sky

3.Change Vignette to 0

4.Change Exposure:

Result: Clear image

If solution not helped, don’t forget change CineCamera-> Post Process Blend Weight to 0

Ultra Dynamic Sky:Seams,Black Screen-Solution 2

Example default settings:


Step 1: You need Off random for cloud
image
Result: Better, but problem in time game

Step 2: Change time game to Cinematic offline:


Result: Better, cloud correct, but problem Exposure

Step 3: Attach PostProcess to Dynamic Sky
1.Add PostProcess:

2.Attach to Dynamic Sky, you need copy name your PostProcess and paste to Dynamic Sky

3.Apply recomended settings in Your PostProcess:

4.Change Exposure in Dynamic Sky to False:

Result: Clear image

If solution not helped, don’t forget change CineCamera-> Post Process Blend Weight to 0

Frequent problems and their solutions


Q: I have one camera constantly being rendered on all views.

S1: Please using CineCamera in CameraCut, standart Camera not working;

S2: Try add to Level Graph → BeginPlay-> SpawnActor BP_Camera360v2 and location 0.0.0 + in 6 task Solution → select Camera → Spawnable.


S3: Please check your CineCamera, if you using Look At tracking , please false.

Q:The stereo image is incorrect?

In rare cases, the Camera360v2 is spawned twice, for this reason, the camera is shifted twice, and the stereo image looks incorrect.

If you see incorrect stereo, please check step:

  1. Perhaps you will additionally spawn Camera360v2 in LevelGraph.
    You need remove code.

  1. Remove Camera360v2 actor in Level.

  1. You may also have to manually delete all the folders that you managed to render.
Q: In stereo rendering, my camera not rotation x,y?
  1. To avoid a large number of erroneous renderings without human intervention, I had to limit the axis data.

But there is a solution

  1. You need add any cube, animate him, and attach your cinecamera to cube.
    In this case, all turns will work.

    Result Left Eye:
Q:I had an engine crash. How do I continue rendering?

1.Solution for Stereo:


For example, you have finished Output 4, and all files are generated. So you need to press start with Output 5 (5)

  1. Solution for Mono:
    -Open 6 task solution
    -Apply Settings
    -Open your sequence and open Movie Render
    -Load Current preset

Remove not need task and Start Render

Q: The upper camera in the UE5.3 engine is darker than the other cameras?


I found that CineCamera does shoot darker if the camera angle is pointing up. I reported this to Epic Games. But there is a solution.

Solution: You need change CineCamera Pitch to 45, in 6 task solution Pitch -45


Result:

Q:Black pixel in image?

Black pixel in image?
You can see the black pixel in earlier versions of the plugin.


When using HighResolution

Solution:

Solution, please add Camera → OverScan 0.05.

Q:Foliage and Grass is not rendered in Movie Render?

Error:


Try add GameOverride and check rendering:

If you see problem in Folliage distance, you can try using this console command

foliage.CullDistanceScale 5
grass.CullDistanceScale 1
r.RayTracing.Culling.Angle 0
r.RayTracing.Culling.Radius 100000
r.LumenScene.FarField.MaxtraceDistance 70000
r.RayTracing.Geometry.InstancedStaticMeshes.CullAngle 0
r.Lumen.ScreenProbeGather.ScreenTraces 0
foliage.MaxTrianglesToRender 140000000

Q:PathTracing blured image?

Example standart settings:


Result blured image:

Solution 1:
r.ScreenPercentage 200 or any, please test.

Solution 2:
Try add Console command:
Focus 40 or 1:1 Sensor Width and Height + Add Layer Camera + Overscan Percentage 1.


Result:

Q:PathTracing not correct in Movie Render camera? Cropped image?


Please change CineCamera → Lens → Width, Height, FOV to 40 for corrected render.


Error Command Line Encoder (CLI Encoder) (converting, stitch)


Type Error 1

Command Line Encoder: [image2 @ 0000024b5eff3040] Could find no file with path ‘D:/GosungRender/RenderCamera360/Image.Right.FinalImage.%04d.png’ and index in the range 0-4
D:/GosungRender/RenderCamera360/Image.Right.FinalImage.%04d.png: No such file or directory

Make sure that the sequence does not start with negative values (for example -1).
In the new versions, this problem has been fixed and negative frames are skipped.
Please Start from any frames, but not -1

Not correct:

Correct:

And check please Advanced in Output Movie Render

Type Error 2

Command Line Encoder: [image2 @ 0000018614fb51c0] Could find no file with path ‘D:/Camera360REC/Image.Left.FinalImage.%04d.png’ and index in the range 50-54
D:/Camera360REC/Image.Left.FinalImage.%04d.png: No such file or directory

Solution:
Try using any name, but not using in name space ’ ', ’ _ ', ’ - ’ , Camera1, Camera2, Camera3, Camera4,Camera5,Camera6.

CLI Encoder Export Freeze

In version 5.3, a strange error was found “Command Line Encoder Export Freeze (conversion and > > stitching) hanging”, sometimes it is there, sometimes it is not.

If your rendering freezes, try using Remote Render.
At the moment I’m looking for a solution.

DLSS install and settings in Camera360v2


Q: Where can I download DLSS?

https://developer.nvidia.com/rtx/dlss/get-started

Q: How to install DLSS and setup Camera360v2?

S: You need open archive your DLSS, and check instruction install “UE5 DLSS3 Plugin Installation Guide.pdf”

Create folder “nvidia” in your path engine “example C:\Program Files\Epic >Games\UE_5.2\Engine\Plugins\Marketplace”


Activation Plugin in Project/Restart

Find Widget_DLSS from Camera360v2/Blueprints/Widget/Widget_DLSS

Open Widget_DLSS and select Graph

Copy code from Red Cube to Red Cube

Paste to Red Cube and attach nore.

You can working :slight_smile:

Hello, when i change particles to Cilydrical, bad cut happen aniway :frowning:

Please write here [SUPPORT]CAMERA 360 v2. System
And show me problem image?

Ultra Dynamic Sky


Ultra Dynamic Sky:Seams,Black Screen-Solution 1

Example default settings:


Step 1: You need Off random for cloud
image
Result: Better, but problem in time game

Step 2: Change time game to Cinematic offline:


Result: Better, cloud correct, but problem Exposure

Step 3: Attach PostProcess to Dynamic Sky
1.Add PostProcess:

2.Attach to Dynamic Sky, you need copy name your PostProcess and paste to Dynamic Sky

3.Change Vignette to 0

4.Change Exposure:

Result: Clear image

If solution not helped, don’t forget change CineCamera-> Post Process Blend Weight to 0

Ultra Dynamic Sky:Seams,Black Screen-Solution 2

Example default settings:


Step 1: You need Off random for cloud
image
Result: Better, but problem in time game

Step 2: Change time game to Cinematic offline:


Result: Better, cloud correct, but problem Exposure

Step 3: Attach PostProcess to Dynamic Sky
1.Add PostProcess:

2.Attach to Dynamic Sky, you need copy name your PostProcess and paste to Dynamic Sky

3.Apply recomended settings in Your PostProcess:

4.Change Exposure in Dynamic Sky to False:

Result: Clear image

If solution not helped, don’t forget change CineCamera-> Post Process Blend Weight to 0

hi, I’m creating 360 renders, I have 1200 frames, but after 900 farems everything stops,
It seems like it can render 600, but not more than that,
How can I solve it?, thanks

Hi!
Please check, i recommended using Render Remote button.
You see render freeze export, yes?
This problem in 5.3 version.

hi, thanks for the reply,
I use 5.3,
I use ful render local (not using…)

When can fog effect be supported?

I inserted fog effect, yes from ultra dinamic sky,
I don’t know how to use the other method you recommend, is there a tutorial?
I have to export an animation of 1200, 1600 frames, then I create the video in after effects,
sorry for my english, I use google translator

another problem I’m encountering is that of the image, there are some dark parts…


it is a very important project for a museum in Italy, virtual tour, reconstruction of a prehistoric village…,
I’ll send you the final project if you’re interested, your plugin is very important!

Hi!
You need check PostProcess your Underwater plugin, maybe problem in material reflections, try check other values?

I checked, Exponential Height Fog works without complications.

But keep in mind, if you are using Dynamic Sky or Exponential Height Fog, it is better to avoid very close fog values.

OK thank you,
how can I use the Render Remote method?,
if I click on the “render remote” button it won’t render anything
is there a tutorial?

ivan,How to make objectID?

Hi! :slight_smile:
You need press button Render Remote :slight_smile: Not render local.
Please waiting 5.4 version release, and you not see problem export freeze.

Hi!
Object ID not support, but you can try using
Try check Render Layer and Stencil

Thanks