[HELP WIDGET]CAMERA 360 v2

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