Hello,
I’m trying to create a static image as the backdrop for my camera. Basically, I have a product setup for 3D viewing and want a custom branded image as the background, not a sphere or skybox. How can I achieve this?
Hello,
I’m trying to create a static image as the backdrop for my camera. Basically, I have a product setup for 3D viewing and want a custom branded image as the background, not a sphere or skybox. How can I achieve this?
You have a few options… if your camera isn’t moving then by far the easiest is just having an unlit plane with the image texture applied to it.
My camera is moving. Could I put a plane in the blueprint that’s attached to the camera? I may try that.
I have the same question as you @dsenter.
Unfortunately, while you CAN use a blueprint, it becomes more complicated when your FOV is dynamic.
The formula I’ve been using to maintain this relationship is:
Image Plane Distance from Camera = (screen width)/(2*Tan(FOV/2))
“screen width” refers to the real width of the image plane object, not scale (might be units agnostic but in my example it used centimeters). Using the measuring tool in Motionbuilder (or Maya), even though I created a 2.93 to 1 Scale plane object, the real units measurement was about 478.01 cm
In any case, I have it working as it should in Motionbuilder and trying to use a blueprint to make it work in Unreal. Due to lack of debug/step through tools in BP, it’s hard to test outside of running the engine since I couldn’t find a way to force the camera fulstrum to appear, as FOV changes, and it’s relationship to the image plane. :S
If any Mods/Unreal devs are reading this:
Would be great to have a “sandbox” to test BP functionality with all the debug/helper info. still available on-screen or a way to step through each BP box to test changes/value handling.
Mobu’s Relations tool is a joy to work with in that it’s all open, can display all values as they change, and are “live” (meaning you don’t need to Build/Play the level to test your work). I am aware there are some strong technical reasons for this, which is why I’d like a “sandbox” that works outside of the game level and allows testing/experimentation.
Not sure why I can’t add images but this link shows a working version inside of Mobu.
https://www.dropbox.com/s/qualmgmjbotdm9a/mobu_cameraPlane_example2.png
This is my recreation inside of Unreal. While it DOES move the image plane, relative to the camera, it doesn’t maintain the relationship in the camera viewport (for whatever reason) unlike the one in Mobu. :S
https://www.dropbox.com/s/69gn4x0la4n15l0/unreal_cameraPlane_BP.png
Combing other engine sites, they recommend scaling the image plane as FOV changes. This is incredibly bad if you are applying any kind of video texture of (x*y) resolution for obvious reasons.
Did you ever get any further with this? Would really like to get this working for my cine camera. Or pick up where you left off