Now this issue has been resolved in version 5.3.1, but there are still some flaws. There will be small black edges at the left and right seams of the panoramic view. It is recommended to use the Panoramic Render Pass plugin, which can avoid these issues and can be used normally for heading and pitch
I may be too late but the problem seems to have been fixed in engine ver5.3. You just need to enable the plugin for movie render queue for additional render passes and you are good to go
It seems they added camera orientation toggle option for UE 5.3 version. Or maybe they just added the feature inside the beta plugin for movie render queue for additional render passes. So it works now. The same problem has been bugging me for ages and I was seriously considering purchasing a paid plugin and suddenly they added a toggle for that xd
Hi, could someone give me a hint what render settings to use with the panoramic renderer? When i crank up the passes for horizontal and vertical should I still use the antialiasing filter? And if so, whit what settings? Because when I double up the standard 8 and 3 for instance my frame take really long to render (need to be in 8k).
If someone has some experience I would be really thankful for a tip!
I forgot: with the standard 8 and 3 passes the edges the are way too jagged and everything is not smooth enough
PLEASE ANYONE HELP ME TRIED EVERY FREAKING SETTING POSSIBLE STILL THE RENDERS I GET ARE VERY BLURRY AND FILED WITH JAGGED EDGES PLEASE HELP ME!!!
I’M REALLY TIERD!!!
But wouldn’t 2 fixed cameras make a mess in 360 rendering? If you turn your head around the stereoscopic image would have the eyes flipped!
If you can post a picture of the jaggess edges maybe we can better analyze the problem
I don’t understand the issue you mentioned. A stereo 360 image is basically just a left eye 360 image and a right eye 360 image stacked together, so if I render both images manually with a slight offset then combine it, it’ll work fine.
I’ve rendered an entire 5min VR animation and haven’t noticed any noticable artifact, so rest assured this method works
Sorry, cys10107, I think your method seems correct but it isn’t. If you view your stereo image on a VR device and look behind you, you’ll see what Warner_V is referring to. The eyes are flipped. Look, this ArtStation article explains it: Shubham Mehta - VR & 360 Rendering
> Mono-spherical images are shot with a camera with its own pivot point, their view is that of a single eye looking in all directions. If we were to apply this to the cameras on a stereo rig, it would be the equivalent of our eyes spinning around in their sockets, which is clearly not how they behave. The result would be an image where we see a stereo-3d effect in the direction the cameras were initially facing, and a cross-eyed effect in the opposite direction due to the cameras viewpoints being swapped when they’re turned 180 degrees.
To get around this headache inducing effect, we need to create a camera rig that behaves the same way our eyes do in relationship to our heads. This means our two cameras need to rotate around a single shared pivot point with our preferred eye separation as the distance between the cameras.
@BlitAsier Yes, that’s exactly what I meant. Thank you for the more detailed explanation and the resource you shared :).
So I tried limiting my Horizontal Field of View to 180 to render out a 180° video, instead of 360° but that crashed unreal for me, anyone else have this issue? Seems to render fine when kept at the default ‘0’
I am Using 5.3 and still facing the same problem, either no GI or black screen (very little light) depending whether the “Allocated History Per Pane” checked or not.
I try different way to fix it:
- Move From DX12 to DX 11, nothing
- Close Nanite, nothing
- Close Luman, nothing
Is this feature still supported? Or is the movie render queue panoramic rendering plugin already died and we are supposed to use the Panoramic Capture Plugin instead?
Oh wow now I’ve realized my mistakes. I must be super lucky that my visuals aren’t really noticable, that it slipped through me and my client’s eyes haha.
Thank you for pointing that out!