Ok.
The file I uploaded is 4.27 because you mentioned it in the headline of the topic. I create a 4.26 project now.
What do you mean with “rotated the sphere”?
Like you calculated the plane to cut in the horizontal using the field of view angle…with rotate the sphere means,like how much angle you considered when we view from top ?
or do you have the whole sphere which is cut by a plane in horizontal ?
In the image, top view of the sphere…
We start with the whole sphere. When we cut it with the planes calculated from the FOV the shape you see is what remains.
Pruple= First cut
Green = Second Cut
The front part remains after cutting the sphere.
Yes, that’s ok…if i may ask what happens when the angle of view is more than 180 degree…like can we cut one in reverse direction and another in forward direction ?
Image represents top view…for more than 180 degree, i think it’s best to start the plane from the origin to outwards so that we can rotate forward and backwards. Is it possible ?
because with the full plane it will cause problem when the angle is more than 180 deg
Then you should tell us exactly what you need.
- Do you need more than 180°?
Because right now a FOV with more than 180° does not work with this method.
UE426_Hemisphere.zip (1.3 MB)
What i am now trying to do is to visualize a fisheye camera field of view. SO it has to be more than 180 degree. I guess if the plane strating from the center of the sphere will solve the problem. is it ?
This method uses planes without bounds. This means the plane can not be modified, you can just say where it is and at what angle. From there everything inside the procedural mesh will be cut.
Yea i got it…so will there be any option to create a plane and use that plane to cut the sphere ?
Could maybe be possible when using 2 half spheres. Did you test the project?
Yes i checked and it goes only upto 170 degrees. The only issue is with the horizontal FOV as in my case vertical FOV doesnot go beyond 180 deg. you mean apply the cut plane on semipheres ?
and also when i increased the scale of the static mesh, it no longer works…
Yes, use 2 semispheres for the horizontal FOV and then combine them. The values are currently for a sphere with scale 1. You can change it by using this:
The bottom part has to be changed. Before that there was only a multiply node with a 50 in it (2 times because 2 slice nodes with vertical fov)
May be a novice question, does unreal have any semipheres available. ? When i checked it says you have to make it with external program. Again got stuck…
Take a sphere, cut it half:
When i checked it says you have to make it with external program.
That’d would work, too.
UE426_Hemisphere.zip (1.6 MB)
Edit: Tried it again after uploading. There is still a bug somewhere, I am currently not able to find it. But you should get the idea behind it.
Edit2: I think I found it. Try the project please.
If you wanted to go down the route of 2 hemispheres; ensure the static mesh is Allowing CPU Access
and then:
Now you have 2 independent components.
Thanks…i will try and get back here wuith results !!
Let me try this also…
Hey, i checked it and i think it is working…just a bit more, is there any options available to mark/highlight the edges becasue since the cuts are smooth, it is difficult to get an exact idea. But thanks for your help it was a big step in my project.