Camera 360 - camera system for video and screenshot (2D, 180, 360, Dome 180, Stereo and Mono).
Video and Screenshot Camera 2D, 180, 360, Dome 180 and 3D(stereo mode top bottom) + rotation and more!
Rendering video and screenshot in Mono or Stereo mode for 2D, 180 and 360.
**Don’t forget that you need a strong graphics card for rendering. Videos are recorded on GTX 1060 6gb or RTX 2080 ti. ** When recording a sequence, if the video card is weak, artifacts may appear due to lack of memory. Number of Blueprints: 8 Number of Meshes: 14 Structure: 1
Features:
Rotations
ScreenShot (Key M)
Video recording mode (Sequencer, Matine, HighResShot, Movie Render Pipeline)
TAA, Motion Blur, DOF; Mono 2d, 180, 360, Dome 180.
HeighFog and atmospheric fog workig , but if used -> Volumetric Fog -> Long rendering time, or maybe seams.
Directional Light - Light Shafts Off;
Exposure (Sometimes due to the uneven distribution of exposure occurs in the seam. Try to adjust the check Exposure method Manual and change Exposure value).
Ambient Occlusion (Sometimes).
Screen Space Global Illumination (Beta) - There are seams. You need to disable it.
**Known issue: **
Stereo mode 360-when rotated 180 degrees, the image looks inverted. It seems the Left eye and right are swapped, as this is a recorded video.
I will try, if possible, to fix it in updates.
-Stereo 360 Experimental - Fixes the problem of turning the head. But there are artifacts. (Link information)
Unreal Engine 4.22. When raytracing mode is activated Raytracing Global illumination the plugin works, but very very slowly. A request was made to answerhub in the bug report of the engine. https://answers.unrealengine.com/que…0113/view.html . In the future, a new mode for working with ray tracing may be added.
Received a response from the developers:
This is something that is expected. Since the scene capture is running ray tracing on a resolution dictated by the render target, scaling it up and down will have an immediate impact on performance. it is directly proportional to the number of pixels, so a change in texture resolution from 1024x1024 → 2048x2048 will cause the ray tracing passes to increase 4X. RTGI in its current implementation is slow and very expensive. Keep in mind Ray Tracing is under active development so things may change as improvements are implemented with each engine verison.
Objects that are very close to the camera that is capturing can cause divergence which makes it hard for a user to focus on the 3D image. Be careful with objects that get too close to the camera as this will cause divergence. While in some cases image divergence will not be possible to avoid, thinking about your camera placement can help lessen the effect. The following video shows how you can have different levels divergence in your images.
Not All effects works:
-AtmosphericFog, Fog (Sometimes visible seams (depending on the strength of the effect);
-ScreenSpace Reflection (Sometimes visible seams).
-volumetric light (Sometimes visible seams)
Currently experiencing some very dark frames from the output. Occasionally one frame comes out at the correct exposure but for the most part they are unusable. I have turned off all post processing and exposure controls. Any idea what could be causing this?
Can you send me Your scene with settings?
In which You have something does not work. I’ll check it out.
I just recorded a video. Work with postprocessing. The actor was attached to point 360.
Waiting uploaded youtube 5-10 min. And see this video postprocess https://youtu.be/1gVYSt7LGMU
The video shows that the 360 point does not accept the post-process. But, if we attach the camera to a Point_360, or on a Rec_360 actor put in a post-processing area, everything starts to work.
Thanks for your response…we are still analyzing our scene…I assume that it is some settings on our level, we will keep you updated! Thanks for your demo with the post processing, we will add this to our process.
Frequently asked question:
Appearance of artifacts in heavy scenes, how to minimize the number?
Answer: Such artifacts usually appear due to lack of video memory.
There are several ways:
**Method 1. **You need to check the boxes in the sequencer. In this case, the editor will close and start rendering in a separate window. This will reduce the memory load.
You can render each eye separately. 360 Mono Left and 360 Mono Right.
Then you will combine your results in post-production.This will reduce the memory load.
**Bottom and top of the dark seams? **
This post-processing works, but you need to turn off the vignette. And the dark areas will disappear. Vignette ON
Can you send me a scene?
Even if the post processing isn’t on the scene. Usually post process the default is 0.5, you need to set to 0.
Be sure to put the zone post process and specify the value of the Vignette 0
Tell me, did the solution help you?
this thread will help you understand how your technique is incorrect and is equal to the left side in the linked reference image. causing reversed stereo when looking 180 from the cameras original position at export.
I’m just trying to help you. I’m a professional stereographer, and see people hit this wall often.
I would highly recommend you remove 3D from 360. It’s false with your technique currently.
Is there a step by step tutorial or documents for using it with Sequencer - I saw the matinee one but I already have a camera move in Sequencer and want to use all those animations - how do i render out ? and can u change the output directory to not be where the project is - this is a serious bummer if you have to render then move your files all the time - not to mention not being able to render to faster drives
You can personally send me or record a video that You can not or send a test scene.
I can look at Your project and tell you what might not work or explain the solution.
**1. For example, **You have a camera that works through a sequencer, namely the entire animation.
All you have to do is select Actor Camera Point 360 and in the Target All Transform row select your camera.
Then camera point 360 will take all the movements from your one camera.
2. Then, in the main level, as in the lessons, specify that the main camera was the actor’s camera rec 360.