[SUPPORT] CAMERA 360 System

I purchased your product and am excited to use it but I keep getting a black box on Camera_Rec_360 and not the view from Camera_point_360. I made a clean project just to be sure. What am I doing wrong?

Oh - it looks like you have to hit play on the project?

Good afternoon, Jacob Roebuck!
Thank you for your purchase.
Please see tutorials.

If you need Camera 360 to show real time:

  1. You need to select Camera Point 360
  2. Select the value of Realtime in Editor (this is done to reduce the load when working with the editor)

    Please see tutorials.
    https://www.youtube.com/playlist?list=PLFbTU4_cn7lNWvh7_jjQwBbyOb_YGDcy1

Thatā€™s right example https://youtu.be/u0HKaXxAiW0, you need to click simulation or start the game. and you will have everything displayed.

Donā€™t forget that you need to use one of the following systems for rendering:

  1. Sequencer - https://youtu.be/HXADxhSp0Toor https://youtu.be/pHPKJRH7Uxw (donā€™t forget, Camera Cut track Locked)
  2. HighResShot System - https://youtu.be/J7uEiOhkH8o

**NEWS 24.02.2020 Updated Release. **

Please Restart Epic Games Launcher and Find Camera 360 and Update button.
Donā€™t forget to add the updated camera to your project.

Hello you said you might add the post process thing to fix the seam but in the mean time can you share how to do that again ? I cannot find where you said how to do that in the first place . Also I have one scene that will not export the frames - it ticks of - i can see the frames changing in the preview but when i click the open render folder there is nothing there . I cannot figure it out - tried alot of different things - made sure it was up to date - iā€™ll check with the new 180 dome - but any ohter ideas ? Iā€™ve rendered other stuff out of that project - tried to add the level to another level and it still will not render . Can you add something in the blueprint or in the directory that tells us what version you have loaded . I dont get why this isnt more common in Unreal - In Unity on the store all version notes are shown and its easier to determine what version you have - in Unreal I never know what version of a marketplace thing i have or what changes have occured . i know there is an update but that is only for the library not whether it is pushed to the project.

Hi, Arcane!

Try this solution.
https://forums.unrealengine.com/unreā€¦93#post1660593

  1. Vignette = 0 (In Post Process)
  2. Bloom = 0 (In Post Process)
  3. ScreenSpace Reflection = 0 (In Postprocess)
  4. Atmospheric Fog - volumetric off;
  5. Exponecial Heigh Fog - volumetric off
  6. Directional Light - Light Shafts Off

Result: https://youtu.be/KU01Uy4n8wU

You donā€™t have to worry about changing the version. Changes are related to the code, but if there is a global change, I always make notes in the code itself, as well as add videos of new changes. Unfortunately, the Unreal Engine store doesnā€™t allow users to add tags to versions.
All changes can be said to be seamless, I try to make innovations easier and they work with all versions of projects.

Unfortunately, Unreal Engine 4 does not update the plugin automatically in all projects, so you have to do it manually. Just create a new project, add a 360 Camera. Copy and replace Camera 360 with the New Camera 360.

You can make a copy of the previous version of the camera just in case, to be sure that everything will work well for you.

Did you check if your Š”amera Cut sequencer overlaps the 360 camera?
Be sure to make the Camera Cut-track Locked.
Example in the video: https://youtu.be/pHPKJRH7Uxw?t=246

I hope to add an automatic post process to Camera Rec 360 soon. Now this feature is only available in Camera Rec 2D. https://youtu.be/ktQl2nBUJ_Y?t=69
You have the opportunity to write to me by email ****
My Skype elizzards - for quickly help.

If you have any questions about the Dome 180 projection, please contact us.
If you have any suggestions, I will also be happy to hear it.

NEWS 02.26.2020. Update Added Automatic options for Post Process, Exponential Heigh Fog and Light Source to avoid seams.
Please Restart Epic Games Launcher, Find Camera 360 and Update. Donā€™t forget to add and update the 360 camera in your project.

All You need to do is select in Camera Rec 360:

  1. Added Post Process to scene and chose;
  2. Light source;
  3. Exponential Heigh Fog;

And all settings automatic.

If necessary, you can add several post processes and a directional sun source. Data is added as an array.
Thanks to Arcane, for a good idea to exclude seams automatically.

I remind you that it was necessary to do this manually before.

https://forums.unrealengine.com/unreā€¦93#post1660593

  1. Vignette = 0 (In Post Process)
  2. Bloom = 0 (In Post Process)
  3. ScreenSpace Reflection = 0 (In Postprocess)
  4. Exponecial Heigh Fog - volumetric off
  5. Directional Light - Light Shafts Off

Hey!

I hope all is well. Thank you for developing such an incredible asset. Question: I keep getting this issue with reflections, where the water portrayed in the different cameras seems not to be updating as the camera passes, and he reflections donā€™t correspond and donā€™t align. Are there any tips you might suggest to fix this? Thank you!

Please find the example footage here https://vimeo.com/395530193

Good afternoon, Enagudo!
Thank you , I hope it will be very useful to you in your work!

Can you tell us how your water works? Can you send me a water Shader for testing?

Are you using Box reflection or Sphere Reflection? Or Used Planar Reflection?
Be sure to use Box reflection or Sphere Reflection.

Example Water in 360:

  1. https://youtu.be/LyFImwdKqME
  2. https://youtu.be/KU01Uy4n8wU

Example video 360 + Sphere Reflection:

  1. https://youtu.be/b3VMr7So7XE (ScreenSpace Reflection = 0)

Hi @ thank you for all the updating to your great plugin, you have consistently improved your product over time to include every feature we could hope for and more. I am currently running into an issue where we are experimenting with rendering 4k per eye. I am rendering each eye separately for memory purposes. The Left eye renders fine but the right eye has a very strange isse where it looks like each capture slice is rotated 90deg.

Good afternoon, Warrior9VR!
Thank you for your kind words.
Thank you for seeing the error. I checked everything, changes will be made , and I will send them to the store now.
Now you can change something manually.

  1. Please Open Actor Camera_360_Rec

  2. Find Function RenderTargetQuality -> 360 Mono Right and Change Element Index to 2, 3, 4, 5, 0 , 1 (Please see Image)

There may be delays with the store. I will let you know when the update is added to the store.

Hi @ what am i doing wrong? my-setup.JPGthank you

Good afternoon, Warrior9VR!
Thank you for your kind words.
Thank you for seeing the error. I checked everything, changes will be made , and I will send them to the store now.
Now you can change something manually.

  1. Please Open Actor Camera_360_Rec

  2. Find Function RenderTargetQuality -> 360 Mono Right and Change Element Index to 2, 3, 4, 5, 0 , 1 (Please see Image)

There may be delays with the store. I will let you know when the update is added to the store.
[/QUOTE]

Thank you I updated the blueprint and it works now, thank you for your support!

Hi, alb3360!

Thank you for purchasing the 360 camera.

I see Light Shaft and Volumetric - On. You need to disable. And bloom recomended = 0 , if visible seams.
Your Settings


Light Shafts = True
Volumetric Value = True
Bloom = 2.

***Default used automation Post Process + bloom = 0. ***


Light Shafts =False
Volumetric Value = False
Bloom = 2 (but recomended = 0 or 0.2)

And recently I was told that using SSGI also leads to seams. Make sure that it is turned off .
(In Project Settings -> Screen Space Global Illumination (SSGI)

Tell me , did the decision help you ?

Hi, Warrior9VR!
:smiley: Thanks)
You can already upgrade your 360 camera via the store.

Please

  1. Close and Open Epic Games Launcher
  2. Find Camera 360 in your library and update.
  3. Added new camera 360 in your project.

Hi there
Just purchased the product, After dropping in into the viewer following your youtube guideline, The camera only seem to render a black screen! Any hints?!

Good afternoon, Ramteen!
Thank you for your purchase.

  1. You need to click Start Level or Simulate;
    Please see tutorial https://youtu.be/HXADxhSp0To
    or playlist: https://www.youtube.com/playlist?list=PLFbTU4_cn7lNWvh7_jjQwBbyOb_YGDcy1

  2. Or Select Camera Point 360 and check Realtime in Editor.

Thatā€™s awesome, Problem resolved! Thanks so much! :slight_smile: