Hi,
Do you have any solutions for removing noise when take 360-HighResShot with RTX-GI?
A great thank you for your amazing support !!! it works fine !!
i have two more question :
1-I wonder what is the use of the spline_for_camera you provide? With your technique of âattaching camera_actorâ to the camera_point_360 in the sequencer, the attached camera can be driven by a CameraRailâŚ
Is it
2- Now, the PostProcess are directly in the Camera_Rec_360. You donât need to access the blueprint. Is it correct?
Hi, ACCADarioS!
I am looking for a solution to remove noise if used HighResShot system. At the moment, to get a clean image with Raytracing, you need to use Movie Render Pipeline
https://www.youtube.com/watch?v=-8AwâŚ&index=19&t=5s or https://youtu.be/a_vp7b5Blyg
Hi, **luigid! **
Thank you very much, I try to devote a lot of time to technical support of this product.
Question 1. Look please this tutorial for spline -> https://youtu.be/ZCqrn3l1G_o?t=96. Of course, the implementation is not very complex, but it can be useful.
Question 2. Yes, you can automatically apply post process to avoid seams, this is better used for the entry level.
In General, I recommend doing this manually.
Important/Additional Notes:
Some Post processing does not work, artifacts appear in the form of seams.
- Vignette = 0 (In Post Process);
- Bloom = 0 (In Post Process);
- ScreenSpace Reflection = 0 (In Postprocess);
- Atmospheric Fog - volumetric off;
- Exponecial Heigh Fog - volumetric off (working, but long rendering);
- 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).
- DOF needs to be turned off;
well, in your video **âCamera 360. PostProcessing 8k. 360 Mono mode OFF SSR_ScreenSpaceReflectionâ, **it looks like post process are rendering fine, like bloomâŚ
Hi, luigid!
Working all post process, but sometimes seams.
You can check if all the post processes are working, but seams may appear. if you can avoid getting into the seams, then you can use everything. Activate the debug border in the REC 360 camera actor, then you will see where the seam zones may appear. debug border does Not work in Mono 360 (use 1 camera)
Thanks for your answer. One last question for the general settings.
Do you recommend âforward shadingâ + MSAA?
Does âsmooth framerateâ in âproject/general settingsâ should be turn off and set to âfixed framerateâ?
I recomended using TemporalAA, if used MSAA -> The image will be clearer, but without anti-aliasing. In this case, you will need to increase the resolution of the output image and the size of the texture.
Ty open Camera 360 actor -> Antialiasing value -> False and you see No Smoothness.
No, You donât need to change frame rate fixed in project settings. Fixed framerate in camera actor 360 actor -> frame rate (this for Hyresshot systemhttps://youtu.be/J7uEiOhkH8o?t=30) . If using Sequencer or Movie Render Pipeline, change frame rate need in this system -> option frame rate.
Look forum theme https://forums.unrealengine.com/unreal-engine/marketplace/1595263-camera-360-system-blueprints?p=1793341#post1793341
At last i try the stereo360 (the first one) and i notice a discomfort, as if the right eye was a little different of the other eyeâŚ
Iâm using a Pico G2 4K. Does the IPD (which is the distance beetween pupils, right?) need to be adapt? or is there an other trick. Iâm very new to stereo !!
Please see information and video( stereo modes) https://youtu.be/SqQtM1xZFrE?t=377
Attention 360 stereo.Stereo 360 modes are experimental. (more information)
The 360 camera has 4 stereo modes.
1. 360 Stereo -has a problem with turning the head, but no seams. Before making the final rendering, check whether this method is suitable for you.(
2. 360 Stereo (experimental) -it has the correct stereo when you turn your head, but if objects are close, seams appear.
**3. 360 Stereo(Omni) - (look video -> **https://www.youtube.com/watch?v=SqQtM1xZFrE&t=377s)
You can render as usual using the 360 camera, rendering time fast. However, you must activate the Omni Directional in Project Settings function.
Notes:
- Quality(Experiment) - not working for change texture size. Changes manual. If any question, contact to me.
Problems: - If you use tessellation in your material, objects in your right eye may move in the photo.
Possible solution: Disable the Tesselation function. - The shadows donât look right, they donât seem to be positioned correctly. Problem shadows.
Possible solution: You need to bake the shadows.
Unfortunately, dynamic shadows not always displayed correctly.
4****. Stereo Panoramic (used standart free Stereo Panoramic Plugin).
This mode adds a simple interface for working with the Stereo Panoramic plugin.
This mod is best used only for rendering stereo images. The rendering time is long.
Problems:
Long rendering:
- Change value Captures Speed
The number of scene captures to capture concurrently. Raising or lowering the value of Captures Speed (SP.ConcurrentCaptures) can greatly affect capture times. If you set this value too low, you will not be capturing the optimal number of scene captures for parallel processing. If you set this value too high, you will overwhelm the GPU.
An interface has been added for this mode in Camera Rec 360 actor, panel Stereo Panoramic System.
Everything is already set up to work and get a high-quality stereo image.
theme information https://forums.unrealengine.com/unreâŚ16#post1768616
NEWS 08/11/2020. Custom Render Show List objects for UE4.23-4.25.
Update approved, please:
- Restart Epic Game Launcher;
- Find Camera 360 and Update;
- Added and Replace camera 360 in your project.
If you need to visualize the masks of individual objects, you can now do this using the system HighResShot.
https://youtu.be/eUlgjTN-4Qg(Tutorial Custom Render Passes + HighResShot system).
In new update, added new values:
Example (added to list render -> Colon and sphere) + selected base color.
in Camera Rec 360 actor added new values ->
Custom Render List Objects and Show List Objects.
If you find any errors, please let me know.
Hey,
i´m Hannes from LeFx. I wrote the question about masking objects at UE4 marketplace.
You are absolutly great. You added the masking option exactly like i need it. Perfect, now the plugin is bought
Hi, Hannes!
I am very glad that now you can work however you like Thanks a lot for the ideas. With each new idea, the product becomes multifunctional.
hey , .
I have a question about rendering.
When i render 360 stereo,the partical has a seam.
Did you have any solution?
My English is pretty basic. Please forgive me
picture:
partical hosted at ImgBB â ImgBB
Good afternoon, YuCang!
You need to use particles that contain a 3D model.
For example, if a particle contains a sprite, it is oriented to the screen space. Therefore, there is a seam.
Try replacing the sprite with a 3D model.
Donât worry
Hi I would like to take a 360_Stero(PanoramicStereo) screenshot. Only when I hit I only see the vieuwpoint of the Camera Point. It does work in the standard 360_stero mode.
Help? Looking forward to play with it when I have some tine! It seems cool!
Hi, OscardeBakker!
Please watch the video tutorial, which shows an example of getting 360 images.
If you do not succeed, write to me at
Hello.
We are looking for a system like yours.
We have to questions:
Is it possible to render Stereoscopic images via Movie Render Pipeline with your system?
On this example: Archviz RayTracing in UE4.25. Camera 360+ Movie Render - YouTube, we can see a stitching near the door. Is this an issue that has been solved/known OR should we expect this?
Thanks
Hi, knotff!
Movie Render Pipeline, when rendering large images, sometimes adds an extra pixel. Make sure to make a test render to match the 2:1 aspect ratio (example: 8000x4000, not 7999x4000). But if you see such a pixel, just edit the images in the video editor (I forgot to adjust the size and the pixel remained).
Stereo -> Working first 3 modes+Movie Render Pipeline:
The 360 camera has 4 stereo modes.
This mode not working in Movie Render Pipeline.
Look, unfortunately, each method has its drawbacks. Method 3 (360 Stereo(Omni) is the best, but it only works with static shadows. Dynamic shadows will not be displayed correctly.
hi, when I recently used post processing materials, I found that the rendered image was ineffective
Do you support post processing materials?
The materials I use are Advanced Cel Shader Lite in the unreal store