hey there, I have a 360 stereo screenshot recording set up going on. In one scene I have a black hole that is a post process material. For some reason even with custom render and full post process stuff set up, I only get the effect on the top frame and not the bottom. Any suggestions?
I managed to make a 360 render using the “Movie render queue”.
However I cant get the screenshot system to work.
I want to export a depth map. But it only shows a black screen and saves a black png image.
It also says: No active level sequencer detected. Please edit a level sequence to enable full controls.
But there is a sequence in the outliner, which I already used for the render queue.
I selected 360 mono (use 6 cameras) and clicked the custom render button and scenedepth in the screenshot system.
I also followed your “tutorial” but I cannot get it to work.
And in the tutorials it would be nice to have a voice over in English, so we can understand what you mean and why you do certain things instead of a mouse hovering around clicking things.
I use unreal engine 4.25.3 and your latest version of the plugin.
The screenshot system can work without a sequencer or animation. The fact is that English is not my native language, I communicate through a Google translator. This does not prevent me from helping with my work. Write to me personally [EMAIL=“”] ? I can connect with you and help you at any time.
Hot Key -> M screenshot, R -> record screenshot system.
-> Movie Render Pipeline and Sequencer not support Custom Render in Camera 360.
Custom Render working in HighResShot system.
In real-time mode, you can enable the 360 display, but you won’t be able to render using Unreal Engine 4 systems, because there is delayed rendering, and it will be problematic to get high-quality images in real-time mode.
Alternatively, you can connect NDI or Spout, then you will be able to record the process in real time, but again, I think you will need not a weak computer.
I don’t want to record video to a file. I want to stream it out through SDI or HDMI. So - if it can render to a RT asset or viewport in real time then it’s fine.
Hi, jcircenis!
Maybe in the future I will add a photo mode, but so far I can’t take it up.
But this is an example of how it works in real time.Example 2. Test https://youtu.be/4Lj0FgiUGHE
Hi! I’m looking into solutions for switching from Unity to Unreal for Fulldome real-time shows, and I was wondering if you had other options for dome than 180 degrees?
Some places they can accept dome 210 degrees, as well as 180 degrees, tilted at 15-30 degrees.
Thanks!
Good afternoon, Shabax!
Only Full Dome 180 mode is currently available. As you can see in the video clip, the 360 camera can take all the camera turns, I think there can be no problems with tilts. As for the 210 degree mode, I need to think about it.
Hello, I’m having an issue with rendering cascade particles using the 360 camera. I have a particle that is being turned off and on in the sequencer but for some reason when it fires it leaves a trail of itself as it moves along the screen. Do you have any idea what might be causing this? I’ve attached PNGs to show the issue.
Good afternoon, CILabs!
The image may not be fully loaded. Please send your images to the email address .
If you have the option to send a sample scene to the mail, I could check to reproduce the problem.