[SUPPORT] CAMERA 360 System

Hi, Luke_OxygenCube!

It is a little customized version of the rendering.

Judging from the image on the site, it’s 360, but it’s cropped at the top and bottom.

Most likely you can use the resolution 16000x8000 where then in the editor change to 16000x2000 (8000x1000)
Look example result:
https://drive.google.com/file/d/1nfV…ew?usp=sharing = 16000x8000 to crop 16000x4000
https://drive.google.com/file/d/1e3x…ew?usp=sharing = 16000x4000 crop to 16000x2000
https://drive.google.com/file/d/1Jv3…ew?usp=sharing = 16000x2000 crop to 8000x1000
You will need to crop the final result to the desired size in the video program.

Check the resulting images to see if they meet your requirements.

Thanks!
I am glad that a solution has been found.

Hello I just bought your plugin to export 180 video for a project due Monday. I watched several tutorials and followed along and cannot get anything to export. I am in 4.25 and I have several CineCamera actors animated in multiple level sequences for movie clip exports. I wonder the following:
does your plugin work when attached to CineCamera actors instead of regular camera actors?
how can your plugin output video when it has no presence in the sequencer timeline? I have followed your first tutorial exactly and I am not getting 180 video. I am getting video from the CineCamera actor not your 360 camera export actor.
Your tutorials are over a year old and I am afraid there is some kind of conflict with my 4.25.4 project and you plugin. Please help.

Hi, RealRemo!
If working in sequencer, you need in Camera Cut -> your Track -> Locked and Camera 360 working.

Yes, camera 360 working + cinema camera
This last full tutorial https://youtu.be/-8AwDtmkyHY (Sequencer and cinemacamera + raytracing)
If you need a prompt response, write to me [EMAIL=“”]

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

Hi, RealRemo !

Very strange, my messages are not sent to your email address. I received your letters. Do you have a teamwiever? Write to me in a personal message via the forum

Hi,

also bought your plugin for something due monday haha. Having a huge issue. Right now for a mono 360 animated shot, only the front facing 180 looks good, all back 180 has strange red an blue patterns (I’m doing mono not stereo), I sent you a private message with details and screenshots, can you let me know why only 180 degrees (center part of shot) looks good and the rest doesn’t?

Thanks,

Hi, !

Thank you for your purchase!

To exclude seams, you need to make small adjustments in PostProcess.

  1. https://forums.unrealengine.com/unre…88#post1821288

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);
  • 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).

[HR][/HR]2. If using sequencer, for working camera 360 needed next step:
https://forums.unrealengine.com/unre…42#post1827742
If working in sequencer, you need in Camera Cut -> your Track -> Locked and Camera 360 working.

This last full tutorial https://youtu.be/-8AwDtmkyHY (Sequencer and cinemacamera + raytracing)
If you need a prompt response, write to me [EMAIL=“”]

All tutorials https://www.youtube.com/playlist?lis…QwBbyOb_YGDcy1

  1. I see you using in post process chromatic effect.

Check please next settings:

​​​​​​​

**NEWS 11.01.2020. I sent a new update for engine versions 4.23-4.25. **
What’s new?
Video: Tutorial 20. Full Dome 180-240 Degrees. - YouTube
Added functionality for changing capture degrees for Dome 180 mode.
Now you can change the capture degree from 180 to 240.

Example:
Dome 180

](filedata/fetch?id=1828027&d=1604181696)
Dome 200
](filedata/fetch?id=1828024&d=1604181696)
Dome 220
](filedata/fetch?id=1828026&d=1604181696)

Dome 240

](filedata/fetch?id=1828025&d=1604181696)
](filedata/fetch?id=1828028&d=1604182010)
If you see any errors or problems, please let me know.

Hello , thanks for your response it worked, locked the Camera cut. Got an export. Now sequencer is limited to 7680 and I have to get out 8192 180 dome content. How can I work around sequencer resolution limit with your plugin?

Hi, RealRemo!

In any version of the engine, you can bypass the restrictions on the size of output images https://forums.unrealengine.com/unre…76#post1819276

](filedata/fetch?id=1828357&d=1604298098)

https://mlattach.datacloudmail.ru/loader/17850F778364948860EC2EABC7DC3F016F0AF9EF?attach_id=io5K1MACin8JRYTX

SequencerSettings (Separate Process, and command -RESX=10000 -RESY=10000 (Max Limits — 16000px).

RealRemo, don’t forget to update your 360 camera. In 180 mode, the ability to adjust the capture of degrees is added. The capture projection was also slightly corrected.
https://forums.unrealengine.com/unreal-engine/marketplace/1595263-camera-360-system-blueprints?p=1828023#post1828023

Hi All,

Just got the Camera 360, it’s been great so far and really easy to produce high res 360 images.

One thing I’ve noticed when producing 360 screenshots, there’s like a “Flickering” in the corners of the images.

Not sure if this is to do with the post processing volume or the way I taking the image.

Has anyone else come across the problem?

Thanks,
Ronan

Hi, Ronan_Kenny!
Thank you for your feedback.
Please check in post process Chromatic Abberation effect. Check please next settings:


If the solution doesn’t help you, let me know.
Don’t forget, for working post process in camera 360, you need put camera rec 360 to post process zone.

Hi , we’ve been outputting 8K panoramics with your plugin all week. I found that my anti-aliasing setting keep getting hammered, resulting in multiple re-renders and lots of shrugged shoulders and hand wringing. Eventually I had to set r.postprocessAAquality on EventBeginPlay in the open level BP, and this morning I found that the antialiasing check box in the Camera_Rec_360 details panel sets r.postprocessAAquality to 2. This is much too low for maps that show extensive foliage or high detail geometry with reflective materials, and results in flashing sparkly artifacts, especially at 4K resolutions or greater. In future version of your plugin can you give the users a choice in what this value is instead of setting it so low, or at least set it higher in your construction script?

Good day, RealRemo!

Anti-Aliasing settings for the 360 camera does not work like for a normal camera.
For Antialiasing used r.PostProcessAAQuality 2 . If 0, antialiasing False.
Look, Camera Rec 360 -> Construction Script ->

](filedata/fetch?id=1829549&d=1604590644)
And Camera Rec 360 select in Scene. If Used True -> using value 2 , if False -> 0
](filedata/fetch?id=1829548&d=1604590644)
**Solution 1 (working Sequencer, Highresshot system and Movie Render Pipeline). **
To get a high-quality and clean image, for example in scenes with foliage, grass, you need to apply the following settings
Quality(Experimental) -> try 5000-7000 px and output size image = example in sequencer (jpg) 12000x6000px.
Please use 360 Mono (Use 6 cameras)
Quality.jpg](filedata/fetch?id=1829550&d=1604590908)

Solution 2 (Not Working in Sequencer and Movie Render Pipeline).
Working for Highresshot system** https://youtu.be/CS4WCU6Aliw**
In the new update, a mode that can work with anti-aliasing using a standard camera is already available.
Example settings for big quality

](filedata/fetch?id=1829551&d=1604591163)
Always if you have any questions, do not waste your time, write to me and I will help you.
I respond very quickly and will always help you find the right solution.
My email

How unfortunate that this Camera 360 is very expensive on Unreal Marketplace because I will need this for my Sonic X-Treme fangame project. It’s pretty much like fisheye lens,right?

Good afternoon, Gamerz31w!
unfortunately, I can’t say that we will release camera 360 lite, I need to think about it.
That’s right, it’s fisheye mode.

Hi i am getting a white square on render output. can you help me eliminate it?

Hi this is the issue here, please see attached

Hi, Luke_OxygenCube!
Sure. Check and disable the following settings in post process

  1. Bloom = 0;
  2. Exposure: Manual
  3. Sun (Light Shaft volumetric) - off
    https://forums.unrealengine.com/unre…94#post1828594
    [ATTACH=CONFIG]n1831023[/ATTACH]](&d=1605024810)