I want to render an image sequence (png/jpeg don’t mind) of 360 stereo with TAA and forward shading with given resolution, framerate and duration. I can use movie render queue to create a job at runtime which sorts out framerate and duration.
Then I want to use the cam 360 blueprint to record the scene every frame, either to a render target or if it can output the files directly, and once the movie render queue is finished, destroy the cam 360 and go back to normal screen mode.
I am stuck at spawning the camera blueprint. I am just getting a black screen.
Hi I read your tutorial Tutorial 21.OBS(NDI), Spout and Camera 360
I encountered a problem when I changed the Send Texture Form to Texture Render Target 2D, the OBS screen would have broken lines
At 4.25
Hi!
Good afternoon!
I have met such a problem, have you tried all the modes?
try changing the priority, 1. Open Camera Point 360 actor.
2. Select all (Scene Capture Components) and find right panel prioritet, and change to 2 or 1 and check seams?
I’m on vacation until July 24, I’ll be available soon
Hi
I am trying to render a long cascade particle trail but only the portion of the 360 screen that the emitter is in will render the trail. Any suggestion on how to allow the particle trail to render in 360?
Hi, NenVasc!
I almost never get notifications.
Can you tell us more about when the reflections disappear?
I checked the 360 camera with reflections and everything is fine if I use raytracing. If you use ScreenSpaceReflection, seams may simply appear.
Do you have an example of a shader? Can you send it to me?
Hi - I am using Render Movie from the Sequencer to capture frames in 360 stereo. Works well but the ‘use custom start frame’ does not seem to work - it always renders from the start of the sequence - although the frame number will change to match what I have set as the custom frame start. Have also tried dragging the ‘rec 360’ camera cut to the start frame I want but it still starts from the beginning
Is there any way around this? I get crashes every now and then and dont want to have to keep rendering from the start.
Also - After exporting a render the Unreal editor slows down to an almost unusable state and I have to restart the project. This only happens when rendering with the 360 system - any suggestions there?
Messages from the forum for some reason do not come on time, I always recommend writing to me directly, by mail .
All projects are individual, and each project should have its own approach.
Can you attach images of your steps? Or send me a video of how you do it?
Have you tried UE5 ? In it, rendering failures are very rare, which is surprising.
Hi ! I’ve got a problem with a camera. It rotates and shifts unexpectedly. It happens many times during the project.
I have animated empty actor. Camera and the pod are connected to it. The camera jitters but the pod is fine.
Check the frames please.
I tried different ways to animate the camera (copy transform, attach)
Do you know what it can be?