[SUPPORT] CAMERA 360 System

Hi, Max!
Please write to me to email .

Need check settings Camera Point 360 trsnsform in Sequencer. Please send me image settings.

And Max, please check next solution (tutorial https://youtu.be/AEsJri4v0XU?t=88):

  1. Add Camera Point to Sequencer.
  2. Add transform and Attach option for camera point.
  3. -In Attach select Your camera
    -in transform position 0.0.0
  4. Add Camera Rec 360 to Camera Cut and Activate.
    –check rendering

Hi I want to composite to other video but i don’t know how to mask or green screen selected object . can you help me?

Hi!
Please look this link
https://forums.unrealengine.com/t/camera-360-system-blueprints/123608/640?u=

, the problem was in our datasmith file not in camera. Sorry for disturbing you.

1 Like

I’m glad that everything worked out for you :slight_smile:

Hi
I’m also having media player issue.
but I’m or good at blueprint.
Can you please show me how to do that?.
It would be so helpful for me.

Thanks!

Hi :slight_smile:
In order for the video to play properly and match your animation, just use this solution.
You need to turn your video into a sequence of images and add them to the sequencer using IMGSource.

https://docs.unrealengine.com/4.26/en-US/WorkingWithMedia/MediaFramework/HowTo/ImgMediaSource/

Next step added in Sequencer → MediaTrack, and select your MediaPlayer.

Example tutorial for HighResShot system, but you can see the initial steps, how to set everything up and use the sequencer.

08.23.2021. An error was detected when rendering animation through the JPG System + sequencer.
The frame rate is twice as fast as specified in the settings. (example, settings 30 fps → rendering 15 fps.
temporary solution, just increase the frame rate:
Need change FrameRate x2 in Movie Render. Example: 30*2= 60 fps. In settings camera and sequence animation 30 fps.


I will try to eliminate it as soon as possible.

08.23.2021. JPG system + sequencer fix has been sent to the store for verification. Expect an update.

Hey

This is an issue when i work with your Camera - the second i turn it on and make everything active the framerate drops like mad - heres the issue - it happens even when the 360 viewport is not active - constantly turning it on and off is kinda a hassle - isnt there some way in the blueprint for it to not be active till you are wanting to look thru the 360 cam ? automatically / i thought i was being clever for a second by making the realtime in editor button exposed to Sequencer but it doesnt work when u toggle it - you gotta do it in the details panel - i’m just constantly turning it off and on - i just got a super computer so hopefully it wont be as much an issue for awhile

Hi, Arcane!
Strange, I forgot to add a certain function.
But you can do it yourself.

  1. Please Open Camera Rec 360 , Open EvenGraph and Find BeginPlay;
  2. Add Activate Camera? to BeginPlay + Branch
    ;
  3. Now when the value is active, the 360 camera works, when the value is inactive, the 360 camera does not work when playing.

And there is no automatic ability to activate and deactivate the real-time mode in the editor mode using the sequencer.

I have three problems: 1. I used 2d STEREO function to render the colors of both sides slightly different as shown in the figure below

  1. It is hoped that 360point can obtain various data of the camera it tracks, such as picture size or exposure information. What should I do?

Can I have 360Point track the camera components in the blueprint

Hi, weasel_0573 !

  1. You need Open your PostProcess and try next change option:
    Vignette = 0;
    Exposure → Manual;


    And check Infinite Extent (Unbound). In this case, all post processes will be applied to all cameras.

  2. Do you mean, for example, Aspect Ratio, Field Of View, and so on? So far, I have not added the functionality of automatically taking data from the camera to which we are attached. You need this settings example in sequencer → tutorial https://youtu.be/9HTcm5XtiZ4 + exposure, vignette and more, all the settings are changed through the post process.

  3. This can be configured. For example, you have a character, and it has some component (a sphere or a camera).
    Solution 1. You can configure the attachment using blueprints.

  • Open Camera Point 360 and Find Follow_GetAllTransform and cast to your Object.

Solution 2. Using Sequencer

  • Create Sequence
  • Add to Sequence → Camera point 360 and your Actor
    -In Camera Point 360 → Add option Attach and Select Your Actor
  • Select Attach and change properties → Attach → Put name your component
  • Add transform option to Camera Point 360 and all position 0.0.0

As a result, the camera will always be attached to your component.

I just met a problem that if I track a cine camera, then 360 Point presents very different pictures because it is an ordinary camera. Is there any solution? I hope my final picture can be consistent with the picture content of the cine camera。

Yes, his motion was normal and he was following the object but the picture was too different

weasel_0573, I know how to help you.

But first you need to check another mode, if it suits you, I will make a change to CinemaCam in it.

  1. Create New Scene
  2. Open folder Camera_360/Blueprints
  3. Find Actor Camera_2D and added to scene.
  4. Select Camera_2D in Scene and activation Stereo.
  5. Check rendering in sequencer.


I recomended this solution for 2d stereo.
It is easier to work with it. I can also automate the necessary settings if necessary. Tell me what settings exactly are you interested in?

Hi, killmars!
Can you send me a video or an image so that I can see the error?
You can write to me by email

It’s good that you write to me.
Write me an email , I will send you an update file, you will be able to use cinemacam + the cameras will automatically receive data from your cinemacam.

NEWS 02.09.2021. I have sent a small update to the market for version 4.27.

1. Added Path Tracing for Camera Point 2D and Camera Rec 2D. As it turned out, Path Tracing did not work quite correctly on the camera 360. I had to add it to a different mode.
Result:
PathTracing:


Raytracing:

What news in actor Camera Point 2D?
Added Value:
-PathTracing → activation PathTracing for rendering;
-DelayDenoising → It works as a delay to remove noise. The higher the value, the cleaner the image. Don’t forget to change the values in the post-process (for example, PathTracing → SampesForPixel = 500, delayDenoising = 500), Or choose the values that will suit you.;
-SequenceAnimation → When rendering, specify your sequence animation so that the animation, all frames and rendering correspond to each other.;

What should I do?

  1. Added to Scene Camera Rec 2D and Camera Point 2D;
  2. Select Camera Point 2D, change settings for you, REC → True (or Rec-> False , and Start Level and input M for screenshot 360.), chose Path Tracing, DelayDenoising (example 100-500) and select your animation.
  3. Start Level.

I will record a more detailed video lesson.

2. For the Camera2D Actor (stereo mode), it is now possible to automatically take values from CinemaCamera.

Everything you need to do?

  1. Added Camera_360/Blueprints/Camera2D to scene;
  2. Activation Stereo;
  3. Select CinemaCam in Target All Transform;

Now it is enough to configure your camera in the sequencer, and all the data will be automatically applied to the stereo rendering.