Hi! Just bought Camera360 and having a little trouble understanding the tutorials since they are not in English. I want to render 360 video (as image files) and for some reason all frames are rendering half red. What am I doing wrong?
Hi, rnav00!
Thanks for purchase.
You need reinstall Camera 360, i think projection I just moved out a little.
But in general, you can disable Debug background, this will remove the red zone.
And in sequencer → Camera Cut you need put Camera Rec 360 actor.
Please look 5 solutions, english subtitles.
Thank you for your quick reply!
I reinstalled Camera 360 and changed the Camera Cut. Now the frame has no red but for some reason the camera movement not working… Camera_point_360 is tracking my camera, the camera cut it locked and deactivated… I watched Tutorial 1 & 5 solutions but still cannot figure out what’s wrong.
Very strange. Hmm, Pleae Activate Camera Cut + Camera Rec 360. Or Please email me , i check your settings
Hi! I’m using your great camera 360 for my project
there is a issue on mt scene.
I’m rendering Dome_180. and my character got cut by seam.
I really want to solve this problem. hope i can get good solution! thanks!
Hi!
Thank you for using the 360 camera! Please write to me by email , need check
NEWS 10.25.2021.
RELEASE Camera360 v2.
It’s been a few years since Camera 360 v1 was released.
A lot of work has been done to improve this product. All updates to this product were free of charge.
At the moment, the 360 camera is fully functional and its further updates regarding functionality have ended.
Don’t worry, updates on the release of new versions of the engine will be updated and supported.
Any important adjustments will also continue. So is my technical support.
Now my efforts will be fully focused on improving the functionality of Camera 360 v2. (it will also include Camera 360 v1).
Now I am glad to present you Camera 360 v2.
I am currently engaged in the formation of information and video lessons. There will be more information in the near future.
Camera360v2 - camera system for video and screenshot (cubemap 4x3, facebook 3x2, pano2VR 3x2, EAC, GearVR 6x1, 360, Fulldome, Cilindrical, Stereo)
This is a complete set of all available solutions for rendering various directions. This product contains additional solutions that can be useful in everyday work.
Included Camera 360v1 and Camera 360v2.
Features:
- included Camera 360 v1 (more information)
- Camera 360v2.
- Raytracing, PathTracing;
- Cubemap 4x3, 3x2 (FaceBook, pano2VR, EAC) GearVR 6x1, Mono 2d, Cilindrical, 360, FullDome, Stereo.
- Stereo 360 is in development, but right now you can do the correct stereo in pathtracing if the camera is pointed X axis. I plan to fix 360 and Fulldome.
- Sequencer, Movie Render;
- Not using Render Targets or Scene Capture 2D.
- Converter to Image or Video;
Support: forum
Code Modules: (Runtime, Editor)
- Camera360v2
Documentation: Link
Important/Additional Notes (more information): In the process of creating a theme forum.
- Path Tracing engine failures are possible, since rendering is very demanding on the computer;
- Cryptomatte, Layers, Custom Render not support;
Please read the information before buying Link.
Hello!
We are using Camera 360 in a scene to render two camera perspectives from two separate sequencers. These two camera perspectives are “Dome_180” and “360_Mono”.
For these two outputs, we were wondering whether it would be possible to use a single instance of the Camera_Rec_360 blueprint actor, and to switch modes (from 180 to 360) via an override in the sequencer.
I went ahead and did this by modifying the Camera_Rec_360 blueprint and exposing the “Models360Plane” parameter to cinematics. However, when I do this the Camera_Rec_360 blueprint does not update.
If I do an override on “Models360Plane” via the sequencer, how do I get the blueprint to update?
Hi!
Yes, it’s not that simple. I need to think about it.
And why do you need to make a dynamic projection change through a sequencer?
The solution turned out to be simple.
- Open Camera 360 actor
- Open Construction script
- All code in construction script convert to function (example sequencer)
4.Result
- Open your sequencer
- Add event repeator
- 2 click left mouse to green event
- And create this code
- Result
and all working
It’s because we only have one map (one level file) with one instance of the “Camera_Rec_360” blueprint. When rendering from sequenceA we want to render 180, and when rendering from sequenceB we want to render 360.
I wasn’t sure whether having two copies of the same Camera 360 actor will cause the system to break.
So the approach that came to mind was to change the parameters via the sequencer. But if this is not so easy, maybe there is another way.
For example, we could use two sub-levels instead. The two sub-levels could then have two different instances of the “Camera_Rec_360” blueprint, each with a different “Models360Plane” setting, and I can then load the sub-levels dynamically.
If you can think of another approach let me know.
I understood )
solution [SUPPORT] CAMERA 360 System - #776 by Ivan_Elizarov
Thank you!
Odd little problem: I “target all transforms” then attach the point 360 cam to the animated camera, then when everything is set I file save. And then the point 360 camera detaches itself, and does not render correctly. It also detaches if I skip saving and hit render in the Movie render Queue. I am using 360Cam 1 and UE4.27
thanks,
PS: It is unclear to me if there is any advantage to upgrading to 360 Cam V2. I am just rendering 180 stereo movies out of Unreal.
This might be an Unreal bug
I opened the project in UE5 (From 4.27) and the detaching camera problem does not happen. I am using a twinmotion plugin in 4.27 that allows me to open my Twinmotion project in Unreal. Unfortuantly the plugin doesn’t yet exist for UE5: which means I lose texture information. Is there a work around for the detaching camera issue? Otherwise I will have to redo all my textures to render in UE5
Hi, Tigman3d2227!
I’ll email you.
No, in no case do you need to redo anything.
And try solution, not using Get All Transform, try:
-
Add Camera Point 360 to Sequence;
2.Select Camera Point 360 and add Attach and transform.
-
Select your camera
-
Select Camera Point 360 → Transform → Location 0.0.0 and Rotation 0.0.0
If you see Blured Texture in project,
Solution:
Project Settings → Ttxture Streaming False
While you can not rush to buy a 360 v2 camera, if you have enough functionality in the 360 v1 camera.
The main difference between Camera 360 v2 is the absence of a Render Target or Screen Capture when rendering, as well as the true use of PathTracing, for example, even 360 stereo uses rays to create a projection.
Note: Stereo modes are being developed, FullDome 180 stereo I have finished, an update will be available soon. but now the 360 stereo mode works more correctly on the X axis using beams, which means that while when the camera rotates on the Y axis, the stereo is lost, but otherwise it is an ideal stereo.
News: 360 stereo and FullDome stereo path tracing completed.
Recently, I found a problem I encountered before when dealing with a project
When my camera is close to the object, the object will be weirdly distorted
In the past, I would try my best to avoid objects under the camera too close
But now I need to make my camera close to the object underneath
Is there any way or what parameters can be set?
Soory My English is not very good. Please forgive me for the bad explanation
Good afternoon, killmars!
I understand you. You are using 360 Usb 6 cam, try 360 use 1 cam, but it has limitations on 2048px. Write me an email to circumvent these restrictions.
Hi,
i experience some issue which seem to be related to the camera. Please have a look on this screen. You should know that issue probably some little parameter i don’t activate or disactivate .
As you can see the beams are cut. I don’t find where is coming from.
Thank yoiu for your already appreciated help