Hi!
I recently released an additional product Camera Render Studio. which is licensed but not available on the Fab website. But you can download the demo and check it out, there is a cylindrical projection and all projections in general.
This way you can check if the projections are suitable for your scene at all.
I am trying to render a dome master but am encountering a weird shadow at the bottom of the frame. Do you know what is causing this and how to fix it? I have checked the Use Mask for Seams option.
I am sorry to bug, but I was wondering if you could tell me what this issue is? I have to have a render out very soon and this issue with the shadows keeps cropping up when using the Full Dome render type. Please help!
I am trying to render a short VR180 stereo test using Camera360v3 in Movie Render Queue but no frames are created.
Setup:
Unreal Engine: UE 5.7
Projection Type: VR180
Stereo: enabled
Stitching Type: Top Bottom
One Task Solution: enabled
Start from Task: 1
Output format: JPG Sequence 8-bit
Camera360v3_PASS_MRQ: enabled
Deferred Rendering: enabled
Sequence frame rate: 60 fps
MRQ output frame rate: 60 fps
Spatial Sample Count: 1
Temporal Sample Count: 1
Only one camera in Camera Cuts
Test frame range: 13000–13180, also tested with just 13000–13002
The render appears to start and creates task/temporary folders, but no final JPGs are created in FinishTaskOutput.
The error message I see is:
“Not all frames were fully submitted by the time rendering was being torn down! Frames will be missing from output!”
It flashes briefly at the end of the render. The main Unreal log does not seem to capture much useful detail, possibly because MRQ launches a separate render process.
Hello,
I wanted to ask specifically about Depth and status of Object IDs with Camera360v3.
Since you recommend using only Camera360v3_RenderPass and not DeferredRender, does Camera360v3 support (or is there any workaround for): Deferred Rendering → Additional Post Process Materials → MovieRenderQueue_WorldDepth
What is the current status of Object IDs (Additional renderer passes plugin), since there was a plan to add support for it.
If yes, what is the correct setup for them with Camera360v3? do they work with EXR output?
Unfortunately, there is no way to make an object ID for Camera 360 v3. There is a different code structure that does not allow you to achieve the desired result.
Object ID is supported in the new Camera Render Studio product
Unfortunately, there is no preview mode in Camera360v3.
The Camera360v2 preview mode is from Camera360v1, it is based on the rendering of SceneCapture2d.
In CameraRenderStudio, the preview works in a different way, and it uses the exact view of the CineCameraActor.
Hello, I would like to ask how to achieve the effect of the picture. Why is it that when I use fulldome, the outer ring of the rendered effect is not black
We are integrating this plugin into our studio rendering pipeline. We’ve had success rendering out of the editor and are currently trying to render from command-line and not having success.
Relevant docs on running MRQ from command line:
We do not get frames when executing on command line. I suspect this may be due to the Camera360 plugin being defined as an “Editor” plugin as seen in the .uplugin and running command line Unreal counts as “Runtime”.
Does the Camera360 plugin support rendering via command line and we’re just missing something? Or if it currently doesn’t, is that something that could be updated?
It’s important that we be able to do this so we can use our render farm to meet needs of larger projects.
Simply changing the uplugin by hand to update the Camera360v3 module to “Runtime” type ends in a crash:
Hi Alex,
Thank you for the detailed report.
Yes, the crash is related to the legacy Camera360v3 architecture. Camera360v3 uses an Editor/PIE-based MRQ workflow, so simply changing the plugin module from Editor to Runtime is not enough for command-line/render-farm execution.
For this type of workflow, I would recommend testing our newer product, Camera Render Studio. It has a newer architecture with both Runtime and Editor support and is intended for more advanced production pipelines.
We can provide you with a Camera Render Studio Demo so you can test it directly with your existing command-line and render-farm setup before making any decision.
If you are interested, please let me know which Unreal Engine version you are currently using, and we can provide the appropriate demo version.
Unfortunate that this Camera 360v3 plugin only supports in-editor as that will not fulfill our studio needs. We also found that the render times were too costly with the process of rendering a large number of camera views and then performing an image stitch.
Would you be willing to formally approve a refund request for current commercial purchase of Camera360v3 on Fab? If so, please reach out to zed-licensing@zoicstudios.com.
I sent the request to the specified email address.
I also want to clarify, if you have purchased a professional license, then in fact Camera Render Studio is provided on request and it comes as a bonus.
I published this information for the Camera360v3 plugin in the description. Please send me an email Lenina62-ivan@mail.ru or support@elizarovtools.com , I need information about the order.