[SUPPORT][RELEASE]CAMERA 360 v3.

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 recomended check https://elizarovtools.com
https://youtu.be/j1b41YTUX4U?si=bKOdKk_Yh_WJrgxc
and download demo Camera Render Studio
https://www.youtube.com/watch?v=HGGyP_8zgTo

Hi there,

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.

Here are my settings:

Projection Type: Full Dome

Use Mask for Seams: On

Output X: 4096

Output Y: 4096

Full Dome FOV: 270


Anti-aliasing

Spatial Sample Count: 1

Temporal Sample Count: 8

Override Anti Aliasing: On

Anti Aliasing Method: None

I have also removed the deferred rendering option.

Any help would be greatly appreciated.

Hi Ivan,

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!

Hi Ivan,

We’ve been having issues with the 360camera in Mono. We keep getting the boxing seams in the 360 panorama. How can we fix this?

Thank you for your help!

Hi!
This Vignette.
You need add Post Process to scene.

image

Hi, I have the same question, have you solved it?

Hi!
Please check, if you using Underwater

Hi Ivan,

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.

Thank you.

Hi!
pLease check this recommendation:

Recomendation 5. Not render frames and not see final output frames.

  1. Please not using (Project_dir) , try using any folders
  2. Please check , you need only Camera360v3_RenderPass (and not using DefferedRender)
  3. Minimum for start and stitch, you need using 5 frames. 3 frames for start.
  4. Add AA, example - Spatial count 1, temporal 8, override - none
  5. Please using CineCamera.

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?

Hi!

Hi!

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

If you have any questions, please contact me Lenina62-ivan@mail.ru