Hi guys sry to ask but I am learning unreal and could not find anything for this topic.
I come from 3ds max ( vray corona and arnold)
If I make an interior scene sometimes the camera needs to got out of the room to frame the shot right. So there is not a wall in the way I set in my camera the near and far clipping range.
Is there something like that in the unreal engine. I found the near clipping range in the gerneral settings but thats more that a character clips not into walls. As mentioned I am new and maybe I dont do it the right way but can you help me if there is a option like that in unreal.
Hi thank you for your fast help but I am a total biginner when it comes to blue prints. maybe you can help me again.
So I crate a new blueprint class → there i choose cinecamera actor - that gets me to the blueprint right ? Here there I see all the details and if I understand correct I need to ad a new detail so I go in the construction script graph and there I can find the cliping planes the nodes are now in the graph but how do i make them show up in the details. I think I am asking stupid stuff sry.
I think it would have to posess a controller… for the keys to work? Im not sure. You would have to make a BP actor class with a cinema camera actor attached I think (unless you C++ as the engine one is), but again Im not sure, I ve only worked with characters. I tried setting it in event graph on the Third person char but It wouldn’t change, it may have to be a overiden setting… Hopefully someone with more exp comes along and clears things up
You could go about it several ways, from your background and how you phrased the question I’m guessing you just wanted to show off your interior in a render perhaps?
If so the easiest way given your background would to use a level sequence and key the channels you want there?
If you are unfamiliar with them I think they are fairly straight forward:
I desperately need to animate the near/far clip plane on my sequencer but it’s not showing any change through the ortho clip plane in Camera component under CineCamera Actor. Have anyone found out the solution?
If I have to set up clip plane under the blueprint to have a setting visibly appear on my camera, then how do I start approach it as there is no simple guideline I found anywhere in the internet for these specific nodes.
Did you ever get an answer? (seems like at least not here…) I have the same problem. I really can’t understand why cinematic cameras have no far clipping value. Such a basic thing but utterly needed for complex cinematic renderings. Even when there’s no way to assign objects as alpha channel occluders. Best example here is Saturn and its rings. Almost impossible to render out correct passes from Unreal without either close and far clipping mode or proper alpha channel operators like occluders, visible etc.