Camera 360 - camera system for video and screenshot (360, Stereo, Mono and 2D).
Video and Screenshot Camera 360, 2D, 180, 3D (stereo mode) + rotation and more!
Rendering video and screenshot in Mono or Stereo mode for 2D, 180 and 360.
Link Marketplace: https://unrealengine.com/marketplace/en-US/camera
Added the ability to sequence in two ways.
1. With HighResShot system. Recording begins after the start of the game (png sequence).
2. With Matinee and Sequencer systems(jpg, png).
Example: Example Video, Mono and Stereo Image ,
YouTube:
Youtube 360 8k 3d №1 (Render target texture 4096 px)
Youtube 360 8k 3d №2 (Render target texture 4096 px)
Youtube 360 4k Mono №1 60 fps (Render target texture 4096 px)
Youtube 360 4k Mono №2 30 fps (Render target texture 2048 px)
Post Processing + No ScreenSpaceReflection
Post Processing + ScreenSpaceReflection
Update 1.1.
Added 180 video mono and stereo mode: youtube https://youtu.be/2kPHQzMHs8U
Corrected 2D stereo mode to SideBySide: https://youtu.be/ZtGj3HhO87Y
Update 1.12
Preview: https://youtu.be/AYi4-eV7D_8
1. Added activate Camera value? Allows you to activate the camera without writing code in Level blueprints.
2. Added the ability to change the aspect ratio 2:1 .
Now images can be formed in 2:1 resolution , example 4096x2048. This will allow You to immediately add images for post production.
3. HiresShotSystem. Screenshots can be saved to any folder, and the name of the images can be changed.
4. If You set the screen mode to 2:1, You must specify dimensions for example 4096x2048 , if you specify 4096x3840 when rendering via Sequencer , a red zone will appear that indicates that the dimensions are incorrect. Let's call it size debugging.
Update 1.13. added 2 actors. camera_point_2d and camera2d_rec
Link forum.
Update 1.13 fix 3.
Added the ability to use RayTracing using camera360.
Now You can get the final image in the usual way. All you need to do is activate the Raytracing value.
This mode allows a lower load on the video memory. I think this can solve the problem of artifacts on weak systems, You can also try to activate this function.
More information: Link forum
Youtube prewiev update 1.13 fix 3.
Don't forget that you need a strong graphics card for rendering. Videos are recorded on GTX 1060 6gb or RTX 2080 ti.
When recording a sequence, if the video card is weak, artifacts may appear due to lack of memory.
Number of Blueprints: 5
Number of Meshes: 10
Structure: 1
Features:
Documentation:
Preview System
Tutorial 1. Sequencer system in Unreal engine.
https://youtu.be/HXADxhSp0To
Tutorial 2. HighResShot system in Unreal Engine.
https://youtu.be/J7uEiOhkH8o
Tutorial 3. Working with Adobe Premiere Pro.
Tutorial Adobe premiere №3
Tutorial4.. Quick setup Camera_Point_2D (experimental mode)
Tutorial5. Quick setup ShowDown scene in dxr. (experimental mode)
Tutorial6. DXR in Camera_Rec_360.
100% Not working (Artifacts appear):
Maximal Resolution
Sequencer Editor: 7640x7640
RenderTarget Texture: 2048
RenderTarget Texture: 2048, but from version 4.18, you can change the resolution of the render target Textures at higher resolutions (4096 and more).
HighResShot System - not limit px for sequence and screenshot. However, if you specify a very large size, the application may crash.
Recommended recording 360 using the sequence image (jpg, png). This is enough for 4K, 8k video.
Video and Screenshot Camera 360, 2D, 180, 3D (stereo mode) + rotation and more!
Rendering video and screenshot in Mono or Stereo mode for 2D, 180 and 360.
Link Marketplace: https://unrealengine.com/marketplace/en-US/camera
Added the ability to sequence in two ways.
1. With HighResShot system. Recording begins after the start of the game (png sequence).
2. With Matinee and Sequencer systems(jpg, png).
Example: Example Video, Mono and Stereo Image ,
YouTube:
Youtube 360 8k 3d №1 (Render target texture 4096 px)
Youtube 360 8k 3d №2 (Render target texture 4096 px)
Youtube 360 4k Mono №1 60 fps (Render target texture 4096 px)
Youtube 360 4k Mono №2 30 fps (Render target texture 2048 px)
Post Processing + No ScreenSpaceReflection
Post Processing + ScreenSpaceReflection
Update 1.1.
Added 180 video mono and stereo mode: youtube https://youtu.be/2kPHQzMHs8U
Corrected 2D stereo mode to SideBySide: https://youtu.be/ZtGj3HhO87Y
Update 1.12
Preview: https://youtu.be/AYi4-eV7D_8
1. Added activate Camera value? Allows you to activate the camera without writing code in Level blueprints.
2. Added the ability to change the aspect ratio 2:1 .
Now images can be formed in 2:1 resolution , example 4096x2048. This will allow You to immediately add images for post production.
3. HiresShotSystem. Screenshots can be saved to any folder, and the name of the images can be changed.
4. If You set the screen mode to 2:1, You must specify dimensions for example 4096x2048 , if you specify 4096x3840 when rendering via Sequencer , a red zone will appear that indicates that the dimensions are incorrect. Let's call it size debugging.
Update 1.13. added 2 actors. camera_point_2d and camera2d_rec
Link forum.
Update 1.13 fix 3.
Added the ability to use RayTracing using camera360.
Now You can get the final image in the usual way. All you need to do is activate the Raytracing value.
This mode allows a lower load on the video memory. I think this can solve the problem of artifacts on weak systems, You can also try to activate this function.
More information: Link forum
Youtube prewiev update 1.13 fix 3.
Don't forget that you need a strong graphics card for rendering. Videos are recorded on GTX 1060 6gb or RTX 2080 ti.
When recording a sequence, if the video card is weak, artifacts may appear due to lack of memory.
Number of Blueprints: 5
Number of Meshes: 10
Structure: 1
Features:
- Rotations
- ScreenShot (Key M)
- Video recording mode (Sequencer, Matine, HighResShot)
- Mono 2d, 180, 360
- Stereo (2d, 180, 360)
- Setup is very simple
- Image Format Sequencer and Matine (png, jpg, bmp)
- HighResShot system (png)
- Look AT and Follow camera
- Spline path
- Target camera
Documentation:
Preview System
Tutorial 1. Sequencer system in Unreal engine.
https://youtu.be/HXADxhSp0To
Tutorial 2. HighResShot system in Unreal Engine.
https://youtu.be/J7uEiOhkH8o
Tutorial 3. Working with Adobe Premiere Pro.
Tutorial Adobe premiere №3
Tutorial4.. Quick setup Camera_Point_2D (experimental mode)
Tutorial5. Quick setup ShowDown scene in dxr. (experimental mode)
Tutorial6. DXR in Camera_Rec_360.
Important/Additional Notes:
Some Post processing does not work, artifacts appear in the form of seams.
Some Post processing does not work, artifacts appear in the form of seams.
100% Not working (Artifacts appear):
- AtmosphericFog;
- ScreenSpace Reflection;
- Post process Vignette.
- Exponential height fog (artifacts in frames may be observed due to load)
- Post Process Bloom (The seam is difficult to see, but when you turn on bloom, it may appear from behind.
This does not interfere, but if You need to remove it, just change the value of bloom).
- Stereo mode 360-when rotated 180 degrees, the image looks inverted. It seems the Left eye and right are swapped, as this is a recorded video.
I will try, if possible, to fix it in updates. - Unreal Engine 4.22. When raytracing mode is activated Raytracing Global illumination the plugin works, but very very slowly. A request was made to answerhub in the bug report of the engine. https://answers.unrealengine.com/que...0113/view.html . In the future, a new mode for working with ray tracing may be added.
Received a response from the developers:
This is something that is expected. Since the scene capture is running ray tracing on a resolution dictated by the render target, scaling it up and down will have an immediate impact on performance. it is directly proportional to the number of pixels, so a change in texture resolution from 1024x1024 -> 2048x2048 will cause the ray tracing passes to increase 4X. RTGI in its current implementation is slow and very expensive. Keep in mind Ray Tracing is under active development so things may change as improvements are implemented with each engine verison.
1. Added experimental mode for DXR.
2. Added new mode for DXR update 1.13 fix 3. - Custom Render, EXR, not working used RenderTargetTexture2D. I'm trying to implement the option of additional rendering with custom render support, but I can't say when it will be done.
Maximal Resolution
Sequencer Editor: 7640x7640
RenderTarget Texture: 2048
RenderTarget Texture: 2048, but from version 4.18, you can change the resolution of the render target Textures at higher resolutions (4096 and more).
HighResShot System - not limit px for sequence and screenshot. However, if you specify a very large size, the application may crash.
Recommended recording 360 using the sequence image (jpg, png). This is enough for 4K, 8k video.
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