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    #31
    Originally posted by reedandrader View Post
    It definitely seems to be a resolution based problem with the video memory. Out of sequencer 4096x4096 resolution for Mono capture has NO artifacts but 7680x7680 has many every couple frames.

    Can you explain what "manual capture" is in your list. I see the check box but do not understand the method to activate and use it.

    This is a clean project on a brand new computer.

    Thanks.


    For sequencer: Try to make a resolution 6000 px ? And put render target 3000 or 4096 px . The quality will be as 8k. Will there be artifacts?

    Method recording #2: Manual Rec mode.
    You need
    1. Select actor camera 360 Rec.
    2. choose the size of the image.
    3. Tick Screen Shot Rec
    4. Specify a frame rate of 30 or 60 frames.
    5. Specify the number of frames, for example 30 frames.

    When you press the start button, the system will automatically start recording.

    In this mode, you can only record in PNG format at any resolution without restrictions.

    The files are saved to the path : name project/saved/screenshots/Windows/

    Tutorial https://www.youtube.com/watch?v=D4G5y_kOkkA&t=104s 4 min 55 sec.

    There is another solution. You can try to make a manual method in the Packed project.
    But be sure to check the entry and the number of frames.
    I've heard that in game mode it consumes less computer resources than in editor mode.
    Last edited by ElizzaRF; 04-12-2019, 03:08 PM.

    Comment


      #32
      Can you create a new project and remove atmospheric fog and exponential height fog and test the scene through a sequencer in 8k?
      And update the drivers for your graphics card.

      Comment


        #33
        Originally posted by ElizzaRF View Post

        Hi!
        Try using any video editor to slow down the video file, for example, 10 times slower.

        Then try rendering and see the result.

        The problem is Unreal Engine 4, in real time mode video files play correctly, but if in delayed frame rendering mode, then the video file remains unchanged, because of this video file plays very fast.
        Hi Elizza, thanks for your quick response.
        i’ve found a manual trick just setting a rate function (with 0.01 value) to my media player in level blueprint and it seems to be working well.
        The problem is that value should be different depending on recording frame rate, but for now this is a quick solution.

        Comment


          #34
          Originally posted by diegoramirez View Post

          Hi Elizza, thanks for your quick response.
          i’ve found a manual trick just setting a rate function (with 0.01 value) to my media player in level blueprint and it seems to be working well.
          The problem is that value should be different depending on recording frame rate, but for now this is a quick solution.
          You're right! Thank you for the decision, I think it can be useful for those who will have the same question =)! It's really much faster

          Comment


            #35
            Update 1.11 Small changes.
            1. Fixed scene captured 2d size from 1 to 0.0001 for version 4.22.

            Comment


              #36
              Thank you very much Suk Young Choi, helped to find another post processing, from which appeared seam.
              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.

              Decision. To put the postprocess bloom=0.

              Click image for larger version

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              Comment


                #37
                Small note.
                If You notice that the image is blurred when moving.

                Click image for larger version

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                View lesson https://www.youtube.com/watch?v=D4G5y_kOkkA 1 min 30 sec.
                You need Project settings => Rendering => Anti Aliasing method = TemporalAA to MSAA.
                The picture will be clear.

                Click image for larger version

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                Comment


                  #38
                  News 02/05/2019.
                  Added new tutorial image sequence editing in Adobe premiere.
                  Work with 360 image sequence with adobe premiere. As a result, you get a video file that contains 360 meta tags. Final video can already be published on youtube, or viewed in a 360 video player.
                  https://youtu.be/1UKh0bXI8GI

                  Comment


                    #39
                    Hello

                    I'm making an app in unreal engine for oculus go where you view 360 stereoscopic images and I've got the materials working whereby the image is split to each eye and give the stereoscopic effect but my issue is the images look really blurred and low resolution. Even at 4096 x 4096 I can see some anti - aliasing issues around the objects in the images but at 2048 x 2048 it is especially bad and that's the bulk of the images that I have.

                    Please help

                    Comment


                      #40
                      Originally posted by Chisomo View Post
                      Hello

                      I'm making an app in unreal engine for oculus go where you view 360 stereoscopic images and I've got the materials working whereby the image is split to each eye and give the stereoscopic effect but my issue is the images look really blurred and low resolution. Even at 4096 x 4096 I can see some anti - aliasing issues around the objects in the images but at 2048 x 2048 it is especially bad and that's the bulk of the images that I have.

                      Please help
                      Hi!
                      You have the opportunity to provide me with a test scene, or an example of how your images look after the split?

                      1. Try changing the smoothing method? Try different options.
                      https://forums.unrealengine.com/unre...54#post1613354
                      You need Project settings => Rendering => Anti Aliasing method

                      2. Maybe change the screen percentage to 100 to 200, in the post process area?
                      This will change the display of pixels in your helmet to a higher resolution.

                      3. Tutorial https://www.youtube.com/watch?v=D4G5y_kOkkA&t=104s 1 min 55 sec.
                      You will be able to take a screenshot 360 of the image without restrictions, but attention, the application may issue a memory shortage error if you make a very large resolution.
                      When you press M in game- screenshot 360.
                      The files are saved to the path : name project/saved/screenshots/Windows/

                      4. Have you changed all render target texture 2048x2048 to 4096x4096 > ? you can increase even more of this resolution.
                      The path where you store the render target texture.
                      Camera 360/textures/ 12 textures.


                      Click image for larger version  Name:	Render_Target_Textures.jpg Views:	1 Size:	185.4 KB ID:	1614688

                      5. Can you send me the final images?
                      I don't quite understand. You have done a 360 image preview inside Oculus Go. Right? Video Player to display 360 images, I understand correctly?

                      Example 360 Stereo Top Bottom picture:
                      Picture 1. RenderTargetTexture 4096x4096 px. Anti Alising: FXAA. Size 7680x7680 px.
                      Picture 2. RenderTargetTexture 4096x4096 px. Anti Alising: MSAA. Size 7680x7680 px.
                      Picture 3. RenderTargetTexture 4096x4096 px. Anti Alising: TemporalAA. Size 7680x7680 px. Moving camera.
                      Picture 4. RenderTargetTexture 4096x4096 px. Anti Alising: TemporalAA. Size 7680x7680 px. Not moving camera. Stay,
                      Last edited by ElizzaRF; 05-02-2019, 12:57 PM.

                      Comment


                        #41
                        Originally posted by ElizzaRF View Post

                        Hi!
                        You have the opportunity to provide me with a test scene, or an example of how your images look after the split?

                        1. Try changing the smoothing method? Try different options.
                        https://forums.unrealengine.com/unre...54#post1613354
                        You need Project settings => Rendering => Anti Aliasing method

                        2. Maybe change the screen percentage to 100 to 200, in the post process area?
                        This will change the display of pixels in your helmet to a higher resolution.

                        3. Tutorial https://www.youtube.com/watch?v=D4G5y_kOkkA&t=104s 1 min 55 sec.
                        You will be able to take a screenshot 360 of the image without restrictions, but attention, the application may issue a memory shortage error if you make a very large resolution.
                        When you press M in game- screenshot 360.
                        The files are saved to the path : name project/saved/screenshots/Windows/

                        4. Have you changed all render target texture 2048x2048 to 4096x4096 > ? you can increase even more of this resolution.
                        The path where you store the render target texture.
                        Camera 360/textures/ 12 textures.


                        Click image for larger version Name:	Render_Target_Textures.jpg Views:	1 Size:	185.4 KB ID:	1614688

                        5. Can you send me the final images?
                        I don't quite understand. You have done a 360 image preview inside Oculus Go. Right? Video Player to display 360 images, I understand correctly?

                        Example 360 Stereo Top Bottom picture:
                        Picture 1. RenderTargetTexture 4096x4096 px. Anti Alising: FXAA. Size 7680x7680 px.
                        Picture 2. RenderTargetTexture 4096x4096 px. Anti Alising: MSAA. Size 7680x7680 px.
                        Picture 3. RenderTargetTexture 4096x4096 px. Anti Alising: TemporalAA. Size 7680x7680 px. Moving camera.
                        Picture 4. RenderTargetTexture 4096x4096 px. Anti Alising: TemporalAA. Size 7680x7680 px. Not moving camera. Stay,


                        Thanks for quick reply, I'm not trying to capture 360 stereoscopic images and videos, I'm trying to only view them within a scene

                        Comment


                          #42
                          Originally posted by Chisomo View Post



                          Thanks for quick reply, I'm not trying to capture 360 stereoscopic images and videos, I'm trying to only view them within a scene
                          Hi! I'm always happy to help. You mean the real-time preview?
                          For example, as in these plugins ?
                          https://www.unrealengine.com/marketp...multiviews4ue4
                          https://www.unrealengine.com/marketp...g/ilocalplayer

                          The system was originally designed to capture. Of course, you can try using it for viewing, but I can't say for sure if it's suitable for your purposes.
                          Camera 360 Real-time system testing. In future updates, I'm thinking of adding a photo-mode, but in fact the camera can be attached to any character and made to view in real time. But it can be expensive for fps for 360 stereo mode.
                          https://youtu.be/4Lj0FgiUGHE


                          If You need, I can tell you how to add some code to make this possible.
                          Sorry if I misunderstood you, you can record a video, what do you want to do? So I could see.
                          ​​​​​
                          Last edited by ElizzaRF; 05-04-2019, 01:25 AM.

                          Comment


                            #43
                            Originally posted by ElizzaRF View Post

                            Hi! I'm always happy to help. You mean the real-time preview?
                            For example, as in these plugins ?
                            https://www.unrealengine.com/marketp...multiviews4ue4
                            https://www.unrealengine.com/marketp...g/ilocalplayer

                            The system was originally designed to capture. Of course, you can try using it for viewing, but I can't say for sure if it's suitable for your purposes.
                            Camera 360 Real-time system testing. In future updates, I'm thinking of adding a photo-mode, but in fact the camera can be attached to any character and made to view in real time. But it can be expensive for fps for 360 stereo mode.
                            https://youtu.be/4Lj0FgiUGHE


                            If You need, I can tell you how to add some code to make this possible.
                            Sorry if I misunderstood you, you can record a video, what do you want to do? So I could see.
                            ​​​​​
                            Hello

                            I am basically trying to create a stereoscopic image and video viewer in unreal engine for Oculus go. I got the images working but the videos look distorted. I created a sphere and inverted it then applied a material that splits a top down stereoscopic video to create a stereoscopic effect. Here is my material so far:

                            Comment


                              #44
                              Originally posted by Chisomo View Post

                              Hello

                              I am basically trying to create a stereoscopic image and video viewer in unreal engine for Oculus go. I got the images working but the videos look distorted. I created a sphere and inverted it then applied a material that splits a top down stereoscopic video to create a stereoscopic effect. Here is my material so far:
                              I understand you, you need a 360 video player and the ability to view images for Oculus Go in Unreal Engine 4.
                              Unfortunately, my codes are not intended for viewing videos and images, there is only the ability to capture 360 videos and take pictures in different modes.

                              Unfortunately, support is only available for plugins and is provided only within this plugin.

                              On account of the video, hmm. Distorted video?
                              I think I understand you. Now I will write you a possible solution for you, so that the video does not seem distorted.

                              1. The aspect ratio of the video is adjusted in any video editor. Did you watch our lesson on how to make 360 videos? https://www.youtube.com/watch?v=1UKh0bXI8GI&t=119s

                              2. You can also change the look of the plane. Try adding this code to Actor Camera 360 -> function 360 Mono Left Projection.
                              Rendering will change. This was, for example, 4096x4096, you will need to render video 4096x2048, 8092x4096.

                              After rendering, a small image adjustment is always required according to the aspect ratio in the drawing or video editors.

                              Click image for larger version  Name:	Projection.jpg Views:	1 Size:	289.6 KB ID:	1616116
                              Last edited by ElizzaRF; 05-06-2019, 01:43 PM.

                              Comment


                                #45
                                Originally posted by ElizzaRF View Post

                                I understand you, you need a 360 video player and the ability to view images for Oculus Go in Unreal Engine 4.
                                Unfortunately, my codes are not intended for viewing videos and images, there is only the ability to capture 360 videos and take pictures in different modes.

                                Unfortunately, support is only available for plugins and is provided only within this plugin.

                                On account of the video, hmm. Distorted video?
                                I think I understand you. Now I will write you a possible solution for you, so that the video does not seem distorted.

                                1. The aspect ratio of the video is adjusted in any video editor. Did you watch our lesson on how to make 360 videos? https://www.youtube.com/watch?v=1UKh0bXI8GI&t=119s

                                2. You can also change the look of the plane. Try adding this code to Actor Camera 360 -> function 360 Mono Left Projection.
                                Rendering will change. This was, for example, 4096x4096, you will need to render video 4096x2048, 8092x4096.

                                After rendering, a small image adjustment is always required according to the aspect ratio in the drawing or video editors.

                                Click image for larger version Name:	Projection.jpg Views:	1 Size:	289.6 KB ID:	1616116
                                Thank you for the feedback, I will try your suggestions, if you find a way to play 360 video without loss of quality please let me know

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