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    #76
    I got side tracked for a second and now am back on this and your video did not clear it up for me - I cant see anywhere where you render out of Sequencer . i see you set it up but never pick the directory you are rendering it to and actually renderings it . If i set up a Sequencer as normal nothing happens . Also where am I naming it - in the Sequencer output window ? where is it getting the frame range from ? Also in the Screen shot system area why cannot you not just pick a directory instead of typing it in - its a little ridiculous you cannot just click a directoy that you have to type it in especially if you have long directories in multiple drives .
    I would really like a step by step setup for Sequencer - Do i render out as I do when I normally render out a Sequence or do I have to hit play then hit play in Sequencer ?? Its kinda confusing

    Comment


      #77
      Originally posted by Arcane View Post
      I got side tracked for a second and now am back on this and your video did not clear it up for me - I cant see anywhere where you render out of Sequencer . i see you set it up but never pick the directory you are rendering it to and actually renderings it . If i set up a Sequencer as normal nothing happens . Also where am I naming it - in the Sequencer output window ? where is it getting the frame range from ? Also in the Screen shot system area why cannot you not just pick a directory instead of typing it in - its a little ridiculous you cannot just click a directoy that you have to type it in especially if you have long directories in multiple drives .
      I would really like a step by step setup for Sequencer - Do i render out as I do when I normally render out a Sequence or do I have to hit play then hit play in Sequencer ?? Its kinda confusing
      Today I will add a video tutorial with the sequencer system unreal engine . I'll try to explain. I will try to write down all the steps in more detail.

      News 06/18/2019. Added tutorials.

      Tutorial 1. Sequencer system in Unreal engine.
      https://youtu.be/HXADxhSp0To

      Tutorial 2. HighResShot system in Unreal Engine.
      https://youtu.be/J7uEiOhkH8o
      Last edited by ElizzaRF; 06-18-2019, 02:10 AM.

      Comment


        #78
        Originally posted by Normal Studio View Post
        I see the render camera 360 plane in my render. what s the problem?
        Good day!
        Can you take a screenshot and show what's stopping You?
        If You mean the red square.
        https://forums.unrealengine.com/unre...14#post1619814
        Last edited by ElizzaRF; 06-19-2019, 01:14 AM.

        Comment


          #79
          hi~~
          Sorry . i can't speak english....

          I bought it today.
          I'm testing it. UE version 4.22

          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          Q1. my project sequencer camera not work .
          When you press the play button, you will not react in the viewport.
          Maybe it's because I don't know how to use it well.

          my youtube link upload
          https://youtu.be/mduXcHqVk7E



          Q.2 screen shot system render missing frame??
          Click image for larger version  Name:	20190619_181547.png Views:	1 Size:	25.5 KB ID:	1632943
          The result is a different angle.
          Click image for larger version  Name:	20190619_183953.jpg Views:	1 Size:	222.5 KB ID:	1632948


          Q3. Can you hide the Sphere?
          Click image for larger version  Name:	20190619_162428.jpg Views:	1 Size:	161.2 KB ID:	1632949
          Last edited by yhsgoon; 06-19-2019, 05:48 AM.

          Comment


            #80
            Originally posted by yhsgoon View Post
            hi~~
            Sorry . i can't speak english....

            I bought it today.
            I'm testing it. UE version 4.22

            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

            Q1. my project sequencer camera not work .
            When you press the play button, you will not react in the viewport.
            Maybe it's because I don't know how to use it well.

            my youtube link upload
            https://youtu.be/mduXcHqVk7E



            Q.2 screen shot system render missing frame??
            Click image for larger version Name:	20190619_181547.png Views:	1 Size:	25.5 KB ID:	1632943
            The result is a different angle.
            Click image for larger version Name:	20190619_183953.jpg Views:	1 Size:	222.5 KB ID:	1632948


            Q3. Can you hide the Sphere?
            Click image for larger version Name:	20190619_162428.jpg Views:	1 Size:	161.2 KB ID:	1632949
            Hi , yhsgoon!
            I watched the video. You have activated Shot, which takes over the entire record.
            You need to make sure your camera in the scene is not active.
            And then the 360 camera will take over the rendering.
            I'm going to record a video and show you.

            1. You need to disable Shot, as all rendering it takes;
            Or add camera_rec_360 to the Sequencer and make it the main one.
            In any case, point takes all the movement from the camera.

            2. This Sphere, this Player, try to move Player Start down the scene. If You remove PlayerStart, then the sphere will appear where you are. Watch the video.
            Please see https://youtu.be/R6x5KKeg2VM

            3. HighResShot is an additional frame recording mode, it takes a series of screenshots.
            https://youtu.be/J7uEiOhkH8o
            Last edited by ElizzaRF; 06-19-2019, 10:54 AM.

            Comment


              #81
              News 06/19/2019:
              My friends, Video Player 360 plugin was released today.
              Forum: https://forums.unrealengine.com/unre...180-360-stereo
              Marketplace: https://unrealengine.com/marketplace...180-360-stereo
              Click image for larger version

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              Comment


                #82
                News 06/20/2019:
                Added new Update 1.13 for Camera360.

                Tutorial4.. Quick setup Camera_Point_2D
                Tutorial5. Quick setup ShowDown scene in dxr.

                1. Added two new actors.
                Camera_point_2D and camera2D_Rec.

                Camera_point_2D is the camera used to render 6 cameras.

                Camera2D_Rec is a screen, thanks to it all the final images will be provided for rendering in 360.

                This mode is experimental, with its help You can render Raytracing (DXR), just when rendering it uses a conventional camera using HighResShot system.
                This mode is slower than the others because it takes 6 frames separately.
                You must also correctly adjust the delay between frames and the delay between the next frame.
                Also the resolution in pixels is very high, even 2048x2048px.

                Note:
                1. Rendering is only possible for 360 photos (not 180, not stereo).
                2. Since the camera is only one, camera rotate 360 degree and rendered 6 single frames.
                For example You have a scene of 3000 frames (It will render 3000*6 = 18000 frames).
                The process is slow. Takes up a lot of hard disk space. It was invented for DXR rendering (https://youtu.be/jAy2y-onkKI ) , it is also well suited for weak systems.
                3. Unfortunately, artifacts may appear in the final rendering of 360, as IMG Media Source is used to sequence 6 cameras. This can put a lot of strain on the graphics card.
                4. Rendering with IMG Source is only available with unreal Engine 4.20 and later. IMG Source documentation link.
                5. The system work only through HighResShot.
                6. If the number of frames does not match the number of animation frames, increase the delay of the next frame (this is a pause).

                Do not forget to configure post-processing to eliminate the appearance of seams. Discussion on the first pages of the forum.

                Forum link 1: Vignete OFF, Bloom and more.

                The camera renders in this order. Positive X-Axis, Negative X-Axis, Positive Y-Axis, Negative Y-Axis, Positive Z-Axis, Negative Z-Axis:

                I keep looking for possible implementations of faster rendering for DXR and weaker machines.
                Last edited by ElizzaRF; 06-20-2019, 03:06 PM.

                Comment


                  #83
                  HI~
                  I solved the question with your answer.
                  Thank you very much.


                  I'm testing a lot with your plug-in.
                  I can't get a stereo in the basic sequencer rendering.
                  I bought your plug-in.
                  The style of my project is 2D stereo rendering.
                  At the same time, I was able to get images from the left and the right.

                  CPU= i7-7700
                  GPU = GTX1070
                  My Test Option.
                  Anti-Aliasing Method = MSAA or TemporalAA
                  Render_Target = 4096



                  Q.1 What is the stereoscopic style of a stereo camera?
                  360_Stereo = Parallel?
                  2D_Stereo = Off axis? On Axis? Radial?
                  IPD options work well


                  Q.2 The original camera angle and plug-in rendering result are slightly different. Is FOV different?
                  Can't help it?



                  Q3. The first five frames are different angles.
                  I think there's a delay at first.
                  What is the problem?


                  Q4 I hope the quality of the original sequencer rendering results are similar.
                  Anti-aliasing is aching in MSAA
                  RenderTarget 4096 modified
                  Can we improve the quality?



                  my youtube upload link
                  https://youtu.be/DwgRxnrzsdI

                  Comment


                    #84
                    Originally posted by yhsgoon View Post
                    HI~
                    I solved the question with your answer.
                    Thank you very much.


                    I'm testing a lot with your plug-in.
                    I can't get a stereo in the basic sequencer rendering.
                    I bought your plug-in.
                    The style of my project is 2D stereo rendering.
                    At the same time, I was able to get images from the left and the right.

                    CPU= i7-7700
                    GPU = GTX1070
                    My Test Option.
                    Anti-Aliasing Method = MSAA or TemporalAA
                    Render_Target = 4096



                    Q.1 What is the stereoscopic style of a stereo camera?
                    360_Stereo = Parallel?
                    2D_Stereo = Off axis? On Axis? Radial?
                    IPD options work well


                    Q.2 The original camera angle and plug-in rendering result are slightly different. Is FOV different?
                    Can't help it?



                    Q3. The first five frames are different angles.
                    I think there's a delay at first.
                    What is the problem?


                    Q4 I hope the quality of the original sequencer rendering results are similar.
                    Anti-aliasing is aching in MSAA
                    RenderTarget 4096 modified
                    Can we improve the quality?



                    my youtube upload link
                    https://youtu.be/DwgRxnrzsdI
                    Hi!
                    Q1. 360 Stereo - Stereoscopic Over/Under (Top Bottom).

                    Click image for larger version  Name:	360_stereo_mode_top_bottom.jpg Views:	1 Size:	437.1 KB ID:	1633758

                    2D Stereo - Vertical stereo (Side by Side)
                    Click image for larger version  Name:	SideBySide.jpg Views:	1 Size:	310.1 KB ID:	1633759

                    Q2. Field of View
                    The field of view does not work through Camera_Rec_360.

                    You need to add camera_point_360 actor to the sequencer and select ScreenCaptureComponent-3 Left and SceneCaptureComponent-3 Right (this front view).
                    And select the field of view option.

                    Tutorial 6. Field of View for 2D stereo mode.

                    For other modes (360, 180), changing FOV is impossible, since they consist of more than two cameras, and if you start changing the field of view, the integrity of the picture will be incorrect.

                    Q3. Delay 1-3 frame.

                    A short delay of 0.2 is set to activate the camera . Sometimes there are times that the texture does not have time to prepare for this was made a small delay.
                    You can set the Realtime mode for 2D mode, it will not greatly affect the performance and there will be no delay.

                    Try

                    1. Check value Reltime in Editor?
                    Click image for larger version  Name:	camera_Point_360.jpg Views:	1 Size:	333.7 KB ID:	1633760
                    OR in code.
                    Open actor camera_rec_360 and Delay 0,2 to 0.
                    Click image for larger version  Name:	Delay_camera_actor_Rec_360.jpg Views:	1 Size:	295.6 KB ID:	1633761

                    Q4. Load in 2D mode is not very high, you can try to increase the value of RenderTargetTexture>?

                    I found a way to do anti-aliasing.

                    Try in the PostProcess - Lense - Depth of Field -> Chose method BokehDOF and value for Scale 0,0002

                    Click image for larger version

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                    RESULT:
                    Click image for larger version  Name:	image_167025.jpg Views:	1 Size:	95.7 KB ID:	1633762Click image for larger version  Name:	image_167024.jpg Views:	1 Size:	110.9 KB ID:	1633763Click image for larger version  Name:	image_167026.jpg Views:	1 Size:	95.7 KB ID:	1633764
                    Last edited by ElizzaRF; 06-21-2019, 03:57 AM.

                    Comment


                      #85
                      HI~
                      Thank you for answering four questions.
                      Thank you.


                      A1. I think I've misinterpreted this question.
                      I'm 3dsMax, Maya. I'm a rendering user of the 3D program.
                      What I am curious about is the three dimensionality of the camera.
                      Click image for larger version  Name:	20190621_180159.jpg Views:	1 Size:	168.9 KB ID:	1633793 Click image for larger version

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                      A2. I understand your answer.
                      FOV change GoodWork!!!!

                      A3. I understand your answer.
                      Check value Reltime in Editor GoodWork!!!

                      A4. I haven't seen any improvement in anti-aliasing quality.
                      BokehDOF and value for Scale 0,0002
                      Unfortunately, there hasn't been much change.

                      My Basic Tip.
                      postprocess- misc - Screen Percentage 100 -> 200
                      The quality of the lead is improved a lot.
                      But it's not perfect.
                      It will only improve a little.
                      (Render time is increased a little.)
                      Click image for larger version  Name:	20190621_180520.jpg Views:	1 Size:	341.3 KB ID:	1633794



                      I will continue to do many tests.
                      Your plug-in is very useful.

                      I hope you have a good weekend.~~~~~~~~~~~~~~~~
                      Last edited by yhsgoon; 06-24-2019, 10:15 PM.

                      Comment


                        #86
                        Originally posted by yhsgoon View Post
                        HI~
                        Thank you for answering four questions.
                        Thank you.


                        A1. I think I've misinterpreted this question.
                        I'm 3dsMax, Maya. I'm a rendering user of the 3D program.
                        What I am curious about is the three dimensionality of the camera.
                        Click image for larger version  Name:	20190621_180159.jpg Views:	1 Size:	168.9 KB ID:	1633793
                        A2. I understand your answer.
                        FOV change GoodWork!!!!

                        A3. I understand your answer.
                        Check value Reltime in Editor GoodWork!!!

                        A4. I haven't seen any improvement in anti-aliasing quality.
                        BokehDOF and value for Scale 0,0002
                        Unfortunately, there hasn't been much change.

                        My Basic Tip.
                        postprocess- misc - Screen Percentage 100 -> 200
                        The quality of the lead is improved a lot.
                        But it's not perfect.
                        It will only improve a little.
                        (Render time is increased a little.)
                        Click image for larger version  Name:	20190621_180520.jpg Views:	1 Size:	341.3 KB ID:	1633794



                        I will continue to do many tests.
                        Your plug-in is very useful.

                        I hope you have a good weekend.~~~~~~~~~~~~~~~~
                        Q1. Sorry, it's hard for me to understand.
                        What I see is IPD = 6.4 , the distance between the cameras from the center 3.2 each eye. This distance can be adjusted using the IPD.
                        Maybe there is more information about it to make it easier for me to understand =) Maybe a Wiki? video?
                        Or an example of video work with 3ds max, I will check.
                        Q2. Ok
                        Q3. Ok
                        Q4. Try increasing the value of Bokeh DOF, for example 0.0003 or much higher, as I have used a scene with objects at a long distance and the difference in your scene is not noticeable. ScreenPercentage it's good.
                        Just try to take a screenshot using the M button. It will be saved in the folder E:/RenderCamera360 or you can point your way.


                        I also wish you a good weekend =)) I hope camera 360 will help with your projects. Thanks
                        Last edited by ElizzaRF; 06-21-2019, 08:42 AM.

                        Comment


                          #87
                          HI~
                          How was your weekend?
                          There was an issue in my new test scene.


                          CPU = i7-7700
                          GPU = GTX1070

                          Your Plugin Version 1.13 Testing
                          Render type = only 2D stereo

                          I have an issue.

                          1. In some cases, the left and right images had different brightness.
                          ((bloom = 0. vinette = 0))
                          Should we turn off the Bloom on the 2D stereo?


                          2.As the rendering progresses, the image of the left and right sides of the car was broken.
                          Click image for larger version

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                          Click image for larger version

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                          3. It is uncomfortable because it is seen as full size for capturing sequencer starting from version 1.13.
                          I hope it is as small as the previous version when shown.

                          4. Can you explain about this option?
                          ((Smooth Camera =10 , Camera Smooth ?))



                          Youtube Link
                          https://youtu.be/D0xK0CmlDZo

                          Comment


                            #88
                            Originally posted by yhsgoon View Post
                            HI~
                            How was your weekend?
                            There was an issue in my new test scene.


                            CPU = i7-7700
                            GPU = GTX1070

                            Your Plugin Version 1.13 Testing
                            Render type = only 2D stereo

                            I have an issue.

                            1. In some cases, the left and right images had different brightness.
                            ((bloom = 0. vinette = 0))
                            Should we turn off the Bloom on the 2D stereo?


                            2.As the rendering progresses, the image of the left and right sides of the car was broken.
                            Click image for larger version  Name:	20190625_165446.jpg Views:	1 Size:	150.7 KB ID:	1635208Click image for larger version  Name:	20190625_165500.jpg Views:	1 Size:	162.4 KB ID:	1635209Click image for larger version  Name:	20190625_165622.jpg Views:	1 Size:	125.9 KB ID:	1635210

                            Click image for larger version  Name:	20190625_171647.jpg Views:	1 Size:	245.8 KB ID:	1635211

                            3. It is uncomfortable because it is seen as full size for capturing sequencer starting from version 1.13.
                            I hope it is as small as the previous version when shown.

                            4. Can you explain about this option?
                            ((Smooth Camera =10 , Camera Smooth ?))



                            Youtube Link
                            https://youtu.be/D0xK0CmlDZo
                            Hi!

                            Thank you, the weekend went very well with my family) I hope you have a good weekend too)

                            1. Can you show frames where you have different brightness?
                            Give me a scene?
                            If you have different brightness in the scene in separate eyes, set the Exposure value in PostProcess to manual values. Otherwise, if recording occurs, the brightness may be different if the values are automatic.


                            2. This looks like artifacts from a lack of video memory.
                            Try to reduce the load on the memory. There are several solutions to do this.
                            https://forums.unrealengine.com/unre...49#post1598649
                            It may also be necessary to disable And remove the atmospheric fog and exponential height fog.

                            3. I do not understand. Can you tell us more? Does the red cube bother you?
                            Or aspect ratio?
                            This can be changed by removing the tick aspect ratio of 2: 1
                            https://forums.unrealengine.com/unre...71#post1619171 Update 1.12 desctiprion.

                            In update 1.13, I added two new actors, Camera2D_Rec and Camera_Point_2d.
                            I also fixed the screenshots recording mode in Camera_Rec_360 so that the sequence of images corresponded to the frame rate.

                            4. Smoothing the camera makes camera turns smoother.
                            For example, in the roller coaster, there are sharp turns, and you can make them smoother.
                            Go to the Demo_example map, and see examples of smooth motion cameras. Point Spline+Target Zone.

                            Did the solution help you?
                            I'll check now, maybe I missed something
                            Last edited by ElizzaRF; 06-25-2019, 06:46 AM.

                            Comment


                              #89
                              So got it all working with Sequencer thank you for making in easier - the one final problem with that is you seem to have to kill the Cut Track layer - I thought i got it too work once with throwing your 360 camera into sequencer and making the cut track point to it and making sure your camera was active bu I couldnt reproduce . Its important to keep the cut track there so you can render the scene normally as well - i hate the cut track - i think its a complete waste of whatever the **** it does - it causes so many problems but until they get rid of it it would make it alot less confusing if your plugin worked with it - cuz otherwise i gotta duplicate the timeline and the second you make a change on one then what do you do - it makes it challenging when you are doing alot of different things and say working on a normal movie at the same time as a Dome Show or VR thing -
                              Also what could be cool is if the icon for the camera had lines radiating outward to show what views would be where in the scene - maybe color coded - so you could see what stuff is flowing thru the left or right views or the top etc - now you have to kinda guess - its hard o really know where the boundaries are .
                              Also can u explain the use cases for the 6 camera render ? and which would be the best to render for a Dome - I 'm using the 360 one at the moment .

                              thanks
                              Arcane

                              Comment


                                #90
                                Originally posted by Arcane View Post
                                So got it all working with Sequencer thank you for making in easier - the one final problem with that is you seem to have to kill the Cut Track layer - I thought i got it too work once with throwing your 360 camera into sequencer and making the cut track point to it and making sure your camera was active bu I couldnt reproduce . Its important to keep the cut track there so you can render the scene normally as well - i hate the cut track - i think its a complete waste of whatever the **** it does - it causes so many problems but until they get rid of it it would make it alot less confusing if your plugin worked with it - cuz otherwise i gotta duplicate the timeline and the second you make a change on one then what do you do - it makes it challenging when you are doing alot of different things and say working on a normal movie at the same time as a Dome Show or VR thing -
                                Also what could be cool is if the icon for the camera had lines radiating outward to show what views would be where in the scene - maybe color coded - so you could see what stuff is flowing thru the left or right views or the top etc - now you have to kinda guess - its hard o really know where the boundaries are .
                                Also can u explain the use cases for the 6 camera render ? and which would be the best to render for a Dome - I 'm using the 360 one at the moment .

                                thanks
                                Arcane
                                Good day!
                                1. Can you send me a scene with Cut Track Camera? I'll see what I can do to save Cut Track.

                                2. I think I understand what boundaries you are talking about, I will see what can be done.

                                3. Rendering view of the dome?
                                Example youtube: https://www.youtube.com
                                I need to think.

                                4. New mode Rendering 6 cameras.
                                https://forums.unrealengine.com/unre...35#post1633535

                                Tutorial https://youtu.be/6OiK2n6ZcSI

                                In each frame there is a pause, then the camera turns in 6 positions and makes 6 screenshots for each direction, and we will get all the directions.
                                Then the pause is turned off and the next frame begins.

                                Next step Render the final image in 360 using the IMG Media Source. It works only through the system of screenshots. Sequencer does not work.
                                But he does not use SceneCapture2D and allows you to render heavy scenes, including raytracing.
                                I hope I explained everything well, I hope the video tutorial will give you the answer.

                                Comment

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