PSA: might be an anecdote but it corrupted my level in 5.4.4. It looks like a cool plugin and works really fast in the starter scenes but setting it up on a larger scene causes the level to crash on accessing it subsequently. So be sure you duplicate your project before you try to use this.
Another thing. Is there a way to get the correct stereo for the back of the 360 image? The stereo works well in front of you but when you look behind you the eyes are flipped.
6 місяців тому
This is true. The method of stereo projection is faulty, its's currently two monoscopic renders with shifted origins to both sides. In stereoscopic rendering the sifting of each eye should move around the central axis, so when looking east/west, they should not be aligned on the same axis, as they are in the current method - and looking backwards they shouldn't be flipped, as they are now an as the above comment says
5 місяців тому
@offworldlive do you think this can be improved in a future release?
I'm trying to render a scene from Sequencer using the OWL 180/360 Rendering pass, but when I select Stereo Equiretangular it shows a warning "The chosen projection is currently not supported by this render pass", but I've seen some of your videos using it without the warning. How to solve it?
@@offworldlive Thanks! Another question: I rendered scene in VR 180 Stereo format, but I tested it on my Quest 2 and I couldn't notice a real depth feeling. Is there anything else I need to do to enable it?
hi :) how do I actually render after this? Should I create a level sequence and render "normally", or is there another way to render a the 360 video of my environment?
please see the link in the description of the video for a guide of how to render: knowledge.offworld.live/en/detailed-feature-guides/render-360-degree-video-in-unreal-engine
The current 360 output can have an alpha channel and only render selected actors via png. We do not support movie render queue actor layers for EXR at the moment, but it's on our roadmap.
I had the same problems with higher resolutions. It had to do with motion blur. I turned off Temporal AAMotion Blur on the Owl360cam and it works now.@@offworldlive
PSA: might be an anecdote but it corrupted my level in 5.4.4. It looks like a cool plugin and works really fast in the starter scenes but setting it up on a larger scene causes the level to crash on accessing it subsequently. So be sure you duplicate your project before you try to use this.
@@occristian1 you will need a powerful GPU if you want to use it at high resolution otherwise it’s possible to get a VRAM crash yes
Another thing. Is there a way to get the correct stereo for the back of the 360 image? The stereo works well in front of you but when you look behind you the eyes are flipped.
This is true. The method of stereo projection is faulty, its's currently two monoscopic renders with shifted origins to both sides. In stereoscopic rendering the sifting of each eye should move around the central axis, so when looking east/west, they should not be aligned on the same axis, as they are in the current method - and looking backwards they shouldn't be flipped, as they are now an as the above comment says
@offworldlive do you think this can be improved in a future release?
I'm trying to render a scene from Sequencer using the OWL 180/360 Rendering pass, but when I select Stereo Equiretangular it shows a warning "The chosen projection is currently not supported by this render pass", but I've seen some of your videos using it without the warning. How to solve it?
only stereo VR 180 is supported in MRQ atm - we will add stereo 360 in the next month
@@offworldlive Thanks! Another question: I rendered scene in VR 180 Stereo format, but I tested it on my Quest 2 and I couldn't notice a real depth feeling. Is there anything else I need to do to enable it?
hi :) how do I actually render after this? Should I create a level sequence and render "normally", or is there another way to render a the 360 video of my environment?
please see the link in the description of the video for a guide of how to render: knowledge.offworld.live/en/detailed-feature-guides/render-360-degree-video-in-unreal-engine
@@offworldlive thank you so much! :)
@@offworldlive Hi there! It looks like the link isn't working. Could you please provide a valid source and a step-by-step guide? Thanks!
@@Thatkidmjk knowledge.offworld.live/en/detailed-feature-guides/360-render-pass-for-movie-render-queue-basic-set-up
Not seeing the sterio option in the drop down menu. Is this only supported in 5.3?
this is 5.1, 5.2, 5.3 - the latest version in the Downloads Center: offworld.live/resources/download-center
Hello, where can I get this 360 stereoscopic camera? thank you so much
offworld.live/resources/download-center
Hello, can a 360 camera support render layer function?
The current 360 output can have an alpha channel and only render selected actors via png.
We do not support movie render queue actor layers for EXR at the moment, but it's on our roadmap.
Hello, when I render in stereo 360 the image is blurry but is fine in mono equirectangular. Any tips?
have you increased the resolution?
I had the same problems with higher resolutions. It had to do with motion blur. I turned off Temporal AAMotion Blur on the Owl360cam and it works now.@@offworldlive
I fixed it by turning off the motion blur on the owl cam@@offworldlive