GUIDE FOR 3D 360 EXPORT FINALLY - FOR GEAR VR
So, i've been mucking around with this for a while now. Finally got it to work with this plugin.
Quickly, we put a capture sphere, that captures a 360 video (one each from 4 locations), and transmits them to a texture that we put on a plane. We then use the existing camera in the RC plugin to look at this plane and place it somewhere where our capture sphere cant see it - behind the chair. Then once we have our 4 renders, we would need to use after effects (or similar) to - first, merge the renders together, then, set the rotational movements on the 360 videos, and finally export a 3d 360 video.
Heres how (For other interested parties):
- In the source code, for change the two attached files as per how they have been edited (Basically comment out anything that refers to a camera).
- Download PanoCamo2. This needs to be copied to your Contents folder only.
- In the RCPawn blueprint, add the BP_PanoCapture_SBS. This needs to be snapped to the existing camera (and parented) in the blueprint. Also, you need to change the location of the existing camera group such that it is behind your chair. Our capture sphere (which we will add later) will not be able to see the back face of the plane.
- Target only one material from the PanoCam Folder (i used T_right in conjunction with cubeRenderTargetMat_L). The reason i have not used the existing 360 is because unreal was crashing for me. We're going to render. When you open he material, it will have 4 textures combined into one emissive channel. You need to use the same flow (duplicate the first top UVCords, custom and texture nodes) and plug only that into the emissive channel. The objective is to get only one 360 grab as the seams will kill the experience otherwise. You will also need to open all the textures in the PanoCam folder and turn HDR off.
- Import the capture sphere into the scene, and place it into a group/empty actor.
- In level blueprint, get the position and rotation of the camera (via the RCplayerController) and apply the same to the empty actor at Event Tick.
- All done! Now all you need to do, is change the capturing side via the BP_CaptureSphere blueprint, keep assigning T_Right as the texture and render it from all 4 locations. Another important thing within this blueprint is that there will be 4 capture actors. Only be one must be visible/activated at a time, otherwise unreal will crash.
- You now have 4 renders!
- Compile in After Effects!