Render a Stereoscopic Sequencer Movie
So Hello's to everyone, I would just like to know if there is any way to render a Sequencer Movie as a Stereoscopic Movie. I only want to have a simple Stereo Video without anything like 360 degrees or panorama. I know that there is a way to render these 360 degree Stereo images but that's not what I want and that's why I am asking as I couldn't find anything useful about "classic" stereoscopic rendering in UE4.
asked Apr 17 '17 at 10:30 PM in Rendering
The easiest way I found was to use the plugin https://www.unrealengine.com/marketplace/simple-panoramic-exporter
This exports 2 images per frame which you can then combine in video editing software.
It would be nicer if they had support out the door (they have an integrated 360 camera but it was a pain)
answered May 27 '18 at 11:31 PM
You mean instead of full 360 degree video just a portion of that (similar to a 3d movie?)
If so, I'd just put in two cameras and offset them by your IPD distance (6.3 from the top of my head) and then combine them in Premiere.
answered May 07 '17 at 05:43 AM
I've been doing some research for my own stuff.
And while you can build a camera rig using BP, and have two cameras with user definable Eye Separation and Convergence, I have a working prototype that works great except for anything like particles, or any animated displacements like simple grass wind etc where it is always simulating in the BG, and therefor rendering each camera will yield different results.
Now you can render these camera views to a render target and film that render target with an Ortho-camera as some others have done in the past to get a synced side by side render. However for me this is an unacceptable method, not just do to performance reasons (expect UE4 to come to a crawl at any usable resolutions) However you do not get the benefit from things like motion blur, and several other post process rendering features. I also found that Anti-Aliasing also suffered a great deal so I would have to at the very least render at a much higher rez and down sample in post. The biggest issue however is forward looking. By forcing me to have a side by side render. I can't do things like integration of UE4s renderer with other renderers in other apps. This may be a small use case in the grand scheme of things, however for me, as an offline VFX artist, multi-pass rendering is actually quite a big deal. Not to mention the ability to A\B my cameras to see how the eye separation effects the distance between the cameras in a very visual way.
So at this point the solution has to be a C++ solution, since you will always have to capture each eye at each frame in the simulation.
answered Sep 25 '17 at 09:20 PM
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