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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.

Greetings RRe36

Product Version: UE 4.14
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asked Apr 17 '17 at 10:30 PM in Rendering

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RRe36
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avatar image RRe36 Apr 21 '17 at 05:01 PM

Is there anyone who knows how to get this?

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3 answers: sort voted first

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)

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answered May 27 '18 at 11:31 PM

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PaulMac
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avatar image dgungadoo Mar 26 '19 at 01:20 PM

[Simple Panoramic Exporter] works well, but it exports a sequence of png/jpg/bmp/hdr/exr images for each frame, that then need to be stitched into a video... I am looking for a way that UE4 can export "natively" the video in 360vr

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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.

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answered May 07 '17 at 05:43 AM

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PaulMac
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avatar image RRe36 May 07 '17 at 11:19 AM

I've already thought about such a method but then I would have to find a way to render two video streams simultaneously or I would have differences between the two perspectives due to random stuff in my scenes. I am looking for some kind of direct Integration into the Engine but I don't really know where to start with modifying the engine to achieve this.

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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.

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answered Sep 25 '17 at 09:20 PM

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DynAttract
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avatar image DigitalBlade969 May 27 '18 at 04:02 PM

Hey, did you get any further with this topic?

I'm a VFX artist as well (; and I'm trying to get into VR and stereoscopics with the unreal engine. Unfortunately so far I couldn't even find a way to turn stereoscopics simply on / off and switch between things like sidebyside,overunder etc. for stereo displays.

I can't believe that a game engine such as UE doesn't have the level of control we know from nuke... Probably me being thick and looking in the wrong places for the commands/bluprints or switches... At this point I don't even care if it's blueprints or C++ as long as I can get on with the tech and actually do something useful with it...

Can you point out some docs or tuts about this stuff?...I'm pretty noobish when it comes to UE4 cheers!

avatar image HidingGlass May 31 '18 at 04:34 PM

If you're rendering 360 stereo for VR, then this plugin by Ninja Theory is still pretty standard. Because Unreal is a real-time engine, it's not replacing your compositing package and you'll still want to bring your L/R eye renders into Nuke/AE/Premiere. There is some amount of testing/setup involved in getting a good look, but it does work for getting a Left/Right eye stereo render. Then you can combine them however you want in your video editing package (over/under, side/side etc)

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