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How do I remove the stretching caused by changing a RenderTexture's dimensions?

Hi,

I am having a issue related to the output of a SceneCapture2D being stretched. I have a simple environment with a rig of cameras that is meant to represent the user's viewpoint, like this: alt text The problem is that when I render these cameras to a CAVE-like system like this, the textures are stretched: alt text The cameras' FOVs are each 50.4 degrees (the FOV of the CAVE/number of cameras), and rotated such that their HFOVs should not overlap. The textures are all 720x720px right now. Obviously, it would make more sense to make the textures have the same aspect ratios of each screen (675x1080px), but when I do that, the images are no longer continuous: alt text I'm guessing that modifying the texture's aspect ratio is somehow modifying the Horizontal FOV, causing the cameras' frusta to no longer share a side, but with no visual frustum like with a normal camera, there is literally no way to tell what's happening. I seems as if the texture that represents the output is NOT actually what the camera is rendering to; rather, it seems like my desired aspect ratio is just being cut out of some internal square texture, but without any documentation, I don't know how to troubleshoot this. Ideally, I would like to manually define the vertical FOV or aspect ratio for the SceneCapture, but it doesn't look like there's any support for that. Any thoughts?

Thanks!

Product Version: UE 4.17
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ve.png (281.9 kB)
cave.png (436.3 kB)
aspect.png (332.4 kB)
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asked Feb 21 '18 at 03:41 PM in Everything Else

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nicky143782
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avatar image nicky143782 Feb 21 '18 at 03:42 PM

I'm not sure if this is relevant, but I have ported this to Unity and the same issue exists there. Is there some standard way of doing scenecaptures that has some documentation?

avatar image ThompsonN13 Feb 21 '18 at 03:55 PM

have you tried making the planes square?

avatar image nicky143782 Feb 21 '18 at 04:24 PM

The planes/screens need to be those exact dimensions; they are meant to represent real, sideways TV screens. That would certainly be an easy solution, though :) Thanks anyway!

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I have fixed my problem! Evidently, it looks like the "FOV" parameter for SceneCaptures is actually diagonal FOV. Now, I get an undistorted image. I hope this helps others working with scenecaptures, even if you aren't doing exactly the same thing!alt text

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answered Feb 21 '18 at 04:33 PM

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nicky143782
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