As I mentioned in my earlier blogs, Unity does not support rendering 360-degree videos. I have located a tutorial that shows how to accomplish it in the latest version of Unreal Engine 5. As it happens, it was simple all along.
There is a Unity plugin called Movie Render Queue with additional render passes that is presently in beta testing. Similar to any other application, it essentially provides options for panorama rendering.
I added a sequencer and camera character into my scene and animated it. With the new tools at my disposal, I was able to easily incorporate a sequencer into my scene, creating a plethora of opportunities for narrative in the virtual environment. The sequencer took on the role of the conductor in my story, giving me exact control over the visual extravaganza as it developed.
I exported the whole scene as 8K JPEGs to fully utilise this newfound ability. This choice, which offered a compromise between excellent resolution and reasonable file sizes, turned out to be revolutionary. The foundation for a smooth and engaging 360° viewing experience was established by the exported images. But after testing it i had to export videos as 4K because in quest 2 it was lagging.
To further enhance my creative process, I chose to take advantage of Blender's and Unreal Engine's complementary features. Making sequences in both programs helped me find a smooth workflow that enhanced my creative process. This two-pronged strategy broadened my toolkit and opened doors to increased productivity and creativity.
Encouraged by the increased simplicity of creating 360° videos, I continued working on my project. I could feel the real progress as I worked diligently on sequences in Blender and Unreal Engine. Suddenly, I felt like I could finish more than half of my project by December.
My virtual world is developing day by day, frame by frame. Blender and Unreal Engine work well together, and this has been shown to be a successful combination. The goal of reaching a major project milestone by December is getting closer thanks to the tools' smooth integration and unwavering commitment.
The transition from struggling with rendering issues to a fluid 360° video production process is evidence of how quickly digital artistry is developing. With the release of the additional render passes plugin and the latest beta version of Unreal Engine, creators like myself are now able to push the envelope and redefine the possibilities of immersive storytelling. The excitement I feel about revealing over half of my project in December is proof of the transformative power of creativity and perseverance in the virtual creation realm. The road ahead is still uncharted territory, full of opportunities.
In addition to creating planets for my project, I also wanted to create a template for the planets so that I could copy and paste them, changing the material and colour nodes to create a completely different planet. This way, I could use the template as often as necessary to create a bizarre planet for my degree project. First Step: Configuring the Sphere We start our journey by constructing a basic spherical, which will serve as the basis for our magnificent planet. To ensure seamless transitions and accurate detailing, we'll add a UV Sphere primitive and use Blender's user-friendly interface to polish its edges with a Subdivision Surface modifier. Step 2: Materials Addition: Enlivening the Planets Now that our sphere is in position, it's time to harness the magic of materials to give it life. We'll explore Blender's material editor and use the adaptable Musgrave texture to create an aesthetically appealing surface. Through the manipulation of characteristics li...
While working on a certain nebulae sequence, I encountered a big obstacle in my attempt to provide engaging VR material. I tried my hardest, but there was a lot of distracting noise in the footage, which took away from the intended visual effect. I set out on a quest of investigation and testing to save the sequence and improve its quality because I was determined to find a solution. I found a potentially effective solution after researching other options and talking to other creators. DaVinci Resolve is a potent video editing programme that is well-known for its strong noise-reduction features. Equipped with this fresh understanding, I enthusiastically tested this method in the hopes of reviving my problematic nebula sequence. I nervously awaited the best outcome when I applied the denoising algorithm in DaVinci Resolve after importing the video and carefully tweaking the settings. I was astounded to see the nebulae's actual beauty emerge as the noise progressively subsided and ...
I attended a few seminars this week on my degree project. I knew exactly what needed to be done. I stopped by the level 5 session to speak with an instructor who is very knowledgeable about the Unreal Engine. I discussed my thoughts and viewpoints with him and showed him my old blog. I have been examining the Unreal Engine tutorials. Since this is my degree project and I can't afford to make any mistakes that could affect my deadline, I was concerned if this project was too ambitious for me and if should I devote more time to other modules. Is this project idea and project feasible? was the initial query. Fortunately, the Unreal engine provides a large selection of objects and simple nod-based change, making this viable. I could finish it in the allotted time. We can even buy and utilise things like plugins for Unreal Engine online, and they will function flawlessly. After that, the question became whether I could dolly and animate a camera in any way I wanted to, as my goal...
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