This is for the updated version 267 for Unreal 5.5 and 255.36 for Unreal 5.4 which are in pre-release. You can request access here.
The OWL 360 Camera or Capture component should be used to set up all the details of your content.
N.B. You should only use a single OWL 360 Camera in your scene, so that it is picked up correctly in Movie Render Queue.
- Drag and drop the OWL 360 Camera into your scene:
- If you want to attach an OWL 360 Capture to an existing Cinecam, use a Component:
- Now you can go to the Details panel of the OWL 360 Camera to configure your content:
- Render Target: Use this if you want to preview your content live or if you want to live-stream your content to a headset or projection.
- N.B. You may need to adjust the Exposure of your camera when you first add it to your level to match the colors of the Viewport. This is because Unreal uses an auto-exposure and the six cameras of the 360 camera can pick this up differently to the Viewport. You can just adjust the Post Processing Settings (below) to correct this (if required).
- Pause Rendering: Use this to manage performance when you don't need to preview/ stream your content.
- Projection type: Use this to select the 360/ 180 output you want.
- Resolution: This only sets the resolution of the Render Target, to set your Render resolution, please use the settings in Movie Render Queue.
- Face Blend Percent: Use this to manage seams which can occur with screen space effects like Bloom, Particles, Volumetric fog etc. You should also use this with Stereoscopic 360 to create a seamless render. Recommended setting is 2-5%. You can see more detail here.
- Override Internal Face Dimensions: You can use this to increase the resolution of individual faces to create a higher pixel density.
- Post-process pipeline: This should be set to Tonemapping unless you want to use the Seamless 360 Bloom for live-streamed content. If set to Tonemapping then the colors in the Render Target will match the Viewport and the Movie Render Queue.
- Disable Bloom: This is a tickbox to completely disable bloom in your render, in the case that setting a face blend percent doesn't stop seams.
- Path Tracing: Use this to preview path tracing, it will take some time to create the frame so can't be used in real-time.
- Visualisation Type: If you are outputting Stencil Layers for color grading, you can use this to preview different layers.
- Enable Upscaling: This let's you set a screen percentage for the Render Target output to take advantage of image upscaling using TSR or DLSS. You need to have TSR selected in your anti-aliasing settings or DLSS installed.
- Render Target: Use this if you want to preview your content live or if you want to live-stream your content to a headset or projection.
- Face Rendering. This let's you untick any faces that you don't need as part of your output. You can check this using the 'Show Debug Face Colors' in the Advanced section below:
- Snapshot: This let's you output a png direct from the Render Target for preview or sharing with teams/ clients:
- Advanced: This let's you modify the projection, changing your FOV and camera/ cube rotation in case you need to render less than exactly 360 or 180 degrees:
- Changing the Horizontal or Vertical FOV will narrow the range of the projection. This can be used for custom shapes, annular etc
- You can also add a mask with an exact UV Unwrap of your projection surface to output exactly to that shape.
- If you are using less than 360/180 degrees, you may be able to render less than 6 cube faces. To test this you can add the 'Show Debug Face Colors' which will show the cube faces in your Render Target Preview. You can then use the Camera and Cube Face Rotation to rotate the view to only use the cube faces that you need. See more information here.
- Alpha Settings: You can use these to create an alpha output as explained here:
- Post Processing Settings: You should use these like a normal Cinecam. Be aware that certain settings like Bloom, Chromatic Aberration, Dirt Mask, Lens Flares and Depth of Field can create seams and so should be managed with the settings above to avoid them.
- Rendering Flags: You can toggle these on/ off to preview the effect of different render passes in the Render Target
- Color: You can add an OCIO color file here to change the color output of your preview to the correct working color space of your project as explained here.