Aximmetry and unreal project 'CitySample' - billboard behind and front of an obejct

Previously, I was able to make the billboard go BEHIND an object, but I can’t seem to do it anymore with the new version.

In my scene(from a UE 5.3 'CitySample' Project), the billboard (talent) starts behind several cars and objects, walks around it, and then ends with the billboard showing the talent in front of the objects(cars and objects).

How can I achieve this setup with the new version?

I followed this:
https://aximmetry.com/learn/virtual-production-workflow/green-screen-production/aximmetry-de-scene-setup-green-scre#setting-up-objects-in-front-of-the-billboard

It doesn't work, all the objects have set Render CustomDepth Pass to turn On.:


Aximmetry and unreal project 'CitySample' - billboard behind and front of an obejct

Project settings:

Aximmetry and unreal project 'CitySample' - billboard behind and front of an obejct

The chair should be behind that car, but it doesn't
Aximmetry and unreal project 'CitySample' - billboard behind and front of an obejct

   Mauricio

コメント

Eifert@Aximmetry
  -  

Hi,

You actually highlighted a different setting. The Render CustomDepth Pass is right under it, and it is not enabled in your screenshot:


Note, CitySample's objects may be dynamically created after the level starts (like the cars in its traffic system). Therefore, you might need to enable Render CustomDepth Pass in the source asset itself rather than just enabling it for placed objects in the level.
To do this, enable Render CustomDepth Pass in the relevant asset using the Content Browser, instead of only enabling it on an object in the level via the Outliner panel.

Warmest regards,

Mauricio
  -  

Sorry took me almost a year to try it again, it doesnt work, In testing in the latest version of Aximmetry UE(Version: 5.5.4-0+UE5), I enebled  enable Render CustomDepth Pass, everywhere to the whole city specially on this erea, What could bhe the problem?


Aximmetry and unreal project 'CitySample' - billboard behind and front of an obejct


In aximmetry looks like this, is always at the front, 

Aximmetry and unreal project 'CitySample' - billboard behind and front of an obejct

LiveGuyUSA
  -  

I don't have a solution, but I wanted to warn you that with the latest version of Aximmetry 2025.3.0,  (Unreal Engine for Aximmetry version 5.6.1) that I am unable to cook this scene at all anymore.    It worked in 2025.2.0/5.5.   Hoping I can get assistance on that.  https://my.aximmetry.com/post/3620-aximmetry-unable-to-open-unreal-engine-c

Mauricio
  -  

Thank you, I have tryed really hard, actually to compile I had to change something in the source code, I dont think that is the thing causing issues, anyway I am able to run it, and everything works fine, is just cant put the Talent behind objects

this line in that method UpdateSkeletalAnimation
 float MinDistSq = FLT_MAX;

in MassCrowdAnimationProcessor.cpp
void UMassProcessor_Animation::UpdateSkeletalAnimation(FMassEntityManager& EntityManager, float GlobalTime, TArrayView<FMassEntityHandle> ActorEntities) { if (ActorEntities.Num() <= 0) { return; } // Grab player's spatial data FVector PlayerMeshLocation = FVector::ZeroVector; FRotator PlayerMeshRotation = FRotator::ZeroRotator; FVector2D PlayerVelocity2D = FVector2D::ZeroVector; // Assume single player if (const ACharacter* PlayerChar = UGameplayStatics::GetPlayerCharacter(this, 0)) { UMassPlayerAnimInstance* PlayerAnimInstance = nullptr; if (const USkeletalMeshComponent* PlayerMesh = PlayerChar->GetMesh()) { PlayerMeshLocation = PlayerMesh->GetComponentLocation(); PlayerMeshRotation = PlayerMesh->GetComponentRotation(); PlayerAnimInstance = Cast<UMassPlayerAnimInstance>(PlayerMesh->GetAnimInstance()); } FVector PlayerVelocity = PlayerChar->GetVelocity(); PlayerVelocity2D = FVector2D(PlayerVelocity.X, PlayerVelocity.Y); if (PlayerAnimInstance) { const ACharacter* ClosestCharacter = nullptr; float MinDistSq = FLT_MAX;