Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)

Hi everyone, I have several questions regarding lighting consistency between Unreal Engine and Aximmetry:

  1. How can I preserve the exact same lighting setup I’ve created in Unreal once I bring the project into Aximmetry? In my case, the Exposure values don’t match between the two: even when I set manual exposure inside a PostProcess Volume in Unreal, it seems to be overridden once inside Aximmetry. For example, I have Exposure = 9 in Unreal, but when I use Exposure = 1 in Aximmetry, the image looks much brighter. Is there any kind of equivalence table between Unreal and Aximmetry exposure values? Or a reliable way to match them visually?

  2. I'm using Aximmetry 2024.2.0 and Aximmetry_LED_Wall_Cam in my scene. Does this camera support PostProcess Volumes correctly, or are there limitations?

  3. How many PostProcess Volumes can Aximmetry handle in a single scene?

  4. Is it possible to use more than one without them cancelling each other out, so I can blend different visual environments based on where the camera is?

  5. If I'm using a LED_Wall_Cam, and expose Postprocess parameters in the Level Blueprint would Aximmetry be able to acces or respect those values for live adjustments? 


I’ll attach three images to illustrate the issue more clearly:

Two screenshots from Aximmetry (both with Exposure = 1, one with HDR enabled, one with HDR disabled)

One screenshot from Unreal Engine showing the scene with Exposure = 9 set manually inside the PostProcess Volume

Any help or insight would be greatly appreciated. Thanks in advance!

HDR ON

Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)


HDR OFF

Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)


UNREAL ENGINE 

Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)

   Fernando Espina

コメント

Eifert@Aximmetry
  -  

Hi,

  1. It’s possible that you had auto exposure enabled. The Aximmetry camera modifies several Post Process Volume settings in Unreal Engine. You can find the full list here: https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-in-unreal-editor/preparing-the-unreal-project/#camera-post-process-volume 

  2. You can add any Post Process Volumes into your scene in Unreal Editor, there are no limitations, and they will automatically overwrite the values that are changed and listed in the above link.

  3. You can include as many Post Process Volumes as Unreal Engine can handle. Unreal game designers often add lots of Post Process Volumes so that the visual effects change as characters move through different areas of a map (for example on big MMORPG map).

  4. If you would want to use only one Post Process Volume, you could enable the Infinite Extent option in the Post Process Volume Setting in the Details panel. This makes the effect global.
    You can also change how multiple volumes blend together in these settings.
    To adjust the coverage area of a Post Process Volume, change the scale of its transform property. The affected area is visible in the Viewport.
    When the Aximmetry camera enters this area, it will be influenced by the corresponding Post Process Volume(s).
    Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)
    For more information on Post Process Volumes, see: https://dev.epicgames.com/documentation/en-us/unreal-engine/post-process-effects-in-unreal-engine#usingpostprocessvolumes


  5. Yes, you can change Post Process Volume parameters live from Aximmetry. Simply use the appropriate "Get Aximmetry ..." nodes connected to  Post Process Volume parameters in the Level Blueprint. For detailed instructions about the "Get Aximmetry ..." nodes, see: https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-in-unreal-editor/additional-control-with-blueprints/ 


Regarding HDR (High Dynamic Range), I recommend enabling it only if you are familiar with HDR workflows or if your production requires it. See the HDR documentation here: https://aximmetry.com/learn/virtual-production-workflow/setting-up-inputs-outputs-for-virtual-production/video/hdr-input-and-output/ 

Warmest regards,