Hello there,
We run a single workstation setup on 2025.3.0 and Unreal for Aximmetry 5.6.1 with tracked and virtual cameras in the Mixed 3+3 Unreal Compound. TRX 50/Threadripper with a 4090 and Decklink cards. CPU, GPU and RAM comfortably in the green. No Virtuals allowed, no shadow or AO rendering, Light Wrap off, Clean Plates set.
When switching from a T CAM to a V CAM there are some weird issues with the lighting in the Unreal scene as shown in the video. It is very noticeable at 0:08 when going from the close up in the T CAM to the wide angle in the V CAM. If you advance this transition (which should be a clean, hard cut) frame by frame you can see the lights in the lower background being rendered with some weird artifacts. It does not happen if I set up the same shot on the two T CAMs and cut between them.
We have had similar issues in the past with other Unreal sets, it just wasn´t as noticable in the final production. Our Unreal designers have a really hard time pinpointing the root cause, so maybe you can point us in the right direction here?
Hi Stefan,
Are you sure this issue only occurs when switching between T and V CAMs? Could you try setting up the same shots using V CAMs instead of T CAMs to see if the issue persists? It may also be useful to test whether having different Zoom or Focus levels has any impact.
Depending on the rendering methods you are using in Unreal (such as your choices for global illumination and reflection methods), it can take some frames to generate the final lighting following a sudden camera movement. This is particularly the case when ray tracing is used.
Also note that you can toggle the Allow Virtuals setting for T CAM and V CAM in different sections of the mixed camera control boards:
Warmest regards,