1. What is the best way to get a mask for the actor/billboard (based on the 3D camera) from an Unreal Project node?
2. What is the best way to get a depth map for the scene from an Unreal Project node?
2. What is the best way to get a render pass without the actor/billboard (but all the shadows still intact as if the actor/billboard would be there) from an Unreal Project node?
Hi Jim,
Masking is handled by the Aximmetry Camera which you add to your Unreal level. This will appear as a Mask output pin on your Unreal Project module (node) in your compound. Aximmetry will automatically use this mask when necessary.
https://aximmetry.com/learn/tutorials/for-aximmetry-de-users/using-tracked-cameras-and-augmented-reality-with-an-unreal-scene/#aximmetry-setup
For passing depth map to Aximmetry, you would need a Set Aximmetry Video node in your Unreal Blueprint. You would pass to that the Unreal's depth map using Unreal's Scene Capture Component with Capture Scene parameter set to "SceneDepth in R".
Please note that even if you have the depth map combining Aximmetry render with the Unreal render is not trivial because of the anti-aliasing.
In Virtual Cameras, you can turn off Allow Virtuals at Camera & Render Setup on the Cameras control board. This will make so, that only Aximmetry renders the actor's billboard, and Unreal will only render the shadows, reflections, and ambient occlusion. You will see that the Out output pin of your Unreal level in Aximmetry won't have the actor's billboard.
Warmest regards,