Rendering depth maps to Aximmetry - best workflow?

 

What is the recommended way to render out a depthmap from Unreal to Aximmetry?

Should we use a PostProcess Material in Unreal or is there a more elegant way to do this?

Maybe there could be a feature in Aximmetry to output automatically different render passes from the Unreal Scene? (Depthmap, Masks for billboard, or certain objects, render without billboard,etc.)

   jim4586

 
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Eifert@Aximmetry
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Hi Jim,

For passing depth map to Aximmetry, you would need a Set Aximmetry Video node in your Unreal Blueprint. We suggest that you connect Unreal's Scene Capture Component with the Capture Scene parameter set to "SceneDepth in R" to that. There might be a better way, but we could not find it yet. Depth map can in theory be used to combine Unreal and Aximmetry renders, but it is far from trivial because of the anti-aliasing. (we are currently investigating it)

Billboard mask is already output.
Render without billboard is possible, see: https://my.aximmetry.com/post/1243-actor-mask-depthmap-render-pass-with-unr

Please note that outputting buffers make overhead so it is not practical to do a lot all the time.

Warmest regards,

 
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jim4586
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Thanks, @Eifert.

How do we set the SceneCapture2D note to match the current camera? We found some node when adding Composure plug-in to the project (Copy Camera Settings to Scene Capture). It does not seem to work though. It says "No Output" for the pin in Aximmetry.

Here is what we came up with. Scene Capture needs to a render target, which then has different texture resolutions that do not match up.

Is there an easier way? E.g. the buffer visualizations do show the different render passes already... can we access them to pipe them to Aximmetry?

Or a way to just utilize post processing materials? That way it would be very flexible in terms of what to capture...


 
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jim4586
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For above: The solution is to set the Aximmetry video on each event tick rather than just at the start (Event Play).

We used a post processing material (set to pre tone mapper).

@Eifert - The aliasing seems different of the result as well. Any way to fix the anti aliasing to match the main renderer?

@Eifert - Also how can we render a RGB image without the actor at the same time from Unreal as the image with the actor? 
PostProcessingInput0 seems to contain the actor, while SceneDepth and DiffuseColor do not. It would be great to access the rendered scene somehow without the actor (e.g. as PostProcessingInput1). Also how can we include the actor in the SceneDepth?


 
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Eifert@Aximmetry
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Hi Jim,

Yes, sadly there is no easy way to revert the anti-aliasing. It might not be even possible without accessing the source code of Unreal. So, I am curious if you managed to find a solution to this.

When using Capture Component 2D you can specify Hide Actor Components, or you can even specify whole groups in the Scene Capture Component 2D -> Scene Capture (advanced) -> ... Show Flags. This way, you should be able to capture the scene without the Billboards.

Warmest regards,