Aximmetry Unreal Camera to Cinecamera

 

Is it possible to switch the Aximmetry camera inside unreal to use a Cinecam component instead of the standard camera?

I noticed that when using the standard camera the Depth of field quality that unreal renders is significantly worse then when using a Cinecam which makes getting photorealistic results out of unreal a  bit tricky if the rendered surface is not really far away from the focus point.

This is mainly a problem with objects that are slightly out of focus since instead of rendering them as slightly out of focus the object is fully sharp but with a slight haloing effect overlayed on top of it.

The blur does look good when the object is completely out of focus.


EDIT: Figured it out, it was Nvidias DLSS that was for some reason initializing even though there was no node to turn it on and that was making the depth of field look horrible at runtime.

So just  a remainder for people using DLSS it really messes up your DOF in certain (Not always) situations


   DeataProduction

 
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TwentyStudios
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This is interesting! I’ve also noticed some DoF quality issues, but I wasn’t aware it was tied to the Aximmetry vs. CineCam.

 
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DeataProduction
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@twentystudios to me its seems like  when using the normal aximmetry camera the camera component is rendering the DOF with forced temporalAA upsampling which severely reduces the quality of Depth of field.

There is a massive difference when it comes to slightly out of focus objects as the cinecam with r.temporalAA.Upsampling set to 0 and when comparing to Aximmetry cam where the TemporalAA upsampling console command does nothing.


I tried modifying the Aximmetry camera blueprint to switch from using a normal game camera to Cinecam but got stuck as the "set view target with blend" node doesn't work with Cinecam as it is a Cinecam Component and not an actor

 
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TwentyStudios
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I thought the Aximmetry camera was already using the Cinecam. I hope Aximmetry can chime in on this, cause depth of field quality is very important. 

 
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DeataProduction
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I checked and the camera blueprint component inside the aximmetry camera blueprint is apparently using some combination of  Cinecam component + a regular camera.

The issues is that for reason i cant really wrap my head around the Depth of field quality is noticeably worse when looking trough aximmetry camera.

I set my camera aperture to 1.2 and you can literally see a straight line where on the focus point, its really rough.


Makes it really hard to work with scenes involving small spaces where the bg gets gradually out of focus.

At this moment even with an aperture of 1.2 the focus range is still massive and getting a shallow dof look is not possible


Just tested it also, Aximmetry camera produces a depth of field quality that is identical and at times worse then that of a regular game camera with r.temporalAA.Upsampling set to 1 (Intended for usage with mobile games due to hardware limitations) 

 
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DeataProduction
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Here are comparing shots between depth of field when rendered trough the aximmetry camera in Aximmetry vs using a Cinecam with same values in Ue4 Editor.

That's a pretty big difference when it comes to quality.

 
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DeataProduction
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With Aximmetry camera you can clearly see that nothing is actually out of focus and this is using a aperture value of 1.2

Everything that's supposed to be out of focus just has a halo overlaid on top of the object and it just looks like you wiped your sweaty hands on the lens.

Also if you look at the tables rear right leg you can see a clear line where the game starts to "blur" the objects and the foreground gets no blurring of objects at all.

 
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Eifert@Aximmetry
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Hi,

To add to this, yes, the Aximmetry camera fully uses the Unreal Cinecam.

We are glad that you managed to find the source of the issue.
Anyone reading it in the future, be careful when using Nvidia DLSS it can mess up your Depth of Field. And might mess up other graphical effects.

Warmest regards,