Bad Quality on my Virtual screen material USING Aximmetry DE

 

I have noticed that all my virtual screens has a kind of blurry image not sharp and thats a problem when you are using it to show images with text as is not readable at all. (Can imagine when its a PPT  of the client). So I have found 2 ways to "solve" this:

-Change the render out size of the unreal through aximmetry to 4k or 2560x1440 but this eats performance too much. It works for small scenes and properly optimized.

-Change the Material blend mode to translucent so it will render after DoF but then I m getting artifacts when something bright is passing behind like the reflection of a light for example. This method also doesnt work with focus animations as it will be allways in focus.


Any suggestions on how to solve this in a proper way?

   trypnoiz

 
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Ahmed@Aximmetry
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Hello,

This is an Unreal related issue. Since the video is rendered through UE4, it will still pass through the post-processing pipeline, so your settings there matter. 

In UE for Aximmetry you can force turning off TAA for specific objects.


- In Project Setting set Custom Depth-Stencil Pass to Enabled with Stencil:

(you probably already set this, because it is generally needed for using billboards with Aximmetry)

-    For opaque objects:
        - Select the object
        - In the Detail window, go to the Rendering section
        - Enable Render CustomDepth Pass
        - Set CustomDepth Stencil Value to 8


-    For translucent objects set all above, but in addition, you have to:
        - Go to the material editor by double clicking the translucent material in the Content Browser
        - In the Details window, enable Translucency / Allow Custom Depth Writes
        - Set Material / Opacity Mask Clip Value to 0 or some other small value This is the alpha threshold above which TAA will be enabled.

 
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MS-Barry
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I also have similar issue where the video i play on the virtual display are all very blurry, sadly the stepes for opaque objects doesn't work for me, they are still as blurry while jiggling.

 
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trypnoiz
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First of all disconnect the focus pin and set this parameter to -1 just to be sure is not that. After that if the tricks from ahmed doesnt work and you have some performance room do some test adjusting the output size of the project to 3840x2160 and see if that solves something. If nothing above solves the problem may the solution lies on the video-live feed that you are trying to send to that virtual screen

 
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superbario
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I had the same problem but after following Ahmeds tip now the screen is working nicely 


 
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Ronny Seifart
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hi I've got the same problem with the screens, which focus pin means Trypnoiz ?

 
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trypnoiz
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The one that goes from  virtual cam compound  for example to the unreal project (in aximmetry root). Then select the unreal project and on the settings browse for focus dinstances and set this to -1. This is just to be sure all is on focus and the screens are not just blurry because they are just out of focus and nothing related to the quality of the signal or render settings… its silly but it happened to me sometimes😅

 
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Ronny Seifart
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Thanks, it runs perfect

 
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Sergio Gómez
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Dear Ahmed,

I tried your tip with my virtual screen and ghosting problem disappeared but now I have a serious problem in the edges of every objects intersecting with the screen as you can see here https://vimeo.com/695512695

I couldn't find a solution in the last 2 days. Do you know how to fix it?

Thanks in advance and best regards


 
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Sergio Gómez
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Hello again,

I've seen that in the last unreal version that fix is not doing anything. 

Do you have any other workaround to play the videos properly? 

 
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Eifert@Aximmetry
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Hi,

Since Aximmetry 2022.1.0 you no longer remove the TAA from an object (like a tv screen) by "customDepth Stencil Value to 8", but by turning On the material's "Render alpha to mask":

Warmest regards,


 
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Eifert@Aximmetry
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Hi Gómez,

If you are using Aximmetry 2022.1.0 (with the last unreal version), please turn off the TAA on your material as described above and don't use "Render CustomDepth Pass" on the object. This is related to this change: "Improved billboard sharpness in Allow Virtuals mode." - https://aximmetry.com/learn/software-version-history/#%E2%96%BA-latest-2022-1-0 


In the video you posted, the objects in front of your virtual screen and right near to it don't have TAA, because you turned it off on the screen. (it is q
uite visible on the table's edges)
To apply TAA on those objects, turn
CustomDepth Stencil Value to 16 on those objects. Exactly like in the documentation of "Setting up objects in front of the billboard", which also details how to do it on transparent objects: https://aximmetry.com/learn/tutorials/for-aximmetry-de-users/how-to-install-and-work-with-the-unreal-engine-based-de-edition/#setting-up-objects-in-front-of-the-billboard
(you should do this no matter which Aximmetry version you have)

Also, it could be that the edges of the screen will still be bad because the object that is around the tv is behind the screen. While the table has good edges, as it is in front of the screen.
In this case, you could for example duplicate the screen's object.
Move it a bit forward, to be in front of the screen.
Change its material to something that masks out the edges of the screen, but lets the screen through.
And apply the CustomDepth Stencil Value to 16 methods on it.

Warmest regards,
 
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Sergio Gómez
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Hi Eifert,

Thank you very much for your answer, my screens already have a great video quality but the aliasing of the objects in front of the screens improve applying CustomDepth Stencil Value to 16 but very little.

I also tried with a translucent material and value to 32 with the same result. 

Without Render CustomDepth Pass:

With Render CustomDepth Pass

Thanks again

 
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TwentyStudios
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@Eifert: Where are these “Render alpha to mask” and “Jitter” options documented? This is a pretty big change to how it was done previously, so it’s surprising there is no link to instructions on the new method in the release notes. We as end users can’t be expected to figure this out on our own, right?
 
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trypnoiz
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That is something that has to be properly clarified and documented. So to summarize:

 "Render CustomDepth Pass" no more

”Render Alpha to Mask” - On

”custom depth stencil value” - set to 16


 
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Sergio Gómez
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Hello,

I'm having issues with the screen edges when billboards are in front of them.

With tracked cameras I can disable allow virtual and the aliasing of the edges disappears.

I'm not going to have virtual objects in front of my billboard. Is there any way to disable this setting in virtual mode?

Thanks in advance and best regards!!!

 
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Eifert@Aximmetry
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Hi,

Jitter is a debug parameter.

We have updated the documentation about the new depth stencil values on release, but you are right, we should have also said on the forum and should have included "Render alpha to mask". In the future, Aximmetry plans to release a more ready-to-use solution for virtual screens, so people won't need to set all these up manually.

Also for the Render alpha to mask to work. The material has to be Translucent, Unlit or Default Lit and Render After DOF is enabled:

Warmest regards,



 
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Eifert@Aximmetry
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Hi Gómez,

Looking at the two images you posted earlier, it could be that even with TAA the desk looks like that. You could move the virtual screen away from behind it to see if that changes anything.
Also, your video looks very sharp, do you have the sharpener turned up high in Aximmetry, that can also make the artifacts on the edges more visible:


Billboards use the same technique to disable the TAA as the screen, that is why it could be that the artifacts on the edges reappear when the billboard is in front of it. A screenshot of it would be nice, just to make sure that this is the case.
You can disable the Render alpha to mask in the billboard's material (at Unreal content: Aximmetry_VirtualCam_3-Bill\Materials\Shaders\Billboard_lit and Billboard_Unlit), but then your billboard will become blurry where it is not in front of the screen as the TAA will apply to it.

What you did for the tracked camera, turning off Allow Virtuals, also possible in virtual cameras:

Note, when Allow Virtuals isn't selected, Aximmetry renders the billboard and cuts the image of it into the rendered Unreal image. That is why it has no effect on Unreal's TAA.

Warmest regards,
 
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Sergio Gómez
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Hi Eifert,

My aliasing problems were fixed disabling allow virtuals on billboards. 

Anyway my billboard sharpen parameter was in 0.

Thanks again, 

 
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MatMatim
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Hi, 

@eifert, 

In case of a tv screen with the setting :render alpha to mask and render after DOF, and with tracked camera setup.

Does it means that your tv is always on focus , even when you change the focus of the PTZ camera with FreeD ? 

Mat Matim.

 
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Eifert@Aximmetry
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Hi Mat,

Yes, the tv will be always in focus.
DOF stands for Depth of Field which is a method to apply focus in virtual scenes. So when you set after DOF, then zero out-of-focus image effect will be applied to your material.

Warmest regards,

 
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Eifert@Aximmetry
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Hi,

With the release of Aximmetry 2024.3.0, a new, AA-free compositing method is used for billboards. Consequently, the previous method for removing AA (anti-aliasing) from virtual screens may not work adequately. We recommend using a Media Plate combined with the Overlay Material as an alternative. Detailed instructions for this method are available in our documentation here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content-for-aximmetry-de/advanced-information-and-features/virtual-screens-in-unreal-from-aximmetry/

Warmest regards,

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