Presentation Screen lacking sharpness/Wrong Colors

 

Hello! How are you?

We need to use Unreal/Aximmetry to show PowerPoint presentations. We are having trouble reproducing accurate colors and sharp images/texts. Everything is blurry and the colors are different from the source. Please, check the video in the link below. Just so you can see the difference, we switched between the Video Material Input from Unreal to a PNG overlaid (added in post in Premiere). 

Vídeo File: https://drive.google.com/file/d/1t9_e5RIOabafQIX8Tn4GPk7i3r-mQQmb/view?usp=sharing

Also, please check the configurations we are using in Unreal/Aximmetry for the Video Material:





Obs: We've changed the "In Color Space" trying to match the source PPT color to the image in the Video Material.

Could you help us finding a solution, please?

Thank you very much!

   viustudio

 
Profile Image
Ahmed@Aximmetry
  -  

Hello,


This could be because of the Anti-Aliasing of the Unreal engine. Our implementation of Unreal Engine uses a custom render pass to exclude certain meshes from the AA. Setting the used mesh's "Render CustomDepth Pass" to true and "CustomDepth Stencil Value" to 8 will prevent Anti-Aliasing. You can find both settings in the Advanced part of the Rendering of a mesh. Like below:

I suggest you set it to your tv screen as well.

Also, is there a reason for using REC 601 as your color space? You should use REC 701.

Best regards,

 
Profile Image
TwentyStudios
  -  

In addition to Render CustomDepth pass, use the Inverse Tonemapper from the Billboard material in UE4 on the screen material. This will give much more accurate colors. Bloom can also mess with the image, so increase the threshold so that the screen isn’t affected by it. 

 
Profile Image
viustudio
  -  

Hello, Ahmed and TwentyStudios.

@Ahnmed, we already had the "CustomDepth Stencil Value" set to 8.


I've changed the "In Color Space" to Rec.709, but It didn't affect the final result in this case. However, you are right, we should be using the Rec.709 anyway.

I've tried changing the Bloom and the Chromatic Aberration. Turning off Chromatic Aberration increased the "sharpness" by around 10%. Changing the Bloom didn't affect the image for me.

What really improved the quality/sharpness of the text in the screen was rendering the project in 4k, however the problem in really being able to do it. We have an RTX 3080Ti and in this scene (the standard Unreal Virtual Studio scene) it can't keep 60fps. Can we, somehow, only render the screen/specific elements in 4k? Do you have any tips for getting better performance?

1) 1080p with Chromatic Aberration ON


2) 1080p with Chromatic Aberration OFF


3) 2k with Chromatic Aberration OFF


4) 4k with Chromatic Aberration OFF


5) Original/Source PowerPoint Slide for reference


@TwentyStudios, I don't know how to do what you suggest. Can you help me, please? How can I use the Inverse Tonemapper from the Billboard material in UE4 on the screen material? Should I copy something from here?




Thank you very much for your time and patience, guys!


Best regards,

Fernando

 
Profile Image
viustudio
  -  

Due to image compression here, I'm uploading the same images above in this Google Drive folder: https://drive.google.com/drive/folders/1m83d8dJjkBJzSK5i4yafByncRPA5vife?usp=sharing

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

Since the newest version of Aximmetry (2022.1.0) the '"CustomDepth Stencil Value set to 8" method has been changed.

Disable Render CustomDepth Pass in your screen object, that you previously turned on.
And modify the material that your screen uses, enable the Render alpha to mask, set Blend Mode to Translucent, set the Shading model to Unlit or Default Lit, and Render After DOF is enabled:

Warmest regards,

 
Profile Image
wicherdt
  -  

Eifert@Aximmetry how to use Inverse Tonemapper, where it is?

 
Profile Image
Eifert@Aximmetry
  -  

Hi Wicherdt,

To use Aximmetry's Inverse Tonemapper method:

Open the Billboard_Base at Content->*Aximmetry_Camera*->Materials->:

Then within the material, copy the custom shader code named Inverse Tonemap:

And paste (CTRL + V) it into your material and connect it between RGB and the Base Color:

Warmest regard,