Focus control with tracking

 

We are utilizing a tracking system that provide lens data together with the Unreal engine.
What's the best way to modify the focus distance for the background and the look of the bokeh when using the tracked camera?


If we switch to manual lens, we loose the focal length and distortion data. All we want to do is to utilize a different focal distance for the background. Ideally we would like to make adjustments to blades and look of bokeh as well.

   jim4586

 
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Eifert@Aximmetry
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Hi,

To only change the focus distance while keeping the lens data, you can edit the Control Data between the Camera compound and Unreal.
Use the Set Collection Scalar module to change the Cam Focus key of the Control Data:

If you want to change the Focus distance and not overwrite it, you can use the Collection Scalar module to read the Cam Focus from the Control Data before changing it.


You can change the look of bokeh and the blades in the Unreal Cine Camera actor that Aximmetry uses. There is a detailed documentation of the different Cine Camera bokeh settings here: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/DepthOfField/CinematicDOFMethods/
You can set up the following logic to modify the Aximmetry Unreal Camera in the level blueprint:

Just for reference, the above blueprint edits these values in the Cine Camera actor:

Warmest regards,

 
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jim4586
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@Eifert -

Would be great to get these type of camera settings exposed for camera (tracked and non-tracked) out of the box somehow? Any plans to update the compounds? These kind of settings are always needed to dial-in the look and also possibly change during a shoot.

 
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Renbry
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I second that. Having focus is important.

I'm trying to use an Indimark/Lonet2 to change focus in Unreal but can figure out how to. I'll make a separate thread but it's important to us that focus can be controlled.

 
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Eifert@Aximmetry
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Hi,

We have it on our request list to have more control over Unreal's focus settings. And we will consider adding it in future releases after Unreal 5 is implemented.

Warmest regards,

;