Hi,
i try to firgured how to make my AR object get reflection from the Realtime camera source ?
Is there any tips to enable it ?
I have tried with Raytracing but no luck .....
Regards
Hi,
i try to firgured how to make my AR object get reflection from the Realtime camera source ?
Is there any tips to enable it ?
I have tried with Raytracing but no luck .....
Regards
Hi Eifert
Here is exactly what i want to archirve : https://drive.google.com/file/d/1KJwcq5upZRGeKkvfBpqSDZTbpFKeDHLw/view?usp=sharing
I have tried the method that you have mention above ".......Also, if you don't want the source of the reflection to be seen in your virtual world,then that will probably need some special settings in Unreal." i tried to create a sphere with the realtime camera source mapping in Aximmetry but i have stucked in how to the object get the reflection but can't see in virtual world, also i have tried AR skylight but still stuck at get it update the realtime camera source, can you light me up with some guide ?
Thanks and Best Regards
Hi,
It is hard to guess what they used in that video.
I am guessing you don't want to use a green screen or led wall with this AR project. Even though they are present in the video.
First, you could decide if you use the tracked camera's image as the source of the reflection or if you buy a 360 camera just for this. You could place the 360 camera at the position of the AR car. The 360 could make a much more accurate reflection than the Tracked camera's image.
The AR skylight has no relation to Aximmetry. It is Unreal's AR environment skylight for mobile phone platforms.
I couldn't find a good way to hide an object in Unreal and keep its reflection. However, there is an even more efficient method. You could make your own material that processes the video from Aximmetry like a reflection. For this, you can use the ViewAlignedReflection material node: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/Functions/Reference/Reflections/Alternatively, you could set SkyLight to use a Cubemap. I couldn't find a way to change the cubemap in realtime by blueprints, but it might be possible with C++ script. If you change your mind and want to use just an image for reflection instead of real-time video, then this is a way to do it:
Warmest regards,
Hi,
First, you need to send the realtime camera source to your Unreal project. So that your reflective object would have a source to reflect. You can do this with a virtual screen: https://aximmetry.com/learn/tutorials/for-aximmetry-de-users/setting-up-a-virtual-screen-in-the-unreal-scene/
Then depending on your setup, studio and what kind of reflection you want to achieve things can get very complicated or even impossible.
For example, your realtime camera source will never have depth in Unreal, so when moving the camera in relation to it, it will appear as a flat surface.
If the video source of the reflection is coming from a moving camera, things will also get very complicated.
Also, if you don't want the source of the reflection to be seen in your virtual world, then that will probably need some special settings in Unreal.
If you can tell us what you want to achieve exactly, then maybe we can figure out some easy solution.
Warmest regards,