Augmented Reality with Unreal project

 

Hello! For a little while I've been trying to understand how I can use and control augmented reality AR in Aximmetry using an Unreal Engine project! And I thought I'd start with some basic things, so I used a cube and a sphere in an Unreal project and imported into Aximmetry. (Attached a screenshot) Going over the fact that I didn't set an input for the camera tracker, I try to position my objects in the real world, but no matter how much I change the values in Base Cam Transform, my objects stay in the same position! Can someone help me understand what I'm doing wrong! Thanks a lot!


   Nicu Bunicu

 
Profile Image
Nicu Bunicu
  -  

Ok, I'm back here with another confusion! I activated in Unreal Aximmetry_Shadow_Catcher and Aximmetry_Reflection_Catcher, but in Aximmetry the reflection on objects is completely missing, as well as the shadow.

The reflection is only on the floor, why does this happen, shouldn't there be reflection on objects and the shadow on the floor? Someone help me too! Help!!


 
Profile Image
TwentyStudios
  -  

How would your live camera feed reflect onto the 3D objects? The video is just a 2D plane, so there’s no way it could realistically reflect or cast shadows on 3D objects. This isn’t a limitation of Aximmetry, but simply of how 3D compositing works. To simulate reflections from the real environment you would normally create a reflection cube map from a 360 image captured in the environment, but that’s not something tag can happen with a normal live camera feed and it has to be prepared beforehand.

Regarding the shadow, do you actually have a litgh set to Movable or Stationary in the scene that can cast a shadow onto the shadow catcher in Unreal?

 
Profile Image
Nicu Bunicu
  -  

Hello TwentyStudios! Thank you for your time! I'm not referring to the reflections received from the real environment, I'm referring to the reflections that objects should receive from each other, I mean the yellow object should receive reflection from the blue object, correct!? But this is not happening!

The shadow in the Unreal scene is obtained with the help of a RectLight light set to stationary, but I changed it to MOVABLE and I have no result! What am I doing wrong? I admit that I am at the beginning and I don't know how things work! Sorry and I hope to find the support I need here


 
Profile Image
TwentyStudios
  -  

Try using a different light source than Recy Light (they don’t support all features of other types of lights) and make sure your boxes uses a standard Default Lit material. I also don’t think Screen Space Reflections would work. What kind of reflections are you using? Most of the reflections we see are from the environment. Have you tried a reflection capture in combination with a planar reflection on the floor?

 
Profile Image
Nicu Bunicu
  -  

Hello TwentyStudios! I'm coming back here! Little by little they are starting to appear :) still, why is there such a big difference between what is in unreal and what is obtained in Aximmetry! In this case I mean the shadow


 
Profile Image
Nicu Bunicu
  -  

Solved! Thanks

 
Profile Image
Nicu Bunicu
  -  

Hello, when I thought I solved it, I have a new situation! A serious error brand Aximmetry!!!!!!!!!!!!

The wonderful Aximmetry unjustifiably increases the usage percentage of the video card! The project loads at 76% and grows without doing anything at all, no movement reaching 200% in a few minutes!

Aximmetry team how to solve this error


I use Screen Space Reflection! A single light in the scene, a single bitter cube.

RTX 3090 video card!


Seriously how do you explain this?


 
Profile Image
TwentyStudios
  -  

Check your GPU and and CPU temperatures! Don’t assume it’s a bug just because you are seeing issues. If it’s a problem not everyone is seeing it might very well be something on your end….

 
Profile Image
Nicu Bunicu
  -  

Thank you for your answer! I mean, I don't have to worry if the GPU percentage goes up to 560% and the FPS drops to 9 maybe 10, after 20 minutes with the scene open! So it's ok for the animation to start jerking in the preview window. Even if Windows shows me the video card temperature of 50, the animation jerks! I don't think it's normal. I will also ask on the facebook group, maybe someone else has encountered this situation and solved it somehow!

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

A new version of Unreal Editor for Aximmetry has been released: https://aximmetry.com/learn/software-version-history/#%E2%96%BA-latest-2023-1-0
This version of Unreal has a much better performance when using Lumen lighting.

Also, make sure that while you are running a cooked project in Aximmetry Composer, you don't have the Unreal Editor open. Even if Unreal Editor is in the background, it will consume lots of resources.

Warmest regards,