Focus on Virtual Camera

 

Hello,

I tried to use "Allow Virtual" option on Virtual camera, and I end up getting this result.

So I diabled "Allow Virtual" option to get it fixed.


But now I get image with low resolution.


Can I have High resolution video signal and make it look good with exrpess focus distance between billboard and 3D asset as well?


Thank you.

   BalmCrow

 
Profile Image
TwentyStudios
  -  

The mask for foreground objects is binary and doesn’t work take depth of field into account. You normally wouldn’t get the soft edge with Allow Virtuals either, so I don’t think you’ve set up the Unreal scene properly according to the instructions. Are you sure you’ve enabled global clip plane and Custom Depth Stencil Pass: Enabled with Stencil? 

 
Profile Image
BalmCrow
  -  

I did enabled those two options on Unreal already but still getting washed look of video signal without "Allow Virtual" option.

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

It looks like a Forward Shading issue, make sure that it is not selected in the Project Settings:

Aximmetry's Unreal cameras are designed to only work with Deferred rendering as it produces a better quality image for virtual productions.

And as TwentyStudios said, make sure you use these settings: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content/creating-content-for-aximmetry-de/ue5-how-to-install-and-work-with-the-unreal-engine-based-de-edition/#converting-unreal-5-project-into-aximmetry-unreal-5-project

Also, make sure that Render To Depth is selected:

However, it doesn't explain why you get lower quality Billboard when you disabled "Allow Virtual". Are you sure it is not the other way around, that you get lower quality Billboard when Allow Virtual is actually turned on?

Warmest regards,

 
Profile Image
BalmCrow
  -  

Hi, 

like I mentioned on previous comments, I did all steps on that page.

I also did what you suggested me to do, but it did not change the situation.

Do you have any other solution I could possibly adjust?


Thank you.

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

After changing those settings, you should cook again the project. And restart the Unreal Editor for Aximmetry, if it asks to do so when changing a setting.

Otherwise, does the wall which is blurred by the focus uses nanite mesh?
If so, disable it. Click on its mesh when the Actor is selected:

And untick Enable Nanite Support:


Does this happen when not using FREE MODE?
For testing it, you could place the camera in a similar position using the Delta Cam Transf:


If it is still happening, can you take a screenshot of B Mask and the final output when "Allow Virtual" option is disabled:
That could give us further ideas on what is going wrong.

Warmest regards,