Black Halo/Glow outside billboard

 

Hello,

A black halo appears around the video images as soon as I use the billboards.
There are also artifacts (black flash) as soon as the subject moves. I use Broadcast DE 2023.2.1.


The closer the billboard is to the camera, the more important the halo is.


Do you have any idea where it comes from? 

Thx in adavnce,

Cédric Cossec

   Novitaprod

 
Profile Image
TwentyStudios
  -  

This is because you’ve set the focal plane beyond the position of the Billboard. Either adjust the focus or turn off Render to Depth in the Billboard settings. 

 
Profile Image
Novitaprod
  -  
Thanks for your quick reply, 

Render to depth is disabled in Billboards, what exactly do you mean by adjust focus, is it an Aximmetry setting? Or a setting to make in Unreal? 

Best regards 

 
Profile Image
TwentyStudios
  -  

You controll focus on the virtual camera with Alt + Space + Left mouse button: 

https://aximmetry.com/learn/bpl-admin-docs/removed-from-old-hierarchy/camera-mover-mouse-control/

 
Profile Image
Novitaprod
  -  

Thx,

Do you know how to do that on a remote engine ?

Cedric

 
Profile Image
TwentyStudios
  -  

Remote engine? I don’t understand the question. If you’re running a multi-machine setup, all nodes are automatically controlled from the master control machine. 

 
Profile Image
Novitaprod
  -  

Yes, I have 4 computers with 4 Broadcast DE in a multi machine-setup. I don't understand where to click to adjust the focus on a render node.

 
Profile Image
TwentyStudios
  -  
Do you know how to move the virtual camera? Do you know how to Zoom with the virtual camera? You control focus the same way as you control zoom, but also pressing Alt on the keyboard. Select the virtual camera for the respective render node and adjust the focus there. If this doesn’t make sense, I suggest going back to the documentation and read about multi-machine and Virtual Cameras/Billboards. 
 
Profile Image
Novitaprod
  -  
I think the problem comes from the raytraced reflection, if I change the value from 0 to 1, the halo goes from black to white, it's probably related?

1st image: final with black halo
2nd image: the output on the UE module pin (with a large black spot)
3rd image: output on the EU pin with billboards disabled
4th image: by setting the raytraced reflection parameter to 1
5th image: the EU exit with a white spot this time.






I still don't see how to solve this problem.

I am in the middle of filming for France Television, I must have greatly degraded the overall quality of our daily broadcast. I don't really have time to reread the docs, I've been using aximmetry for 1 year, we've shot 120 shows without any problems, new bugs arise with each new version of aximmetry, the documentation doesn't explain how to get around the bugs .

Thanks in advance,
Cédric
 
Profile Image
Novitaprod
  -  

I dont use virtual cams, only tracked cams, and when i use alt+space+lmb, that do nothing

 
Profile Image
TwentyStudios
  -  

Ah, I thought you were using virtual cameras since you mentioned Billboards. Now I know what the issue is. Are you using tracked focus data? As you can see the billboard is out of focus (meaning the virtual focus distance doesn’t match your real camera) which causes the halo when the sharp billboard is rendered on top of it. For ray traced reflections to work, Unreal needs to render the Billboard in the main render pass. It then renders a “clean” copy of the billboard on top of that to avoid TAA rendering artifacts. Up till Unreal 5.1, this reflection casting billboard would be rendered after depth of field, but Epic introduce a new feature in 5.2 that includes translucent materials (like the billboard) in the DOF pass. That’s why you’re seeing this issue in the latest version of Aximmetry. Here’s the reply from Eifert at Aximmetry regarding this, plus what to do to get back to the 5.1 behavior:

 Unreal added the following in Unreal Engine version 5.2:

Added the r.Translucency.AutoBeforeDOF console variable to automatically render PostDOF translucency before DOF when their component location is behind DOF's focus distance.

Sadly, we didn't yet update our documentation regarding this.
If you want it to behave like in Unreal Engine 5.1, then you can set r.Translucency.AutoBeforeDOF to 1.
You can use the Execute Console Command node in the level blueprint to automatically set r.Translucency.AutoBeforeDOF 1 in your project.”

 
Profile Image
Novitaprod
  -  

Good evening, your answer looks conclusive, I'll try it tomorrow morning at seven o'clock. Thank you for everything. Cédric.

 
Profile Image
Novitaprod
  -  

Good morning,

I applied the Execute Console command node, it doesn't change anything. We still can't leverage Aximmetry properly, we can only use it without billboards, it doesn't fit our project.

If you have a solution, I'm a taker.



 
Profile Image
TwentyStudios
  -  

Then I suggest going back to the root cause of the issue, which is that the focus distance of the virtual camera isn’t the correct. Are you getting the focus values from your physical lens from a lens encoder and have you mapped the values in the camera calibrator (or in the calibrator that comes with your tracker)? Do you need billboards for casting virtual reflections and shadows in the scene or to have foreground objects appear in front of the video plane? If you just need the foreground objects, yoh should be able to disable the blurred Billboard copy by setting reflections to “off” or “Screen Space” in the project settings while still setting it to Ray Traced in the PostProcess Volume. 

 
Profile Image
Eifert@Aximmetry
  -  

Hi Cédric,

Did you manage to fix the issues?

Note, that if you are using the raytraced reflection, you should use the settings detailed here under the Standalone Ray Traced Reflections paragraph: 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/#reflections-in-unreal-engine

Warmest regards,

 
Profile Image
Novitaprod
  -  

Hi Eifert,

I solve the problem by removing the "B Texture" pin. But it remove reflections .... No good for us

Cédric

 
Profile Image
Eifert@Aximmetry
  -  

Hi Cédric,

B Texture is used in most reflections. Even when you have Use Billboards: ON and Allow Virtuals: OFF, the talent will be rendered in Unreal Scene so that Unreal can render the reflections from it. More on Use Billboards and Allow Virtuals here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/green-screen-production/tracked-camera-workflow/scene-control-panel/#use-billboards-&-allow-virtuals

However, the fact that this solves your issue means that the Billboard is placed differently or pictured differently in Unreal than in Aximmetry.

I suggest you first try to fix the billboard when you have Use Billboards: ON and Allow Virtuals: ON:

When you have these settings, the billboard can be blurred because of the focus and it can be white because of bad lighting in Unreal.

Or you can try using Use Billboards: ON and Allow Virtuals: OFF and Planar reflections:
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/#planar-reflections 
Planar reflections must have Render To Depth turned OFF, which is similar to disconnecting the "B Texture" pin.

Warmest regards,

;