The display with the post-processing boxes in UE5 is different from the display with Aximmetry

 

When we used UE5 to make the scene, we found that when the post-processing boxes were used in the scene, the colors and contrast effects of the scene would be inconsistent with those of UE5 in Aximmetry. But not using post-processing boxes would make the scene look less textured, and we didn't want that.

So we wanted to ask how do we deal with this?

What should we do to make the post-processing box produce the right effect?

Here is the effect of one of the scenes we tested with a post-processing box:


   CerberusAMD

 
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CerberusAMD
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And then here are the effects in Aximmetry:


 
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Eifert@Aximmetry
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Hi,

The Fill won't use all the post-processing effects of Unreal. The Frustum will have the correct color and post-processing. Note, that your camera will always see the frustum part of the LED Wall. Fill is mostly used for lighting your talent. More on this here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/led-wall-production/using-led-walls-for-virtual-production/#render-passes-single-vs-multi-machine-configuration

I guess you don't have your tracking set up in your production yet. That is why you only see the Fill.
While you don't have tracking, you could use the Delta Cam Transf to point the frustum on your LED wall:

It should be easy to do so while you have STUDIO view turned on:

Just don't forget to reset the Delta Cam Transf once you have the tracking working, as the Delta Cam Transf will be added to the tracking data.
You can easily reset everything in the ORIGIN panel like this:

Warmest regards,