TrackedCam+AR_Unreal_3-Cam The issue with this usage

 

After adding this module, only the AR layer will be displayed, without any cutout layer. Do you want to enable anything? There is no explanation on the official website

   solovai

 
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solovai
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please help me

 
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Eifert@Aximmetry
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Hi,

We are working on updating the Unreal documentation, until that:

The Green + AR camera (tracked, 1-3 billboards) and LED wall + AR camera (tracked, 1-9 walls) support the rendering of AR elements either above or behind standard functionalities.
To mark an object for AR rendering, assign the “AximmetryAR” tag to it.
Also like in normal AR cameras, you need to enable Allow Through Tonemapper:

  • Navigate to Edit > Project Settings: Engine - Rendering / Postprocessing.
  • Set Enable alpha channel support in post processing to Allow Through Tonemapper.

This functionality differentiates between AR content and normal camera output through the dual rendering process, where two separate cameras render the AR and standard graphics respectively. These separate renders can be observed distinctly in Live Sync mode in the Unreal Editor:

In Aximmetry, these two distinct layers are blended together:

To blend either above or behind standard functionalities:

  • Green + AR camera (tracked, 1-3 billboards) camera: When the AR Overlay Behind is turned on in the SCENE panel, then the billboard will be in front of the AR-rendered graphics. Without this option enabled, the AR graphics will stay behind the billboard.
  • LED wall + AR camera (tracked, 1-9 walls) camera: When the AR Overlay To LED is turned on in the STUDIO panel, then the AR rendered graphics are displayed on the LED wall, placing the AR elements behind the talent. Conversely, when this setting is deactivated, the AR content is displayed in front of the talents. This occurs because the AR content is blended over the camera's live feed rather than being integrated with the imagery displayed on the LED wall.

Located beneath the option for overlay configuration, the AR Linear Blend setting adjusts the blending mode (sRGB or Linear) between AR and the standard camera. This impacts the visualization of transparent areas, especially around object edges that may exhibit partial transparency due to anti-aliasing effects.

IMPORTANT: Shadow and Reflection Catcher is not yet supported in the +AR of the Green and LED Wall projects. That is why there is only an AR Out pin on the Unreal project module and the reflection and shadow video pins are missing:


Warmest regards,