Nanite and volumetric problem

 

Hello,

in the latest version of aximmetry I found this problem. If I have "Allou virtuals" turned off the volumetric clouds and volumetric fog are visible through the billboard. I have created a completely new projection. If I enable "allow virutals" it is fine. I found out that it also does nanite on the model that was as background. 

Nanite and volumetric problem

 

   Kikilo

 
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TwentyStudios
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Something seems to be very broken in Aximmetry with Nanite meshes and the B-Mask. I hope Aximmetry takes notice and addresses this properly. Surprised it even passed their internal testing. If you don’t have any foreground objects that need to occlude the video you could just disconnect the B-Mask pin. 

 
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sambert2000
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I have exactly the same mistake 

I switch of allow virtual in axi camera setting and its help 

 
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Eifert@Aximmetry
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Hi,

We have identified an issue within Unreal Engine that causes similar problems. A workaround has been made, which will be included in the next release. This should address the above mentioned issues.
We will post detailed information once the release is out.

Until that, you can probably fix the issue by disabling nanite in Unreal's Project Settings:
Nanite and volumetric problem
Or you have to disable the nanite in each nanite mesh that may overlap the billboard.

Warmest regards,

 
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Kikilo
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That's good news. How's it going with the volumetric clouds? Those are visible too and I noticed today that they are visible through the billboard in the case of allou virtuals.

 
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Eifert@Aximmetry
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Hi Kikilo,

We were unable to reproduce the issue with the volumetric clouds. Could you try turning off Nanite to see if that resolves the issue with the volumetric clouds?

Additionally, it would be helpful if you could send your project containing the volumetric clouds to sales@aximmetry.com, enabling us to examine it closely and understand what is going wrong.

Warmest regards,


 
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Eifert@Aximmetry
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Hi,

The latest Aximmetry version, 2024.1.0, fixes the issue of Nanite meshes located behind billboards.

Fixed that Nanite meshes behind the billboard caused rendering errors in the light wrap and non-virtual billboards. Note that now Nanite meshes in front of the billboard will cause similar issues. This can be avoided by disabling Nanite for these objects.
https://aximmetry.com/learn/software-version-history/https://aximmetry.com/learn/software-version-history/

Warmest regards,

 
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Kikilo
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Hello, now clouds with Ultra Dynamic Sky (volumetric clouds from UE) are visible both in allow virtuals off and on.

Nanite and volumetric problemNanite and volumetric problem

 
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Eifert@Aximmetry
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Hi Kikilo,

It appears the issue you’re experiencing is caused by the Ultra Dynamic Sky asset, rather than Unreal Engine's built-in volumetric cloud. I couldn’t recreate the issue with the use of the volumetric cloud.

The problem might stem from the material used in the Ultra Dynamic Sky asset. Do you experience this issue when using Unreal Engine’s built-in Volumetric Cloud material called m_SimpleVolumetricCloud_Inst?


Warmest regards,