Blueprint in Augmented Reality (AR)

 

Hello,

I created a blueprint that I want to place in AR in a TrackedCam + AR mode. When I place the "AximmetryAR" tag on the blueprint, it does not work and it is always in the background. This blueprint spawns sub-blueprints.

How can I fix this issue ?

Thanks for your help
JD

   JDarras

 
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JDarras
  -  

Hello,

Here is my issue : I don't see the colors bars in AR. Maybe cause this one are in sub BP.

Blueprint in Augmented Reality (AR)

Here you can see the sub BP :

Blueprint in Augmented Reality (AR)

I try to add tag in blueprint in event begin play but without result :

Blueprint in Augmented Reality (AR)

Do you know a solution for this issue ?

Thanks

JD

 
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JDarras
  -  

I found documentation here : https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/ar-production/aximmetry-de-scene-setup-ar/#dynamically-spawned-models-and-actorshttps://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/ar-production/aximmetry-de-scene-setup-ar/#dynamically-spawned-models-and-actors

I'm in mode Tracked + AR

The variable is this one :

Blueprint in Augmented Reality (AR)

You need to setup the camera in blueprint like this :

Blueprint in Augmented Reality (AR)

Unfortunately, I cannot find the "Update ARObjects" node. If I look in the blueprint of the Aximmetry camera, here is what I find on Update:

Blueprint in Augmented Reality (AR)

But, whith tracked+AR, search for initialize AR

Blueprint in Augmented Reality (AR)

For me, it stay one issue : the edge of the AR is white :

Blueprint in Augmented Reality (AR)

Do you know how to remove this white edge ?

Thanks

JD

 
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Eifert@Aximmetry
  -  

Hi JD,

Great job finding the Initialize AR function.


Regarding the white edge, I'm not entirely sure what could be causing it.

Do you see the white edge in the AR Out video?
Blueprint in Augmented Reality (AR)
You can use a Blender and Solid Color module to put a black background behind it.

It could be a material issue. Are you using opaque materials on those AR objects?

Check to see if there is fog or sky on your map that might be causing this. You can find more information on that here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/ar-production/aximmetry-de-scene-setup-ar/#fog

Also, it might be an issue with your Project Settings. You can share your Project Settings with us by sharing the DefaultEngine.ini file, which is located in the config folder of your project's root folder.

Warmest regards,

 
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JDarras
  -  

I had fog and sky and I delete it but I still have white edge. I figure out that the translucent material are white and not translucent. 

Here is my DefaultEngine.ini :

[/Script/HardwareTargeting.HardwareTargetingSettings]

; quality settings

TargetedHardwareClass=Desktop

AppliedTargetedHardwareClass=Desktop

DefaultGraphicsPerformance=Maximum

AppliedDefaultGraphicsPerformance=Maximum



[/Script/Engine.RendererSettings]

; exposure control and tone mapping settings

r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True

r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True

r.DefaultFeature.Bloom=False

r.DefaultFeature.AutoExposure=False

r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8

r.DefaultFeature.LocalExposure.HighlightContrastScale=1.0

r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8

r.DefaultFeature.LocalExposure.ShadowContrastScale=1.0

r.DefaultFeature.MotionBlur=False

r.SceneRenderTargetResizeMethod=2


; dynamic gi settings

r.LightPropagationVolume=0


; quality settings

r.ReflectionCaptureResolution=512

r.AllowStaticLighting=True

r.HighResScreenshotDelay=8

r.DefaultBackBufferPixelFormat=4

r.GBufferFormat=3


; shader settings

r.SupportSkyAtmosphereAffectsHeightFog=True

r.DefaultFeature.LensFlare=True

r.ClearCoatNormal=False

r.NormalMapsForStaticLighting=False


; Aximmetry

r.CustomDepth=3

r.AllowGlobalClipPlane=True

r.PostProcessing.PropagateAlpha=2



r.GenerateMeshDistanceFields=True


r.DynamicGlobalIlluminationMethod=1


r.ReflectionMethod=1


r.SkinCache.CompileShaders=True


r.RayTracing=True


r.Shadow.Virtual.Enable=1


[/Script/EngineSettings.GameMapsSettings]

;defines what level to be loaded by default in the editor and at playback time

EditorStartupMap=/Game/Maps/Main.Main


; Aximmetry

GameDefaultMap=/Game/Maps/Main.Main

GlobalDefaultGameMode=/Game/AximmetryGameMode.AximmetryGameMode_C


[/Script/UnrealEd.UnrealEdEngine]

; Remove Engine Template maps

-TemplateMapInfos=(ThumbnailTexture=Texture2D'/Engine/Maps/Templates/Thumbnails/VR-Basic.VR-Basic',Map="/Engine/Maps/Templates/VR-Basic")



; Allows for Hardware Accelerated Video Decoding


[/Script/WmfMediaFactory.WmfMediaSettings]

AllowNonStandardCodecs=True

HardwareAcceleratedVideoDecoding=True

LowLatency=False

NativeAudioOut=False


[/Script/WindowsTargetPlatform.WindowsTargetSettings]

DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

-D3D12TargetedShaderFormats=PCD3D_SM5

+D3D12TargetedShaderFormats=PCD3D_SM6

-D3D11TargetedShaderFormats=PCD3D_SM5

+D3D11TargetedShaderFormats=PCD3D_SM5


[/Script/Engine.Engine]

+ActiveGameNameRedirects=(OldGameName="TP_ME_AximmetryBlankBP",NewGameName="/Script/HomeProject")

+ActiveGameNameRedirects=(OldGameName="/Script/TP_ME_AximmetryBlankBP",NewGameName="/Script/HomeProject")


[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]

bEnablePlugin=True

bAllowNetworkConnection=True

SecurityToken=95B4D8C8468B43536E795F8DBCB3186B

bIncludeInShipping=False

bAllowExternalStartInShipping=False

bCompileAFSProject=False

bUseCompression=False

bLogFiles=False

bReportStats=False

ConnectionType=USBOnly

bUseManualIPAddress=False

ManualIPAddress=



 
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Eifert@Aximmetry
  -  

Hi,

I found that changing the AR's ADJUSTER's Sharpen parameter from 0 creates a very similar artifact. So make sure it is set to 0:


Otherwise, I couldn't recreate the issue with your Project Settings. If those objects use translucent material, then try changing the material to Opaque and see if that fixes the issue:
Blueprint in Augmented Reality (AR)

If changing to Opaque does fix it, share the material with us so we can investigate how it could be causing this issue.

Warmest regards,

 
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JDarras
  -  

Ok, I confirm, the problem is whith fog, the skylight to create this white edge. 

 
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Eifert@Aximmetry
  -  

Hi,

Unfortunately, there is not much you can do about this other than removing the fog when using TrackedCam + AR compound.
However, if you render the AR on a separate machine, you can have a separate level for AR, as you would use separate TrackedCam and AR compounds. You can find more information here on how to combine it with separate machines:  https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/led-wall-production/combine-different-productions-in-separate-machines/

Alternatively, you could use Aximmetry to render AR, which would eliminate the need for an additional computer. More information on Aximmetry-rendered AR can be found here:: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/ar-production/aximmetry-se-scene-setup-ar/ 

Warmest regards,

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