Translucent Objects at the Billboard does not work

 

Hi,I need some help in my scene.  As the pic shows,  the anchor should behind the glass,the first picture is in unreal scene,not aximmetry output. 
Translucent Objects at the Billboard does not work

When using billboard,  the anchor is always in front of the transcent glass which is not right, i have read the doc in your website,https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/green-screen-production/aximmetry-de-scene-setup-green-screen/   


Translucent Objects at the Billboard does not workTranslucent Objects at the Billboard does not workTranslucent Objects at the Billboard does not work


Translucent Objects at the Billboard does not work

not working both when the setup of  allow virtual is On or Off , but i have to set it off to keep the quality of the billboard. 


   CUC_STU

 
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Eifert@Aximmetry
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Hi,

This issue is likely due to Ray Tracing Translucency being enabled in the Post Processing Volume. You should turn it off:

 Note that not all Ray Tracing capabilities of Unreal are supported by Aximmetry: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/green-screen-production/aximmetry-de-scene-setup-green-screen/#ray-tracing

Additionally, your glass seems to have refraction. This will not affect the billboard if Allow Virtuals is turned off. But it will cause the billboard to appear twice if Render to Depth is turned on:
Translucent Objects at the Billboard does not work
As the billboard rendered to the depth will be affected by the refraction.


It also appears that your project has Always Show Touch Interface enabled. To remove the touch controllers, go to Edit > Project Settings in Unreal and turn this off:

Warmest regards,

 
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CUC_STU
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Thanks for your answer,When the Allow Virtuals is turned on, The billboard picture quality is degraded in my scene,not only this one .


 
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TwentyStudios
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CUC_STU: Did you do the required adjustments to the global clip plane and custom depth stencil pass as explained in the documentation? Are you using DLSS? Are you using ray traced translucency? You need to set up your scene correctly for billboards to render without quality loss with Allow Virtuals turned on. Even with those settings, you’re rendering the video through the Unreal post processing pipeline, so any post processing effects like bloom or chromatic aberrations will affect the quality of the billboard. 

 
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CUC_STU
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the global clip plane and custom depth stencil pass   yes

DLSS NO

ray traced translucency   YES (Ray Tracing)

 
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TwentyStudios
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So that’s your solution! Turn off Ray traced Translucency since it’s not supported. 
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