Hey all, I am observing a weird keying issue based on which direction the virtual camera within Aximmetry is facing. This is the DE version utilizing an Unreal Level.
Can someone explain why this is happening?
Hey all, I am observing a weird keying issue based on which direction the virtual camera within Aximmetry is facing. This is the DE version utilizing an Unreal Level.
Can someone explain why this is happening?
I am using an Elgato Green Screen (roll-up) for these tests, and experimenting with lighting the green screen. Looks like I'll need additional lights to properly light it evenly enough, as the brightness you're seeing is from overhead fixtures I'm trying to guide with foil.
Regarding the Global Clip plane and Custom Depth Stencil Pass options, those are both selected (and indeed are already checked for every default project i've loaded with the latest Unreal for Aximmetry version).
After playing with Low and High cut in the Keyer, I am getting a much more consistent image even in the previous perspective. Thanks, I'll keep working on it.
This isn’t a keying issue but a result of the video being composited in linear color space inside Unreal. Any bright lights/emissive materials will shine through any slight translucency in the keyed billboard. There’s a function in the Billboards panel that you can turn on to compensate for this. You can also turn off Allow Virtuals in the Cameras panel to have Aximmetry handle the billboard compositing instead.
Looking at your screen shots it seems you might have some other issues going on as well. Did you enable Global Clip plane and turn on Custom depth stencil pass to Enabled with Stencil?
The white halo around the keyed foreground and the big amount of green spill also indicates that you have a far too bright green screen. What paint are you using and can you try to reduce the amount of light you cast on the green? It’s a common myth that you need a lot of lighting on the green.