Aximmetry 2024.3.0 Beta Unreal 5.3.0 video over saturated

 

@Eiffert : I upgraded to Aximmetry 2024.3.0 Beta  UE 5.4.1 having used 2024.2.0  UE 5.3 before.  If I use a project for  2024.2  UE 5.3  and  cook it as a  UE 5.4.1 Aximmetry project , and run this in the 2024.3.0 Beta  version  the video is very highly saturated . The same project looks OK in 2024.2 / UE 5.3. Any idea what's causing this

Thanks

   Linford

 
Profile Image
TwentyStudios
  -  

A screenshot would help….

 
Profile Image
Linford
  -  

@Twenty : Second  screenshot is after  cooking  the Unreal 5.4.3 project. The first is the cooked project running in Aximetry 2024.3.0



Aximmetry 2024.3.0 Beta Unreal 5.3.0  video over saturatedAximmetry 2024.3.0 Beta Unreal 5.3.0  video over saturated

 
Profile Image
Linford
  -  

@Eiffert: Any idea where I should look to fix this. Video is perfect  in the converted 5.3 to 5.4 project.  Once cooked , it still looks OK in UE 5.4.3 but it is  bleached, or over saturated  in Aximmetry. Black levels  look high. Problem exists both in Live Sync and cooked mode

 
Profile Image
Eifert@Aximmetry
  -  
Hi,

Unfortunately, I cannot determine the issue from the image alone. It could be related to tone mapping, fog, or baked lighting, for example. I suggest deleting the post-process volume in Unreal or making it inactive and then testing it again, that can narrow down the possible issues.
Additionally, which Aximmetry camera compound are you using?

Warmest regards,
 
Profile Image
Linford
  -  

@Eiffert: I  think  you were right. In Post Process Volume  I adjusted the exposure, changing it  from 1 to -1.5 , and it looks  normal  now.  I didnt  bother  with the tone mapping, fog, or baked lighting. I am  using Mixed Cam 3+3.  Interesting is that this  issue  only  happens  with the 2024.3.0  beta   UE 5.4.3.  It  works  fine in Aximmetry 2024.2.0 / UE 5.3.2.

Thanks

 
Profile Image
Eifert@Aximmetry
  -  

Hi Linford,

It might not be the best idea to set the exposure to a negative value.

We recently discovered that the Intensity Scale parameter of the Sky Light actor has changed in Unreal 5.4, which might be causing the oversaturation.

Warmest regards,

 
Profile Image
LiveGuyUSA
  -  

This happened to me as well with oversaturation in lighting in the non-beta version of Aximmetry DE 2024.3.0.  I will try the adjustments mentioned.

 
Profile Image
LiveGuyUSA
  -  

I want to make it clear that Aximmetry needs to look into this issue.   This issue is not happening inside Unreal Engine for Aximmetry when I hit "Play" in that application.  It ONLY happens inside Aximmetry DE itself.   I noticed it only does this on some scenes like the one shown here.  

 
Profile Image
Eifert@Aximmetry
  -  

Hi LiveGuyUSA,

It sounds like the issue you're describing is different from the Intensity Scale parameter with the Sky Light actor. Based on your description, it could be due to an incorrect setting of the Frame Buffer Pixel Format in Unreal's Project Settings. Make sure it is not set to float if you are not using HDR:
Aximmetry 2024.3.0 Beta Unreal 5.3.0  video over saturated
Additionally, check if HDR is turned on in Aximmetry:
Aximmetry 2024.3.0 Beta Unreal 5.3.0  video over saturated

If neither of these resolves the issue, could you please let us know if there's a specific scene where this happens that is available for download? That way, we can investigate it faster.

Warmest regards,

 
Profile Image
Maria Moon
  -  

The same problem for me. Not using HDR, and Frame Buffer Pixel Format is not set to float.

All good in Unreal play mode, cooked scene is heavy saturated (like +5 on exposure, before it was 1, now setting even -1.5 in post process - too bright, trying -5 at the moment), using latest version.

From 1 to -5 is still too high. Trying -11. 

From 1 to -10 - looks almost identical now. (Maybe need to try -9))

About scene and downloading - it's a bit heavy. (65gb+) 

And in one scene as i can see - Allow virtuals - objects now overlap the actor, in the previous version this problem was not in this scene, later I'll see what's with the nanites.

Without Allow virtuals actor now looks like out of focus in this scene.

 
Profile Image
Eifert@Aximmetry
  -  

Hi Maria,

Thank you, but we no longer need a scene, as we received ones with similar issues. We are currently investigating the underlying source of the problem, which seems related to the Post Process Volume's exposure settings.

To place objects in front of the billboard with the Allow Virtuals turned on in Aximmetry 2024.3.0, follow the "Objects in Front of the Billboard" paragraph here: https://aximmetry.com/learn/virtual-production-workflow/green-screen-production/aximmetry-de-scene-setup-green-screen/#setting-up-objects-in-front-of-the-billboard

If Allow Virtuals is turned off, the Depth of Field in Unreal (focus) will not affect the billboard, as Aximmetry will render the billboard. Nonetheless, even if Allow Virtuals is off, you can add a blur effect to the billboard or Aximmetry's Depth of Field by editing the camera compound. If needed, I can guide you through how to do so.

Warmest regards,


 
Profile Image
Maria Moon
  -  

Thank you very much for your answers. Fixed allow virtuals in other scene. I have edited camera compound (old one) for DOF, thank you very much, barely using it at the moment, will try to cook more scenes on new version.

Disabled Post Process Volume, set exposure from Project Settings - still oversaturated, needed to set from 1 auto, to -9.5.

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

There were certain changes to the Aximmetry camera blueprint to improve the quality of the billboard. With these changes, some exposure parameters are now controlled by the Aximmetry camera itself. This can result in the exposure being different compared to the Unreal camera if the exposure is controlled outside of the camera actor, as is likely the case above.

If you are experiencing different exposure in Aximmetry than what you had in Unreal Editor you can do the following workaround:

We assume that you have a post-process volume in your scene, which you use to adjust the exposure to your liking.
Select it and navigate to the Exposure section.
Set the Metering Mode to Manual.
Set the Apply Physical Camera Exposure to off.
Adjust the exposure using the Exposure Compensation value to your desired exposure.
Recook the scene.

This should allow you to get the same exposure both in Unreal Editor and in Aximmetry.

Warmest regards,

 
Profile Image
REDEFINITION
  -  

This "solution" is not working either, already followed each step and the problem continues


;