V CAM glitches when switching to tracked cameras and Light Wrap is on

 

Broadcast DE 2024.3.0 with Unreal, Mixed Cam Unreal 3+3 Compound, single machine. Allow virtuals is off.

Whenever I switch from a V CAM to a tracked camera there is a strange render artifact as seen in the video linked below. If you go to 00:18 and advance it frame by frame you can clearly see that when the camera is switched from the wide angle V CAM to the tracked close shot the first frame of the tracked camera is not rendered cleanly. It happens again at 00:35. Other cuts (V CAM to V CAM, T CAM to T CAM) are rendered correctly.

It seems that turning off Light Wrap on the V CAM fixes the issue, but what is actually happening here? GPU and CPU load are well in the green and Aximmetry runs at a stable 30 fps.

https://www.dropbox.com/scl/fi/qn81cbzu9y1sfycdka9gf/MA_1212_Test_02-8.mp4?rlkey=byirgkw32r8samlmze1aeul8q&st=r8cte2iz&dl=0



   Stefan Reck

 
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Eifert@Aximmetry
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Hi,

In the case of Mixed Camares, there are two distinct Allow Virtuals parameters:
One for virtual cameras:

And one for the tracked cameras:
V CAM glitches when switching to tracked cameras and Light Wrap is on


If the Allow Virtuals parameter is enabled while Light Wrap is disabled, then the B Mask won't be rendered:
V CAM glitches when switching to tracked cameras and Light Wrap is on

This could explain why disabling Light Wrap resolves your issue.
If you want to maintain the current settings (i.e., not enabling Light Wrap for tracked cameras or turning off Allow Virtuals), you can force the B Mask to render for tracked cameras. To do this, edit the Control Data collection like this:


This solution might not completely resolve your issue. Please let us know if it helps or if you continue to experience problems, so we can provide further assistance or/and fix it in a future release.

Warmest regards,

 
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Stefan Reck
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So we actually had allow virtuals on on the VCAM but off on the TCAMs. Turning it off on the VCAM as well seems to fix it. So it looks like Aximmetry cannot cleanly handle transitioning from a camera keyed inside UE (virtuals on) to a camera keyed in Aximmetry itself (virtuals off).


 
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Eifert@Aximmetry
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Hi,

Did you try enabling the B Mask with the modification I mentioned in my previous comment, If so, did it resolve the glitch?

When Allow Virtuals is turned off, Unreal is required to render the B Mask. This mask is not rendered when Allow Virtuals is turned on, as doing so would increase the performance load. However, initiating this additional render probably causes the momentary glitches in the Unreal render.  If you keep it enabled consistently with the suggested modification, I believe it should prevent any glitches.

Warmest regards,

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