@Eiffert: Casting the shadows of the talent positioned against a billboard when using Tracked Cam project works well, but has the limitations that the shadow area cast within the set is defined by the cone radius of the associated dynamic light. That can be problematic when the talent moves out of that zone. Have you folks considered a means of having that dynamic light track the movement of the talent so it is always equidistant from the talent at all times. Not sure. How practical this is.
Hi Linford,
You can easily create logic where the light source follows the tracked camera compound's billboard position.
Note that the billboard transformation is transmitted as part of the Control Data collection to Unreal. You can access this data in a Blueprint by using the Get Aximmetry Transformation node and setting its name to "Control Data:BA/Transform" (where BA refers to BILLBOARD #A).
If you would like more detailed instructions on how to set this up, please let me know, and I’d be happy to assist further.
However, moving a light source along the billboard could look unnatural. Instead, you could consider increasing the cone angle of the Spot Light and softening its edges. This can help ensure that shadows are less noticeable when talents move out of the spotlight's direct area. In Aximmetry-rendered scenes, use the Spot Light's attenuation pins to achieve a softer light effect.
Also, consider adding a Directional Light which affects the whole scene equally. Adjust its settings so it casts strong shadows without significantly altering the scene’s overall lighting.
These are just some quick tips from me, and I'm sure there are countless other techniques for dealing with shadows.
Warmest regards,