Artefacts when switching from V Cam to T Cam

 

Broadcast DE 2024.3, Unreal, single workstation. All Cameras (1 V CAM, 2 T CAM) are genlocked and fed directly into the system as 2160p30 over a BMD Decklink 8K. Rendering in 2160p30, output downscaled to 1080p30. Allow virtuals off in all cameras (keying in Aximmetry). Keying is set up with clean plates on all cameras. Green box evenly lit with 9pcs 400W RGBWW LED panels and 4pcs 60W LED fill/top lights.

Not using billboards on our tracked cameras (yet) as a) we do not have virtual objects in front of the talent and b) the keying quality seems to suffer a lot from doing that...

However this causes a visible artifact every time we switch from a V CAM to a T CAM. Only in this direction, not vice versa and also not when switching between T CAMs or V CAMs. See video and screenshot:

https://www.dropbox.com/scl/fi/ka3owjj1acke7zogxocce/Microtest1_Artefact.png?rlkey=x8hs2w1tjjrjdufvi0uo7ce0h&st=i8k1uk1e&dl=0

https://www.dropbox.com/scl/fi/tzai4h9o30em2yii6p621/MICROTEST1_no_Billboard.mp4?rlkey=y4o75t513eya9jrj2xak5hfwm&st=e4qlrpci&dl=0

The first frame after the cut is always keyed incompletely, there are parts in the top of the picture missing. The frames after this are fine.

Turning the billboard on on the T CAMs fixes *that* issue. However with "Render to depth" enabled as per default we get these weird glowing seams that we can't seem to get rid of:

https://www.dropbox.com/scl/fi/ww84656iphyug5v8t2udw/MICROTEST2_w_Billboard_w_-RendertoDepth.mp4?rlkey=zhufw77mhv9dtluhdmv0aqn9b&st=rgt0hrr7&dl=0

Turning "Render to depth" off with the billboard still enabled gets rid of the seams, but the keying quality suffers. Especially the green spill seems to becomes a lot worse. 

https://www.dropbox.com/scl/fi/2a609qf9xxjuorrdlp5gd/MICROTEST3_w_Billboard_no-RendertoDepth.mp4?rlkey=2vrjsr4ek0qfft7v1akb2dukg&st=yoc9ux5n&dl=0


So what can we do here?








   Stefan Reck

 
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Eifert@Aximmetry
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Hi Stefan,

If I am correct, the issue where the billboard is cropped for one frame when switching between mixed cameras will be fixed in the next version.
Until then, I think you might be able to resolve it by using billboards and turning off the Look At Camera option in the Billboard panel.


When ‘Render to Depth’ is turned off, the billboard is actually placed twice in the Unreal level—first in the depth (which will be picked up by reflections and other effects). Unfortunately, the billboard rendered for depth will also be visible to the actual camera. Normally, you would not notice this, as it should always be fully behind the actual billboard that is not rendered to depth.
The unusual glow you see is likely caused by Depth of Field (Focus) being applied to the billboard rendered for depth. To fix this, you should ensure that the billboard is always in focus.

In V Cam (Virtual Camera), you can adjust the focus as described here: https://aximmetry.com/learn/virtual-production-workflow/starting-with-aximmetry/aximmetry-composer/camera-mover-mouse-control/#focus
In T Cam (Tracked Camera), make sure the talent remains in focus with your studio camera (if you have focus tracking) or override the tracked focus in Aximmetry. In the next version of Aximmetry, there will be a parameter in the INPUTS to override only the focus value per INPUT. Until then, you can achieve this with some additional logic in the Flow Editor; if needed, I can describe how to do so.



Regarding the green spill, it appears the above Depth of Field effect is simply blurring away the spill. This can occur if the keyed talent has transparent parts. You should make sure the Low and High Cut settings make the talent opaque in Matte Monitor Mode: https://aximmetry.com/learn/virtual-production-workflow/green-screen-production/keying/keying/#low-cut
Otherwise, try adjusting the Despill parameters of the keyer: https://aximmetry.com/learn/virtual-production-workflow/green-screen-production/keying/keying/#despill-strength
Alternatively, you might be able to hide the green spill using Light Wrap, afterall it is similar to what the Depth of Field's blur artifact did:

To use Light Wrap, the Use Billboards must be enabled.

Warmest regards,

 
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Stefan Reck
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Hi Eifert,

thanks for your prompt reply. So what version do you expect that bug to be fixed? Does it still occur with 2025.1 ?


 
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Eifert@Aximmetry
  -  

Hi Stefan,

It might not occur in version 2025.1.0, as some related issues were fixed in previous versions. There is one last issue that will be fixed in the next release of Aximmetry (2025.2.0).

Warmest regards,

 
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Stefan Reck
  -  

Hi Eifert,

do you already have a timeline for 2025.2.0 ?


 
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Eifert@Aximmetry
  -  

Hi Stefan,

Unfortunately, we cannot provide a specific timeline for updates.
In the worst-case scenario, if you have an upcoming production in the next few months and version 2025.1.0 does not resolve the issue, I can guide you through the necessary steps to fix it.

Warmest regards,

 
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Stefan Reck
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Ok, so it seems that issue has been fixed in 2025.1.0. Thanks for that.

However 2025.1.0 has a few new things...

First of all, how do I get rid of the warning message when I select a lower output resolution than the project render resolution at startup? I want and need to do this (capture, keying and rendering in UHD, but recording and streaming externally in 1080p) and it's annoying.

Secondly, I have a presentation computer live input that comes in on HDSDI, just like the cameras but in 1080p. I would like to take it to fullscreen without having to mess with the signal routing, so I just assign it as an input on V CAM 2. But how do I get it to appear full screen without endlessly fiddling around with the billboard and the V Cam position? Just inputting 0 on all transformations  and scaling up to match UHD does not seem to do the trick...



 
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Eifert@Aximmetry
  -  

Hi Stefan,

Is the warning on the Startup Configuration window annoying? That warning will be removed in the next version. In future releases, such warnings will only appear if the frame rate is not consistent.

Regarding your issue with the green virtual camera, if the input sources have the same aspect ratio, they should appear at the same size in the virtual world, regardless of resolution.

Note that having a different aspect ratio for the input compared to the rendering is not possible for tracked cameras, due to multiple technical limitations. However, with virtual cameras, you can use different aspect ratios for the inputs and the render, and that would likely cause the discrepancy you are experiencing.
Also, maybe you are using cropping in the CROP panel, which could also explain what you are experiencing.

Warmest regards,


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