Green Screen

Hi, I want to get myself into my project with a green screen. I got lighting sequences where I want to be mapped behind but if I play the sequence the input of my camera live footage is in front of the lights 

   Tornado

Comments

Eifert@Aximmetry
  -  

Hi,

If you are using Allow Virtuals, you need to enable the Render CustomDepth Pass for any objects that will appear in front of the Billboard (live input). Detailed instructions on how to do it can be found in the "Objects in Front of the Billboard" section here: https://aximmetry.com/learn/virtual-production-workflow/green-screen-production/aximmetry-de-scene-setup-green-scre 

Warmest regards,


Tornado
  -  

I´ve done it like it is in the document from the answer. Now I got as you can see DMX Moving heads, lighting... that are still infront. If I search for the Render CustomDepth Pass I cant find it. Do I have to do it with the translucent instructions? And if so where can I find the material to change it because there ist no material in the details pannel?


Green Screen

Green Screen

Eifert@Aximmetry
  -  

Hi,

In your case, there will almost certainly be a subcomponent on the Actor that functions as the beam, using a translucent material.
To resolve this, you need to find the right subcomponent in the details panel, then open its material and set the material's Translucency → Advanced → Allow Custom Depth Writes to On.
For example, here I needed to select the StaticMeshBeam subcomponent to access and modify its material:




Since these assets are often dynamic and may be created at runtime in specific locations, they can be more challenging to find then the above case.
Also, this is returning issue, so I will try to detail here a workflow that will work in almost all similar situations:

  1. Start the scene. You do not need to be in Live Sync mode, although it can help.
  2. Use the Simulate Camera feature to easily navigate to the location where the object (such as the beam) will appear.
  3. When the object becomes visible, Pause the scene.

Green Screen
For more details on Live Sync and Simulate Camera, you can refer to Aximmetry’s documentation: https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-in-unreal-editor/interactive-editing-with-live-sync/ 


Once the object is visible:

  1. Click on it in the viewport to select it. Then, double-click at the same location to select the relevant subcomponent.
  2. To confirm you have selected the correct component, try changing its position or material. You can always revert these changes once you're ready to work on the original material.
  3. Sometimes, changes do not apply immediately because the engine needs one frame to update. You can advance a single frame using the single-frame advance button to observe your changes on the correct object.




In some cases, you may not see a standard material but encounter a complex blueprint or a system that generates the object and its material dynamically. The most common example is a Niagara particle system. For such systems:

Open the relevant Niagara System asset:


Each particle emitter within the system may have its own material, which you can find and select there:


Sometimes, this assigned material is a variation, in that case, you need to select the Parent material to find the right material:


Once you’re at the correct material, enabling Allow Custom Depth Writes should allow the beam to render behind the Billboard as intended:

Warmest regards,