Issue with Dynamically Controlling Camera Aperture in Virtual Camera

Hi,

I have already tried using a Blueprint to control the Cine Camera's aperture, but it did not work.
Issue with Dynamically Controlling Camera Aperture in Virtual Camera
I also noticed that there is a “Cam Aperture” value in the Virtual Camera module, but adjusting it has no effect either.
Issue with Dynamically Controlling Camera Aperture in Virtual Camera

Could you please advise how I can dynamically control the camera aperture, for example by animating it through a Sequence?
At the moment, it is either set to automatic or fixed to a single value, which does not meet my usage requirements.
Thanks.

   CUC_STU

Comments

Eifert@Aximmetry
  -  

Hi,

In recent versions, Aperture control has been fully integrated into the Camera Compounds. As a result, you no longer need to override Aperture using Unreal Blueprints to control it. Instead, simply connect the Cam Aperture pin on the Unreal module to the corresponding Cam Aperture pin on the camera compound. You can then define the Aperture in the same way you define virtual camera movements.

If you only want to create virtual camera movements using the A and B points of camera paths:

You can also use the Seq pins to animate virtual camera movement, including Aperture. For more information about using the Seq pins with the Camera Sequencer Compound, refer to this guide: https://aximmetry.com/learn/virtual-production-workflow/green-screen-production/virtual-camera-workflow/camera-sequencer/ 

Warmest regards,

CUC_STU
  -  

Thank you, I have successfully verified aperture control in version axi2025.2. I have another question regarding camera exposure:

I would like to dynamically control the camera's exposure value in an environment with significant lighting changes in axi. Currently, the axi camera has two post-processes, one labeled as "recommended" and the other as "required." What is the difference between these two, and how should I control them to implement runtime dynamic exposure adjustments through animation?

Eifert@Aximmetry
  -  

Hi,

You can disregard the existing Post Process Volumes if using Aximmetry 2025.2.0 or newer. Simply add your own Post Process Volume and use that:

This is because the Post Process Volume included in the Aximmetry camera blueprint has a lower priority than any newly added volume. As a result, your Post Process Volume will take precedence. For a detailed list of which settings are modified by the Aximmetry camera blueprint’s Post Process Volume, you can refer to the documentation here:  https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-for-aximmetry-de/preparing-the-unreal-project/#camera-post-process-volume 

Note: To ensure the Post Process affects the entire scene, make sure to enable Infinite Extent in the Post Process Volume. 

Warmest regards,


CUC_STU
  -  

Thanks again, i'll try to add my own postprocess.

Warmest regards