Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)

Hi everyone, I have several questions regarding lighting consistency between Unreal Engine and Aximmetry:

  1. How can I preserve the exact same lighting setup I’ve created in Unreal once I bring the project into Aximmetry? In my case, the Exposure values don’t match between the two: even when I set manual exposure inside a PostProcess Volume in Unreal, it seems to be overridden once inside Aximmetry. For example, I have Exposure = 9 in Unreal, but when I use Exposure = 1 in Aximmetry, the image looks much brighter. Is there any kind of equivalence table between Unreal and Aximmetry exposure values? Or a reliable way to match them visually?

  2. I'm using Aximmetry 2024.2.0 and Aximmetry_LED_Wall_Cam in my scene. Does this camera support PostProcess Volumes correctly, or are there limitations?

  3. How many PostProcess Volumes can Aximmetry handle in a single scene?

  4. Is it possible to use more than one without them cancelling each other out, so I can blend different visual environments based on where the camera is?

  5. If I'm using a LED_Wall_Cam, and expose Postprocess parameters in the Level Blueprint would Aximmetry be able to acces or respect those values for live adjustments? 


I’ll attach three images to illustrate the issue more clearly:

Two screenshots from Aximmetry (both with Exposure = 1, one with HDR enabled, one with HDR disabled)

One screenshot from Unreal Engine showing the scene with Exposure = 9 set manually inside the PostProcess Volume

Any help or insight would be greatly appreciated. Thanks in advance!

HDR ON

Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)


HDR OFF

Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)


UNREAL ENGINE 

Lighting and Exposure Mismatch Between Unreal and Aximmetry (Using LED_Wall_Cam)

   Fernando Espina

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