Blurry videos

 

Hello,

I created a virtual screen on unreal following the instructions on the video-tutorial below:

https://youtu.be/yHEGoVNSCiI

Aparently works well but i found an annoying issue. When video is playing on static images the quality looks perfect, but when the video has any speed movement, the display seems to lost focus and turns a little bit blurry. And come back on focus when movement finish.

I attached 2 pics for see that.

Anyone can helpme?


   CYMATIC

 
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Zoltan@Aximmetry
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Hi,

What is the source of the video?
Is it coming realtime from a smartphone? If yes what method of video transfer do you use? HDMI, NDI? And what app do you use for sending?

Is this an Unreal scene?
If yes, could you try turning off Temporal AA in your unreal project?

 
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CYMATIC
  -  

Hi Zoltan,

The problem is the Temporal Anti Aliasing from unreal.

The video is playing on a texture from unreal. I asume that TemporalAA is good for smothing edges on my stage but very bad for playing videos with sharpen edges.

In your experience with aximmetry, what is the best way for play videos like this?

This video is playing from a 3d model phone with a in/out triggered animation.


Thanks in advance!

 
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Zoltan@Aximmetry
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Hi,

Firstly thank you for sharing your solution on Facebook.

However there is another approach you can use. In UE for Aximmetry you can force turning off TAA for specific objects.

- In Project Setting set Custom Depth-Stencil Pass to Enabled with Stencil:

(you probably already set this, because it is generally needed for using billboards with Aximmetry)

-    For opaque objects:
        - Select the object
        - In the Detail window, go to the Rendering section
        - Enable Render CustomDepth Pass
        - Set CustomDepth Stencil Value to 8


-    For translucent objects set all above, but in addition you have to:
        - Go to the material editor by double clicking the translucent material in the Content Browser
        - In the Details window, enable Translucency / Allow Custom Depth Writes
        - Set Material / Opacity Mask Clip Value to 0 or some other small value This is the alpha threshold above which TAA will be enabled.

 
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sernst
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Brilliant stuff!
Is there a similarly simple way to bypass Tonemapper on certain video meshes?
 
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Zoltan@Aximmetry
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Hi,

You cannot simply turn it of, but there is a workaround, however it is not so simple to use.

For the billboards we used an "Inverse Tonemapper" method.  It is a HLSL node within the billboard material that tries to counter the effect of tone mapping. You can copy/paste it into your any material.

Please note that this is only an approximation and it might not give the exact expected result in every case.  However in most cases it works pretty well.

 
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REGIA CREO
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Hi, I've tried your solutions for the blurry video and it works really good but now I have a new problem: when I set customDepth stencil as suggested I have strange flickering on borders of the texture.

I cannot find a solution to that. Do you know how can I solve it?

Thank you


 
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clewispure
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I found changing the CustomDepth Stencil to 16 sorted the flickering edges

 
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Eifert@Aximmetry
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Hi,

With the release of Aximmetry 2024.3.0, a new, AA-free compositing method is used for billboards. Consequently, the previous method for removing AA (anti-aliasing) from virtual screens may not work adequately. We recommend using a Media Plate combined with the Overlay Material as an alternative. Detailed instructions for this method are available in our documentation here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content-for-aximmetry-de/advanced-information-and-features/virtual-screens-in-unreal-from-aximmetry/

Warmest regards,

 
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TwentyStudios
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@Eifert: This honestly seems like a big step backwards compared to the previous method! A Media Plane is just a plane, right? So no curved screens free from TAA smudging? What about something as simple as a virtual screen mesh with a beveled frame? 

Also, when you say that translucent objects can’t appear in front of the media plane, does that include Aximmetry Billboards? That would be truly catastrophic for the majority of work we do. 

 
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Eifert@Aximmetry
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Hi TwentyStudios,

You can give any geometry for the Media Plate by using the Custom Geometry option:

Alternatively, you can probably work around the Media Plate Actor by applying its Overlay Material to an actor to remove the anti-aliasing (AA).

Translucent materials indeed can not appear in front of the Media Plate. However, this limitation does not apply to billboards.
Note, Unreal says that this limitation of Media Plate is going to be fixed in Unreal 5.5: https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1691-media-io-holdout-composite-for-video-and-emissive-materials

Warmest regards,

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