AUGMENTED REALITY with LEDWALL CAM both with UNREAL

 

HELLO, it's possible to use UNREAL for LEDWALL scene and Augmented reality at the same time?

I need to have an Unreal Forest in my LEDWALL background, but at the same time some unreal vegetation in the foreground in AR. Is this possible?

Thankyou


   teocaballero

 
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ChengJH
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I am also solving this problem recently. The method I thought of is to use two projects with the same scene, one is AR and the other is an LED wall, and the tracking data is sent to the two projects to achieve location synchronization, and then the two screens are superimposed. This is the method I can think of. Does anyone know other methods?

 
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Aximmetry
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Hi,

Unfortunately it is not supported at the moment, but in the near future we may enable this feature.

Cheng: you cannot add two Unreal projects to your Aximmetry scene, so it's not a solution. At the moment we cannot offer an easy workaround.


 
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tiagosilvadiretor
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An Augmented Reality Compound that works with LED Walls would be an godsent. We would really appreciate If this features becomes avaiable in a future version!

 
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ChengJH
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I put the blueprint of the AR camera into the blueprint of the LED camera and realized the combination of AR and LED. Except that the color is a bit different, but the color can be adjusted. I don't know if there is a better way.

 
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Zoltan@Aximmetry
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Hi Cheng,

Yes, this is the right direction, we need a merged version of the two blueprints, but it needs some further considerations. We'd like to ask further patience from you.

However there is a better solution which is available with the current features, but needs two Aximmetry machines.
For that you have to transmit the same input camera image and the same tracking information to both machines.

The first machine renders the LED walls using the standard LEDWallCam compound + blueprint. You do not use the final output of it.

The second machine uses the camera input (which naturally already contains the image on the LED) and put the AR over it using the standard TrackedCam_AR compound + blueprint. You use the final output of this machine for broadcast / recording.

The advantages of this approach:
- The increased processor load is split between the two machines.
- It is easier to handle the two UE scenes (the LED and the AR) separately from each other.

 
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tiagosilvadiretor
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Hey there ChengJH.

how did you managed to merge both blueprints into one? I'm trying to do the same thing here, but the AR camera is cutting the entire scenery.

 
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ChengJH
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Zoltan@Aximmetry Hi

Regarding the use of LEDWallCam compound and the AR part using the TrackedCam_AR compound of another computer for synthesis, there is a problem that cannot be solved, that is, if different compounds are used, the multi-machine system cannot be used, and many functions cannot be triggered at the same time. How to solve this ?

 
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ChengJH
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tiagosilvadiretor  Just put in those in the AR blueprint?


 
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ChengJH
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Zoltan@Aximmetry 

It's all right. I saw your post before, which said that I succeeded in using OSC.

 
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tiagosilvadiretor
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Thank you very much ChengJH, we'll do some testing using this blueprint with a LED Wall in the future.

 
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Andrej360
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@changJH @tiagosilvadiretor 

Is there a solution to use nDisplay for LED Display + AR in UR?

We are tryng to combine this two but could not get mask no AR, if it is on nDisplay.

 
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Eifert@Aximmetry
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Hi,

LED + AR in Unreal will probably be included in the next release of Aximmetry.

Until that, you can do this with two machines: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/led-wall-production/using-led-walls-and-ar-together/ 
The 2-machine solution has the benefit of fewer resources being consumed on your control machine and hence you can render more for your LED Wall.

Warmest regards,

;