|Please note that this is a BETA version of the document. All information presented is correct but we are working on improving the details.|
How to use Aximmetry's own render engine combined with Unreal Engine
Let's say you have a nice studio scene made in Unreal Engine that you want to use in Aximmetry but you also have some 3D elements rendered in Aximmetry's own engine.
You can combine these 2 scenes very easily, using Unreal to render the studio and Aximmetry to render the Aximmetry elements.
Open your Aximmetry project, add an unreal camera (for example VirtualCam_Unreal_A-B_3-Cam.xcomp) and add your Unreal Project.
Connect your Aximmetry scenes Output to the virtual cams AR Overlay pin.
Here is an example where I used a Render_General.xcomp to render the Aximmetry elements.
Doing so will take care of the Aximmetry scene to be displayed in the Unreal Scene.
If you want to change the order of the layers, go to the Cameras Control Board and find the CAMERA & RENDER SETUP node.
If you want to display the Billboard in front of the Aximmetry elements turn Allow Virtuals off and turn AR Overlay Behind on. The billboard's image quality is almost identical to the camera's image.
If you want to display the Billboard behind the Aximmetry elements turn Allow Virtuals off and turn AR Overlay Behind off. Lights from the Unreal scene will not affect the billboard, but unreal scene elements can occlude it.
The billboard's image quality is almost identical to the camera's image.
If you want to light the billboard with lights in the Unreal Scene turn on Allow Virtuals, however in this case Aximmetry elements will always be rendered on top of the billboard.
The image quality will be slightly worse.
With a tracked camera, you have the option to turn off the Billboard, in this case, the camera's image will be put on top of the unreal scene. Allow virtuals is not used in this case.
The image quality is the best using this method but it is also the most limited, no lights or occlusion will affect the talent.