![Aiden Wilson](/img/default-banner.jpg)
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Aiden Wilson
Australia
เข้าร่วมเมื่อ 22 มี.ค. 2020
Senior Tech Artist working in Virtual Productions around the world. Making tutorials about virtual production and Unreal Engine.
Advanced AR Techniques in Unreal 5
A look at some more advance tricks for AR in Unreal including fake shadows. Using AR in play mode and using animated characters.
3D Assets and Tutorials: f40.gumroad.com/?a=972597043
___________________________________________________________________________________
Purchases made through some links may provide some monatary compensation to me.
Chapters:
3D Assets and Tutorials: f40.gumroad.com/?a=972597043
___________________________________________________________________________________
Purchases made through some links may provide some monatary compensation to me.
Chapters:
มุมมอง: 382
วีดีโอ
Basic Realtime AR in Unreal 5.4
มุมมอง 1.1K21 วันที่ผ่านมา
Learn how to take camera tracking data and a camera feed and marry it with an incoming video feed in Unreal Engine 5.4 to create some simple realtime AR. Also have a look at some of the pitfalls and techniques you might need to use such as masking, translucency and bot depth. Download the project files: 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Purchases made through some links may ...
Creating a Virtual Tracked Camera
มุมมอง 686หลายเดือนก่อน
No camera or tracking equipment? No Problem. I show you how to use a plugin I wrote to use 1 Unreal as a tracked camera for a second Unreal camera so anyone can learn VP. Get the plugin here: gumroad.com/a/972597043/nvrai Download the project files: 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Purchases made through some links may provide some monatary compensation to me. Chapters:
Exploring Avalanche's Broadcast Tools
มุมมอง 4424 หลายเดือนก่อน
A bit of an exploration of Avalanche in it's current state. Still buggy and some parts are still non-functioning. This is based on the 5.4 Preview and not the current full release of avalanche or 5.4. 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Purchases made through some links may provide some monetary compensation to me. Chapters:
Advanced Compositing with UE5 and Ultimatte 12
มุมมอง 1.5K4 หลายเดือนก่อน
Today we're looking at how we can composite things on top of our greenscreen footage and put our little Giraffe in a field of grass using some post processing tricks at the Ultimatte. 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Purchases made through some links may provide some monatary compensation to me. Chapters:
Using a Garbage Matte with the Ultimatte 12
มุมมอง 1.6K4 หลายเดือนก่อน
Continuing on from the previous tutorial were going to have a look at using the garbage matte on the Ultimatte 12 to extend your greenscreen to infante proportions. 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 See our other TH-cam Channels Unreal Tutorials: www.youtube.com/@3d_Something 3D Animation Channel: www.youtube.com/@F40Animation General Tech: www.youtube.com/@F40Unboxed Purcha...
Basic Greenscreen Virtual Production
มุมมอง 1.8K5 หลายเดือนก่อน
I'm in Denver and it's time we looked at a very simple greenscreen VP setup using an Ultimatte 12, Ultra Studio 4k and Panasonic UE150 Camera. 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 See our other TH-cam Channels Unreal Tutorials: www.youtube.com/@3d_Something 3D Animation Channel: www.youtube.com/@F40Animation General Tech: www.youtube.com/@F40Unboxed Purchases made through some ...
New Features in Unreal 5.4
มุมมอง 47K6 หลายเดือนก่อน
We're checking out Unreal Engine 5.4 and some of it's virtual production centric features. From Apple Vision Pro integration to the introduction of Avalanche for motion design, there's a lot to unpack. Plugins like the SVG importer and advanced renamer tool add versatility, while the material designer simplifies texture creation with a Photoshop-like interface. Remote control capabilities and t...
Infinite Variations: Unreal Render Grid Plugin
มุมมอง 3.5Kปีที่แล้ว
In today's tutorial, we explore the some of the capabilities of the Render Grid plugin in Unreal 5. Have a look at how to effortlessly create render variations by setting up the render grid, adding jobs, and utilizing the remote control preset system to modify properties. With this powerful tool, you can transform every aspect of your scene, and automate your product renders without the need to...
OSC Sequencer Controls for Unreal 5 (Tutorial)
มุมมอง 2.1Kปีที่แล้ว
Download the project files: 3D Assets and Tutorials: f40.gumroad.com/ Join Unreal Animation Discord server: discord.gg/T5WNpVc79p See our other TH-cam Channels Unreal Tutorials: www.youtube.com/@3d_Something 3D Animation Channel: www.youtube.com/@F40Animation General Tech: www.youtube.com/@F40Unboxed Purchases made through some links may provide some monatary compensation to me. Chapters:
2 Way Communication with OSC and Unreal 5.1 (Tutorial)
มุมมอง 5Kปีที่แล้ว
Continuing on from the previous OSC tutorial we're going to make text boxes under our controls to allow an operator to type in a number an exact value into our controls. Download the project files: f40.gumroad.com/l/yprzfh 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Join Unreal Animation Discord server: discord.gg/T5WNpVc79p See my other TH-cam Channels Unreal Tutorials: www.youtube.c...
Camera Tracking Offset with OSC in UE5.1 (Tutorial)
มุมมอง 3.6Kปีที่แล้ว
Continuing on from the previous OSC tutorial we're going to make text boxes under our controls to allow an operator to type in a number an exact value into our controls. Download the project files: f40.gumroad.com/l/yprzfh 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Join Unreal Animation Discord server: discord.gg/T5WNpVc79p See my other TH-cam Channels Unreal Tutorials: www.youtube.c...
Control Cameras and Recorders with OSC (Tutorial)
มุมมอง 1.6Kปีที่แล้ว
Today we're looking at companion. A cool program for controlling physical devices such as cameras, recorders, ATEM minis, and more using OSC. Then we build a simply record button into our OSC setup. Companion: bitfocus.io/companion Download the project files: f40.gumroad.com/l/yprzfh 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Join Unreal Animation Discord server: discord.gg/T5WNpVc79...
OSC Sky Controls in Unreal 5.1 (Tutorial)
มุมมอง 2.6Kปีที่แล้ว
Today we are looking at editing my HQ Sky blueprint to add in OSC controls to be used with open stage controller. Giving you fine-grained controls over the sky while your on set. Download the project files: f40.gumroad.com/l/yprzfh Download HQ Sky blueprint: f40.gumroad.com/l/sbirop?a=972597043 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Join Unreal Animation Discord server: discord.g...
OSC Color Control in Unreal 5.1 (Tutorial)
มุมมอง 1.7Kปีที่แล้ว
Continuing on from the previous OSC tutorial we're going to look at how to use the RGB pad in Open stage control in Unreal 5.1 to change the color of a point light. Download the project files: f40.gumroad.com/l/yprzfh 3D Assets and Tutorials: f40.gumroad.com/?a=972597043 Join Unreal Animation Discord server: discord.gg/T5WNpVc79p See my other TH-cam Channels Unreal Tutorials: www.youtube.com/@3...
Open Stage Control with Unreal 5.1 (Tutorial)
มุมมอง 5Kปีที่แล้ว
Open Stage Control with Unreal 5.1 (Tutorial)
Ultimatte 12 in Unreal 5 Composure (Tutorial)
มุมมอง 10Kปีที่แล้ว
Ultimatte 12 in Unreal 5 Composure (Tutorial)
Export Animated USD out of UE5 (Tutorial)
มุมมอง 11Kปีที่แล้ว
Export Animated USD out of UE5 (Tutorial)
Creating Previz Animations in Unreal (Tutorial)
มุมมอง 3.6Kปีที่แล้ว
Creating Previz Animations in Unreal (Tutorial)
Infinite Sets for Virtual Production in UE5
มุมมอง 7K2 ปีที่แล้ว
Infinite Sets for Virtual Production in UE5
Realtime Previs in Unreal 5 | AIT 3D Mastertalk
มุมมอง 2.2K2 ปีที่แล้ว
Realtime Previs in Unreal 5 | AIT 3D Mastertalk
Cinematic Lighting in Unreal 5 (Tutorial)
มุมมอง 32K2 ปีที่แล้ว
Cinematic Lighting in Unreal 5 (Tutorial)
Optitrack Virtual Camera in UE5 (Tutorial)
มุมมอง 11K2 ปีที่แล้ว
Optitrack Virtual Camera in UE5 (Tutorial)
That's so good
Great tutorial.. There is a lot of very basic info on youtube that doesn't explain itself well, or more in depth use cases. Only found a few good ones and this is one, thanks!
Hi, trying to do this - for some reason the key pressed trigger is not working. BeginPlay outputs the strings, but key press trigger is not doing anything. (5.4)
has this changed in latest version? - it seems the blackmagic plugin is checked but the blackmagic media player doesn’t show up in latest 5.4 for me
The only problem right now is... UMG added to viewport does not goes in the output
No, UMG get composited after the 3D render pipeline so gets skipped by the media capture system. What you can do is use a UMG widget Ina blueprint to render the UMG to a texture and use a post process material to composite it into the camera feed so it can be captured by the media capture system.
Ty man. Not much ultimatte content out on TH-cam with unreal so it does help to see somebody else walk through it and see how they set it up.
Great tutorial, thanks! Are there any advantages to using this method instead of composure compositing? Look forward to the next tutorial where you show how to get shadows from the AR elements :)
So there are a few, first of all this method is very simple, and simpler to setup than composure which will always be a benefit if it’s not working and you have to figure out why. It is also not as performance taxing as composure because composure uses scene captures to re-render your scene multiple times over, but this method only uses what Unreal has already rendered.
I have the Atem Mini Pro ISO in combination with the Ultimatte HD Mini. Do you think using this device to capture video from my Nikon Z30 and sending it to Unreal will produce the same quality and results as the UltraStudio Mini HD? I'm asking because I have doubts that the video quality of the UltraStudio Mini HD might be superior to that of the Atem Mini Pro ISO, which is more focused on live streaming.
So the UltraStudio sends uncompressed video into your PC but the ATEM simply mimic a UVC webcam which is compressed, so UltraStudio would be much higher quality.
fantastic as usual Aiden. There is an over node in available in the shader graph when you set the material domain to post process. You could also build it on your own Porter & Duff over node FG * a + BG * inverse of a Cheers
There is also an Over node included in Compsure, but understanding what’s actually happening there is valuable in my opinion
@@3d_Something most definitely . Which is why I posted the Porter & Duff equation in my comment for anyone wanting to know where it originated from. Cheers, b
How do you bring the audio together?
You can output audio over SDI as well
Great tutorial. Can i have your Lens file by any chance? Thanks in advance!
fantastic 💪
This movie is the best! Let me ask you one question. When I have a translucent material, the translucent color is applied to the key signal. Please let me know what I should do. I don't understand about reordering.
Try changing the translucent to be before DOF and see if that helps
@@3d_Something thank you!
Hi Aiden, thank for your amazing tutorials . I like to ask about something. Is there any way to render out not using media capture ? Or maybe to build media capture in blueprint !!! When I use it like in your tutorial my tracking from time to time freezes. Instead outputting from media composure looks less expensive. Also render targets looks not to get postprocessing materials , and don't have quality as using media capture .
Media Capture should be the least performance heavy way to output as it's simply uses what is already being rendered on your screen, unless you are trying to output a very high resolution such as 4k or 8k, you can try turning down the engine scalability settings or optimize your scene if you are having framerate issues.
thx
This is really cool, do you have an updated discord link or a twitter or something!
Many thanks, it really helped me. One question, how to prevent camera from passing through these objects? some simple collision setting wont work on this case. 🙏
You would need to looking into character pawns or something similar with built in collision to assist with that
Do you know if exporting to USD supports cloth and hair simulations?
I hope Epic adds a camera passthrough mode to their vcam app. That'll enable even more VP tinkering for students without needing a capture card. Fingers crossed.
Tight ! This is such clear instruction and empowers students to learn VP at home using just an android phone and a laptop. I cant wait to try this out using Tony Bowren's method i.e without using the play button. Cheers, b 💯
this is really well explained . Thank you ! Is there a free alternative to touch OSC that i can use with unreal to try it out ? Thanks
Yes, Open Stage Control on PC can be used to send OSC to unreal.
@@3d_Something thank you so much Aiden. I hope it works. it will help a lot. 🤗 I'm hoping once the windows pc interface opens in a browser, then that can be accessed by any phone just like the web app so the phone can be used to control a VP prop. Cheers b
@@behrampatel4872 yep that’s how I’ve used Open Stage Control in the past, I have some more up to date tutorials about OSC using open stage control you can follow Open Stage Control with Unreal 5.1 (Tutorial) th-cam.com/video/42eDMmvokMM/w-d-xo.html
@@3d_Something Aiden you're a BOSS ! That tutorial is the best thing for students getting started with VP at home . Android phone for vcam and osc for controlling objects. Cheers
that’s the best explanation i’ve heard of TCP vs.UDP . thank you
one of the stranger ways i have described something technical but glad it helped you
Great job! Thank you very much for sharing this.
Very smart way!
:D thank you so much, I don't even know I want and need this. Cheers!!
Thank you for your videos Brother. Please, I have a question. I got everything perfectly set up in Unreal Engine & Decklink 8k Pro but for some reason the Background (UE) is not being received by my Ultimatte 12 HD. I tested the same Decklink output with an external monitor and it is working. Do you have an idea what could be wrong here? Thank you.
It could be your mask changing what parts of your background are seen, i would switch that off or reset your ultimatte and see if that helps
This is working great for me. Only issue is that I have a delay in my garbage matte. Is there a way to fix this?
The garbage matte and background should be perfectly in sync, i don't think there is a way to desync the Fill and key
Perfect playlist of tuto, thanks a lot.
Hi. Could you help me? I need to do the same thing but in UE5.4. I can't find the latest "Scrub to (frame)" node. What would be the equivalent in this new version? Thank you.
This has been replaced in 5.X with the PlayTo node, should work the same.
Which amd gpu are you using ??
I was using a 3090, AMDs upscaller works on any GPU
Hi Aiden, when following this tutorial I get just a black and white image rather then the cube in the garbage matte, any idea where I've gone wrong ?
You may have the SDI plugs around the wrong way
Aiden is just awesome! He's helped me on projects in the past, he is such a great guy.
Thank you for tutorial
Thx a lot for this tutorial, it helps me a lot, but now I am stuck at 5:40, when I get into the play mode the string won't be printed, and there's nothing on the screen, Are there any solutions?
IDK if I need to do anything with my MIDI controller before I open up Unreal? The one I use is Korg nanokontrol2, I just plugged it into my laptop. and then I followed the vid step by step and installed Midi device support.
Does anyone else get a delay on the garbage matte?
Try changing your settings from TSR to TAA.
@@3d_Something thank you so much! I figured it out too. I had the background feed into the switcher and garbage matte directly in. So I sent all of it directly in. :) So many damn cables with this stuff haha
Ah yeah that would be the cause, good to hear you figured it out
@@3d_Something thanks!
Hello Aiden, is it possible to have a semi transparent mask with this technique ? I would like to smooth the edge of my garbage matte, and also to have transparent foreground element. I've tried to output a simple screen gradient on Opacity to test the mask values, but all i have is 4 different grey levels instead of a nice gradient (gradient is OK on Emissive Color output). Am I missing something, or is it the expected behaviour with the Opacity output ?
So by default Unreals tonemapper only supports a 2bit alpha which is why you get the stepping gradient. You need to change the buffer in Unreal to linear or 8bit in all channels. It will make the UI go all funky colors though.
@@3d_Something Thank you for your quick answer. I've changed the Frame Buffer Pixel Format to 8bit RGBA, and it seems to solve my issue (Float RGBA gives a funky UI color like you said).
This is a recurring occurrence, UE videos really have bad audio, I just cant find videos with audio volume high enough where I dont need to blast the windows audio volume
Hi Aiden, thanks for amazing tutorial! You have mention that one can retarget the animation from the take, I am trying to do it now with UE 5.4 and does work however it splits the whole animation sequence to hundreds of separate animations. Is there a way to keep everything in a sequence after retargeting?
What might be easier is to use the Realtime retargeter instead inside the animation blueprint.
@@3d_Something thank you for the reply Aiden! i will give it a try!!!
i keep getting crash in compiler
I followed you tutorial we shooting at 50fps so I chose 50fps in both genlock and time code provider but in time code provider it shows 24fps even if I chose 50fps in the time code provide manual fps its shows 24fps only . Im using unreal 5.3
Are you sending a timecode into the engine? It will stay at the default value of your not sending a timecode value. And you don’t have to set it and can leave it blank if you don’t need timecode
@@3d_Something thank you will try and let u know . I'm using declink 8k pro
I have watched some videos about unreal osc. Your explanations and methods are the most helpful for actual projects and are very scalable. I have done some work recently and based on this, I tried to control materials, models, animations, etc. ,Thank you again for your help!
HI!!!!
Can this work with the Blackmagic Pocket Cinema 4K & 6K cameras? They accept LTC timecode via audio signal on the 3.5mm mic jack. I have the Horae app on my Mac that sends the LTC audio to multiple pocket cameras. Once synced they can then be untethered. I wonder if this can work with Unreal and Livelink.
The OSC Remote Plugin can now map out values for you.
is there a way of doing this so it works while not in play mode?
The HUD part? No
legend
Hello Aiden, thank you for this tutorial. I've tried to reproduce it, but if I choose Before Tonemapping on the PP material, my key output stays black, no matter what I put in the Opacity parameter. If I choose After Tonemapping, I can output the Custom Stencil on the key, but it's all aliased and shaky like in your video. Would you know why it doesn't work with the Before Tonemapping option ? Thank you.
Seems like I found my issue : I was in TSR in the project settings, using TAA instead seems to fix the problem.
@@nolwennbigoin3133 Thanks for this comment! I was tearing my hair out, having done all of Aiden's steps but getting no output at all on the alpha. Changing the anti-aliasing method to TAA, with the 'Custom Depth with Temporal AAA jitter' box unchecked gives an unjittery alpha output.
Thanks for your help !!
Anyone looking for lens files here is a collection of files I have, however every lens is different so they may need tweaking. github.com/awils27/UE_LensFiles/tree/main
Hi! How can we turn off 100% cilp function, because became magenta tint at the overexposed yellow areas? We can't solve this issue with Ultimatte 12. It was not a problem at the Ultimatte 500. Thanks for your response.