Hi, for live keying in 5.3 do we still need the light wrap tutorial? I know plane inherits lights but it doesn't light wrap. only front and back lighting.
Amazing results! Blows my mind right now. Question: is it possible to access the key-result output as a render target? I would like to use this for a material on a plane mesh in 3d space and nlt in composure.
Might be a stupid question, but how do i take a screenshot for clean plate, in the unreal editor. Because if I take the picture using the camera, the color might not be identical shown in unreal
Hello duncan predie , thank you for this nice clip. I would like to ask how to use Green Screen, how to use Composure plugin. 1. Can I move the Composure plugin to Plane StaticMesh Actor and want to test the method? 2. I moved the camera on the track By Vivetracker, in the case of Green Screen, how to use Composure plugin in Plane StaticMesh Actor, how can the camera and Plane face each other at all angles? Thank you very much
1. You can select “render target output” in composure matte result, and use that render target as plane texture 2. You can use composite plane/bp cinecameraproj
@@narathipthisso4969 i have a video with composite plane, jsfilmz also have one. Composite plane projects the video to a plane so the texture always faces the camera although the plane is not. Pixel prof have a video with blueprint and normal plane (not composite plane) to have the plane always facing camera.
I used the first sample, but the graphiccard usage was up to 50%,how to optimize it.When i first opened,the CG layer doesn't work, then i deleted it and created a new CG layer named CG ,it works ,but it looks a little transparent on people(media layer)
2 options: 1. do UV manipulation (i might add CX nodes for this), 2. Output the result to a Render Target and set it up on a plane in scene and have unreal renderer do it for you (but will be tonemapped)
Hey.. thank you for this tutorial! can you make tutorial about how make this green screen footage affected by light in unreal engine? and maybe with creating shadow? thank you before..
Thank you for this valuable tutorial, the resources and your detailed explanation. Can your different composure Github samples/resources be used freely in both personal and commercial work? Any restrictions/conditions? Or can they be purchased? Thanks again!
Go ahead, i believe i put up the github links’ license as MIT license, but would appreciate if you can give credits or support www.buymeacoffee.com/dpredie
This tool is amazing! but for some reason every time I try to copy the setup from the composure tab to another level it crashes... any idea on how to fix it? I'm using UE5.1 it also happened on UE5
This is great, but I have a problem that has been bothering me for a long time, and I really hope some help or advice can be given. When I output my real-time camera to a render target (mostly will use a plane), Unreal TAA antialiasing will let me try When the faces of the characters in the camera move, they leave very ugly ghosts and smears. If you change to FXAA anti-aliasing, it will be greatly improved, but other models in the world will have a lot of aliasing, and I don't know how to solve them. Hope to get your advice. thanks.
This is a long standing issue with UE. You can disable TAA in specific composure layers and comp them that way will work. Also try UE5 there is a setting to bypass TAA but it will also bypass depth test
@@dpredie thanks for that tip. I am using a Canon R5 camera as input. this does not have genlock. Do you think this is still possible to framelock? I tested webcam (camlink 4k) and decklink input, and can't see any difference so far...
Some nodes do not appear on blue print(CX_Contrast[CheapContrast : CX_Contrast][, CX_Invert[1-x : CX_Invert], CX_levels[3PointLevels : CX_Levels]) The nodes between them missed(appeared as "Unspecified Function"). Could you let me know the nodes? ㅠㅠ
I added simple UV manipulations: ruclips.net/video/mEIhgLDDwzU/видео.html but for more natural result we will need to output to plane and let UE scene light it. will cover in future video
@@dpredie tnx man.I look forward to it.i saw something about intel t265 on your github.do u have any plan to finish it and release as a final product?some guys have did it but that is so expensive.about 2000$ and if we buy other tracking system like antiltency is more cheaper than t265 and it's plugin :)
Open sample level, open composure tab, copy the top layer, open your level, paste to composure tab. Please backup your level often as if you go crazy with layers with multiple copy paste sometime it will trigger a composure bug. Ive done 20+ layers combining samples no problem but back up often
Thanks a lot brother u solved my big problem
Thanks for sharing, what was your problem?
Thank you for putting this together. Definitely have to find time to try it out!
Very informative. I will have to come back to this if/when I eventually get a studio.
man this is gold really cool stuff for unreal engine will make part of my workflow,
Thanks alot for sharing! I'll give it a try asap.
I suggest you check offworldlive
Great job on this Duncan!
Amazing work. Thank you very much for sharing it.
Great work as always 🙏
Awesome stuff. Thanks for sharing :)
Great Works!!!
Thank you!
Woow its nice thanks for the sharing brother
Awesome, Thank you!!!
Thanks for this great content
I have a question tho
Is there a way to do this with a live camera feed instead of a video ?
yes, just use the camera capture card as media source
Great job!!!! Thank you. duncan
Hi, for live keying in 5.3 do we still need the light wrap tutorial? I know plane inherits lights but it doesn't light wrap. only front and back lighting.
Great 👍🏻
Thank u!
Wow.
Amazing results! Blows my mind right now.
Question: is it possible to access the key-result output as a render target? I would like to use this for a material on a plane mesh in 3d space and nlt in composure.
Yes in any composure layer you can add render target output, you can feed the alpha channel to plane opacity
awesome broo
Might be a stupid question, but how do i take a screenshot for clean plate, in the unreal editor. Because if I take the picture using the camera, the color might not be identical shown in unreal
Hello
duncan predie
, thank you for this nice clip. I would like to ask how to use Green Screen, how to use Composure plugin.
1. Can I move the Composure plugin to Plane StaticMesh Actor and want to test the method?
2. I moved the camera on the track By Vivetracker, in the case of Green Screen, how to use Composure plugin in Plane StaticMesh Actor, how can the camera and Plane face each other at all angles? Thank you very much
1. You can select “render target output” in composure matte result, and use that render target as plane texture
2. You can use composite plane/bp cinecameraproj
@@dpredie Thank you very much. Can you recommend some tutorial videos please? use composite plane/bp cinecameraproj
@@narathipthisso4969 i have a video with composite plane, jsfilmz also have one. Composite plane projects the video to a plane so the texture always faces the camera although the plane is not. Pixel prof have a video with blueprint and normal plane (not composite plane) to have the plane always facing camera.
@@dpredie Thank you so much 🙏
I used the first sample, but the graphiccard usage was up to 50%,how to optimize it.When i first opened,the CG layer doesn't work, then i deleted it and created a new CG layer named CG ,it works ,but it looks a little transparent on people(media layer)
Great job! Btw, I have a question: how can i transform (XYZ position, scale, rotation,...) the keyed media plate? Thanks so much.
2 options: 1. do UV manipulation (i might add CX nodes for this),
2. Output the result to a Render Target and set it up on a plane in scene and have unreal renderer do it for you (but will be tonemapped)
You comments are disappearing. Edge correction you mean Erode? Just use Composure’s included Erode material. Works ok
@@dpredie Yeah, i've found it then i delete my comment. Thanks a lot mate!
@@hungmox6834 i added new UV manipulations ruclips.net/video/mEIhgLDDwzU/видео.html
@@dpredie Wonderful!
@dpredie can you help solving the gi from the floor not emitting please? I can pay for the help, but it is very important for me...
What UE version you at? Email uecomposurex at gmail with your issue and ill see if i can help
Hey.. thank you for this tutorial! can you make tutorial about how make this green screen footage affected by light in unreal engine? and maybe with creating shadow? thank you before..
Check the lightwrap sample in this video and check the other video about shadows
@@dpredie okay thank you so much!
@@jiyamwijaya sama2 ☺️
@@dpredie i have new question.. how to locate your sample lightwrap to green screen file? cause when i open, there is no foootage. thank you.
@@jiyamwijaya under cx lightwrap level
Thank you for this valuable tutorial, the resources and your detailed explanation. Can your different composure Github samples/resources be used freely in both personal and commercial work? Any restrictions/conditions? Or can they be purchased? Thanks again!
Go ahead, i believe i put up the github links’ license as MIT license, but would appreciate if you can give credits or support www.buymeacoffee.com/dpredie
@@dpredie Thank you for your quick reply! I have a follow up question regarding the license. Would it be possible to email you?
@@samzamarron1789 dpredie#8258 for discord or UEComposureX [at] gmail
This tool is amazing! but for some reason every time I try to copy the setup from the composure tab to another level it crashes... any idea on how to fix it? I'm using UE5.1 it also happened on UE5
Empty out the media texture references. Also better to copy your level into the templates
@@dpredie can you explain how to empty out the media texture references? copy my levels to each template is also a bit tricky. thank you :)
This is great, but I have a problem that has been bothering me for a long time, and I really hope some help or advice can be given. When I output my real-time camera to a render target (mostly will use a plane), Unreal TAA antialiasing will let me try When the faces of the characters in the camera move, they leave very ugly ghosts and smears. If you change to FXAA anti-aliasing, it will be greatly improved, but other models in the world will have a lot of aliasing, and I don't know how to solve them. Hope to get your advice. thanks.
This is a long standing issue with UE. You can disable TAA in specific composure layers and comp them that way will work. Also try UE5 there is a setting to bypass TAA but it will also bypass depth test
Hello! i did it your way but when playing the object seems to be blurred when moving the camera can you help me to solve the problem?
Hi phong, can you explain what are you trying to do?
Thank You for putting this together! It's fantastic! I just downloaded for test it for live keying. Is it works with 4.26 and 4.27 as well?
I only tested 4.26 but there is nothing i use that has been deprecated in 4.27 or 5.00A, everything’s simple materials and custom node math.
Let me know how it goes
Beware: In current 4.27, the webcam input is broken.
So you cannot work with live input. (Known bug)
@@edstoica 4.27 blackmagic decklink and aja card works, and if you are tracking camera you should use these as UE will framelock. (Webcam wont)
@@dpredie thanks for that tip. I am using a Canon R5 camera as input. this does not have genlock. Do you think this is still possible to framelock? I tested webcam (camlink 4k) and decklink input, and can't see any difference so far...
Some nodes do not appear on blue print(CX_Contrast[CheapContrast : CX_Contrast][, CX_Invert[1-x : CX_Invert], CX_levels[3PointLevels : CX_Levels]) The nodes between them missed(appeared as "Unspecified Function"). Could you let me know the nodes? ㅠㅠ
What UE version are you on..?
@@dpredieMy Version is 5.0.2 ^_^
@@pbubble.6197 do you have these materials under CX folders
@@dpredie Of course. I dragged CX_folders on Content Folder.
is it possible to add shadow or reflection for realtime keyed footage in composure?(just for wrapping the shadow or reflection on the ground)
Easiest way is to put the keyed output to render target and use it in plane in scene. If you want to approach it by UV transform you can too
I added simple UV manipulations: ruclips.net/video/mEIhgLDDwzU/видео.html but for more natural result we will need to output to plane and let UE scene light it. will cover in future video
@@dpredie tnx man.I look forward to it.i saw something about intel t265 on your github.do u have any plan to finish it and release as a final product?some guys have did it but that is so expensive.about 2000$ and if we buy other tracking system like antiltency is more cheaper than t265 and it's plugin :)
@@sohrabhosseini981 if you are on the facebook group, ask Zeke about it. he is the creator and did not make the exe public, so i cannot share to you.
How i can use your samples in a current project?
Open sample level, open composure tab, copy the top layer, open your level, paste to composure tab. Please backup your level often as if you go crazy with layers with multiple copy paste sometime it will trigger a composure bug. Ive done 20+ layers combining samples no problem but back up often
Does this work in UE5?
Yes
@@dpredie i tried in 5.0.2 and 5.1, always get "Unknown extension 'uasset' and 'umap' .....any ideas?
Hello, I tested your project, and I feel that the effect is far from the video, and your material has always been a problem with white clothes.
Every situation needs different keying technique, dont use the sample as is, need to build the layers depending on situation.