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Reality 4.27
Reality 4.27
  • Reality 4.27
    • What's New
    • Introduction to Reality
    • Reality Walkthrough
      • Reality Examples Project
      • Tracking Calibration and Fine Tuning
      • Real-Time Ray Tracing
      • Raw Input
      • Augmented Reality Virtual Studio
      • Green Screen Virtual Studio
      • Setting up Realtime Video I/O
      • Projection Cube
      • Cyclorama Setup
      • Reality Keyer and Fine Tuning
        • Keyer FOV Softness
    • Reality Editor Guide
      • How Reality Editor Works?
      • Exporting UE4 Actors to RealityHub API
        • ZDActor Component
        • Exporting Blueprint Functions
        • Texture Pins on ZDActors
        • Exporting Properties
          • Directly Readable Variable Types
          • Property Update Callbacks
            • OnChanged_Event Callback
            • OnLengthChanged_Event Callback
            • OnChanged_ Function Callback
            • OnLengthChanged_ Function Callback
      • Exporting Assets to Reality API
        • Exporting Actors
        • Exporting Custom Blueprint Node
        • Exporting Custom Material Node
        • Exporting Lens Calibration
        • Exporting Post Process Material
        • Exporting Projection Material
        • Exporting Static Mesh
        • Exporting Unreal Motion Graphics
        • Exporting Unreal Texture Assets
      • Reality Custom Material Nodes
        • Defining the Variables in Material Definition
        • Custom Material Node
      • Using UMG in Reality
        • How to Use UMG with Reality
        • UMG Animations
        • Texture Brush
        • Asset Brush
        • Exporting Custom Events in UMG to Reality API
      • Additional ZD Components
        • ZDPieChart
        • ZDText
      • Helpful Links
      • Reality Editor Settings
        • Enabling DX12 and Ray Tracing
        • Hardware Accelerated Video Decoding
        • Enabling HAP Codec
    • Reality Setup Application
      • Audio
        • Audio Delay Node
        • Virtual Set Audio
        • Audio Mixer
      • Bypass Post Process
      • Fill and Key
        • Fill and Key using Dual-link
        • Fill and Key using Quad-link
      • Crop Function
      • Level Sequencer
      • Color Matrix Node
      • Media Playback
      • Preset for H.264 in Adobe Media Encoder
      • HAP Video Codec
      • Flow Control
      • GPUDirect Technology
    • Installation and Configuration Guide
      • Hardware Platforms
        • Legacy HP Z4G4 Configuration
          • Fan and Front Card Kit
          • Certified Power Supply
          • Video I/O Card Installation
            • Mellanox ConnectX®-5 Card Installation
            • AJA Video I/O Card Installation
          • GPU installation
            • Certified GPUs
            • Connecting GPU to 1000 watts power supply
              • GPU RTX 6000 installation (8+6 pin)
            • Connecting GPU to 750 watts power supply
              • GPU RTX 6000 installation (8+6 pin) Needs 6 to 8 Pin Adapter
          • Installing RAM
          • HP Performance Advisor
      • Adding Reality User to Windows
      • Downloading Distributions
      • Installing Steps
        • Upgrading
        • Installation
      • Configuration Steps
        • NVIDIA Configuration
        • AJA Video Card Configuration
        • R Drive Mapping
        • Internet Options
      • Updating RealityEngine AMPERE
    • Licensing Guide
      • Hardware Licensing
    • Reality Tutorials and Examples
      • Reality Editor Tutorials
        • Open/Close Door
        • Exporting UE Actor to ZD API (a.k.a ZDActor)
        • Custom Blueprint Node Tutorials
          • Using Event Tick Functions and Properties
          • Adding Custom Blueprint Nodes
        • Redirection of the Reality Engine Content
        • Creating Dynamic Materials
        • Changing ZDText with Dynamic String
        • Activating Destructible Mesh
        • Reality Texture Input
        • Activating Fire During Runtime
        • Asset Migration to Another Project
        • Rotating Door by Using Function Parameters
        • Creating Custom Cyclorama
      • Nodegraph Tutorials
        • Portal Window Setup
          • Adding Clipping Plane
          • How to Position Videowall
          • Setting Portal Window and Calibration
          • Creating the Augmented Part
    • Appendices
      • A - Camera Tracking and Lens Calibration
        • Camera Tracking Information
        • Tracking Device, Physical Connections
        • Lens Calibration
      • B - Standard Unreal Engine Post Processing Pipeline
      • C - Reality Keyer
        • What is Image Based Keying?
        • Reality Keyer Pipeline
        • Physical Factors Affecting the Key
      • D - Viewing Videomask
      • E - CLASS setting for Broadcast Cameras
      • F - ZD Blueprint Node Pin Reference
      • G - Utilizing TRAXIS talentS FreeD Data
    • Knowledge Base
    • Known Issues and Limitations
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On this page
  • Bypass Post Process Weight
  • Bypass Post Process Gamma
  • DOF (Depth of Field)
  • Motion Blur
  • TemporalAA
  • Tonemapper
  1. Reality 4.27
  2. Reality Setup Application

Bypass Post Process

PreviousAudio MixerNextFill and Key

Last updated 2 years ago

Reality has a unique approach to processing video input without applying any post-process passes that are rendered in Unreal Engine. This will give the video the look that is not manipulated by any rendering passes. The 4 major rendering passes that affect the video are:

  • DOF (Depth of field)

  • Motion blur

  • Temporal AA (Anti-aliasing)

  • Tonemapper

In order to bypass these post-process passes, Reality provides controls for BYPASS PP WEIGHT for each pass under the PROJECTION node and controls for BYPASS PP GAMMA for each pass under CAMERA node. Each passes is explained in this section for how to use and example images for better understanding.

Bypass Post Process Weight

The settings for BYPASS PP WEIGHT is under PROJECTION node. These properties blends the weight amount of the rendered pass. The lower value means the blend is less and passes will render more.

0.000 means no bypass applied (Unreal's passes will affect the video) and 1.000 means 100% bypass applied (Unreal's passes will not affect the video).

Bypass Post Process Gamma

The settings for BYPASS PP GAMMA is under CAMERA node. Gamma allows you to fine tune the edges of the separate bypass passes after BYPASS PP WEIGHT properties are applied.

BYPASS PP GAMMA properties will affect the output only when BYPASS PP WEIGHT is increased to greater than 0.000, hence you will not notice any change in the output if BYPASS PP WEIGHT is 0.000.

In the example below, no bypass post process is applied, that means the video that is projected is now not bypassed, this is like vanilla Unreal's behavior:

Below is the output result of the post process applied to the scene while none of the passes are bypassed.

DOF (Depth of Field)

DOF BYPASS PP WEIGHT property is 100%

In the output, you can see that the video is not rendering DOF pass.

The pixels on the masked objects are not affected with this setting except on the edges, the edges looses the DOF effect as you can also notice that the edges of translucent object looses its blurriness and is not as expected. To fine tune this, use DOF property from BYPASS PP GAMMA. Set the DOF of property of BYPASS PP GAMMA to the desired look by increasing the value.

Motion Blur

Motion blur will affect the video if MOTIONBLUR BYPASS PP WEIGHT property not bypassed. The MOTIONBLUR property of BYPASS PP WEIGHT is set to 100% to bypass the motion blur effect when the camera is moved.

In this section, example of MOTIONBLUR property cannot be shown with static images.

You can also set MOTIONBLUR BYPASS PP GAMMA for fine tuning.

TemporalAA

TEMPORAL AA BYPASS PP WEIGHT is not applied.

In the output, you can see that the video is rendering TEMPORAL AA pass.

TEMPORAL AA BYPASS PP GAMMA property is 100%.

When TEMPORAL AA property is bypassed, you will also notice some jitter or jagged edges on the translucent materials as shown in the comparison below:

To fix this, simply fine tune the TEMPORAL AA property from BYPASS PP GAMMA.

The jitter on translucent materials will be eliminated as show below:

Tonemapper

TONEMAPPER BYPASS PP GAMMA is applied 100%.

The Tonemapper is vignetting the video, so when tonemapper is bypassed, the vignette is eliminated. When TONEMAPPER property is bypassed, you will also notice gamma changes on the translucent materials as shown in the comparison image below. To fix this, simply fine tune the TONEMAPPER property from BYPASS PP GAMMA.

On the right part of the image below, TONEMAPPER BYPASS PP GAMMA property is set.

Use the Bypass PP Gamma property values to the limit where you achieve expected results. Higher values may produce undesirable artifacts.