PATRYKSADOWSKI.PRO
Back to projects
Virtual Production

Mlekpol - XR LED Advertising Campaign

Five virtual sets prepared for an XR LED shoot, with live changes made on set as the campaign was being filmed.

CLIENT
Mlekpol
CATEGORY
Virtual Production
TECH STACK
XR LEDUnreal EngineAximmetryOn-set

Overview

An advertising campaign shot on an XR LED stage. The production needed five distinct virtual sets, each ready to be lit and filmed as a real environment rather than adjusted in post.

XR LED stage: an Unreal Engine orchard on the LED wall, real turf and plants built out onto the floor, camera on a dolly track
XR LED stage: an Unreal Engine orchard on the LED wall, real turf and plants built out onto the floor, camera on a dolly track

Where the set stops and the engine starts

The photograph above is the whole technique in one frame. Real turf, real plants and a real riser are built out from the bottom of the LED wall, and the Unreal Engine environment continues from exactly where they end. Get the scale, the horizon and the light direction right and the camera cannot find the seam - get any of them wrong and the shot is unusable no matter how good the render is.

That is why these environments are built differently from a beautiful still. The scene has to hold up from the specific camera positions the crew will actually use, at the height the lens sits, with the practical set in frame.

LED wall running the Unreal Engine scene with the editor's viewport overlay visible, a mannequin standing in as a lighting reference
LED wall running the Unreal Engine scene with the editor's viewport overlay visible, a mannequin standing in as a lighting reference

The mannequin is part of that process - a stand-in used to judge how the wall lights a subject before anyone is asked to stand there.

What makes the wall behave like a real location

Camera rig with a tracker mounted to the body, on-board monitors showing the composited frame
Camera rig with a tracker mounted to the body, on-board monitors showing the composited frame

The tracker on the camera body is the piece that turns a large screen into a location. It reports where the lens is, the engine redraws the environment from that exact viewpoint, and the parallax comes out right as the camera moves. Take the tracking away and the wall goes back to being a flat backdrop that dies the moment the camera travels.

Everything downstream depends on this loop keeping up. The environment has to render fast enough to stay in step with a moving camera - which is the whole reason optimisation matters more here than image quality alone.

Practical set built out in front of the LED wall - bench, flowers and turf continuing the cottage scene, camera on a crane
Practical set built out in front of the LED wall - bench, flowers and turf continuing the cottage scene, camera on a crane

Running it on the day

Operator station with the Aximmetry LED wall control panel and the live shot preview
Operator station with the Aximmetry LED wall control panel and the live shot preview

Aximmetry drives the wall and holds the controls that get touched constantly during a shoot: colour, brightness and how each LED cluster is fed. When the DP asks for a warmer sky or the sun a little lower, that request lands here and has to be answered in minutes.

Director and DP working with talent on the skatepark set
Director and DP working with talent on the skatepark set

My role

I prepared the five virtual environments in Unreal Engine for XR LED production and worked on set during the shoot, making changes to the scenes as the direction and camera work evolved.

That second part matters more than it sounds: on an LED stage the environment is part of the photography, so adjustments have to happen while the crew waits. Being able to change the scene in the room, in minutes, is what keeps an XR shoot on schedule.

The five sets

The renders below are the environments exactly as they went to the LED wall - framed from the camera position, at lens height. An office, a country cottage, a kitchen, a park and a skatepark: five different locations built and lit in Unreal Engine for a single production.

Virtual office set - glass partitions, workstations and natural light falling across concrete pillars
Virtual office set - glass partitions, workstations and natural light falling across concrete pillars
Virtual cottage set - a timber house with yellow window frames in a meadow full of flowers
Virtual cottage set - a timber house with yellow window frames in a meadow full of flowers
Virtual kitchen set - red brick, fitted cabinets and warm evening light
Virtual kitchen set - red brick, fitted cabinets and warm evening light
Virtual park set - a lawn and tree-lined alley in soft summer light
Virtual park set - a lawn and tree-lined alley in soft summer light
Virtual skatepark set - graffiti-covered ramps against greenery and a summer sky
Virtual skatepark set - graffiti-covered ramps against greenery and a summer sky

The same environments then carry the campaign frames - with talent composited into the scene and the background blurred to match the lens depth of field:

Campaign composite: the spot's lead against the cottage set, background defocused to match the camera optics
Campaign composite: the spot's lead against the cottage set, background defocused to match the camera optics

What the camera actually sees

Composited frame in Aximmetry: performer in front of the cottage scene
Composited frame in Aximmetry: performer in front of the cottage scene

These monitor frames are the only place the work can be judged, because they show what the lens records rather than what the room looks like. The subject, the practical set and the engine environment all have to survive the same exposure.

Camera monitor during a take, virtual orchard behind the subject
Camera monitor during a take, virtual orchard behind the subject
Skatepark environment on the camera monitor
Skatepark environment on the camera monitor
Preview showing moiré between the LED panels and the camera sensor - one of the artefacts an XR shoot has to be tuned against
Preview showing moiré between the LED panels and the camera sensor - one of the artefacts an XR shoot has to be tuned against

The last frame shows moiré: interference between the LED pixel pitch and the camera sensor. It is the artefact that decides how close the camera may come to the wall, and tuning around it - distance, focal length, focus, panel settings - is part of the job on the day.

Scope

  • Five virtual sets built for XR LED production
  • Environments matched to practical set pieces built out from the wall
  • Camera-tracked real-time rendering through Aximmetry
  • On-set scene modifications during the shoot