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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
  • Hardware Connections for Sending Fill and Key Signals out from Reality Engine
  • Software Configuration for Sending Fill and Key Signals out from Reality Engine
  • Hardware Connections for Receiving Fill and Key Signals as DSK (Down Stream Keyer) to Reality Engine
  • Software Configuration for Receiving Fill and Key Signals as DSK (Down Stream Keyer) to Reality Engine
  1. Reality 4.27
  2. Reality Setup Application
  3. Fill and Key

Fill and Key using Quad-link

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Last updated 2 years ago

Hardware Connections for Sending Fill and Key Signals out from Reality Engine

The below diagram is an example to show how to connect SDI ports (Quad Link UHD) for Fill and Key output from Reality Engine. As an example, we have chosen AJA Corvid 88 for Video Out.

Since we know that 1 pair of SDI fill signal and SDI key signal makes 1 mixed alpha channel source, we must use video I/O board ports in groups only (Dual link or Quad link). As shown above with orange dotted line which links, 1-4 or 5-8, these are valid groups.

Ports grouped as 2-5, 3-6, 4-7 and 5-8 are invalid groups and fill and key signals cannot be achieved with such combinations.

In the example above, we have grouped 1-4 (Quad link) and 5-8 (Quad link) ports for sending fill and key signals respectively from Reality Engine, which means 1-4 ports is sending quad link UHD Fill signal and 5-8 ports is sending quad link UHD Key signal. First group is always considered to be Fill source and second group as Key source.

Software Configuration for Sending Fill and Key Signals out from Reality Engine

Once the hardware connection is done, there are some properties which needs to be set in order to send proper fill and key signals. As an example, we will launch a project which contains UMG for online graphics having alpha channel transparency. Then on the node graph, we will add the nodes as explained below:

  • Add AJACARD and AJACARD node to RealityHub Nodegraph.

  • Add LOWERTHIRD UMG node for the example in this article.

  • Connect the UMG node OUTPUT > AJAOUT node VIDEO.

The output from AJA card will not yet send fill and key signals as alpha channel until the required properties are set to this node.

Select AJAOUT node, considering that we are working with UHD Quad-link source, in the properties section, select as shown below:

QuadLink (1-2-3-4): UHD Fill output will be sent from these ports.

QuadLink 5-6-7-8 will be set to send Key signals automatically. There is no need to do any settings for selecting Key channels.

  • Standard: UHD-2160p for getting UHD output.

  • Framerate: Select fps based on your program frame rate.

  • PixelFormat: YCbCrA8-4:2:2:4 is the most important setting to get the alpha channel signal.

  • QuadLink Mapping: Select between SQD (Square Division) and 2SI (2 Sample Interleave) based on your physical camera settings.

It is important to note that UMG node resolution must also be set to UHD (3840x2160)

Hardware Connections for Receiving Fill and Key Signals as DSK (Down Stream Keyer) to Reality Engine

Below diagram is an example to show how to connect SDI ports (Quad Link) for Fill and Key input to Reality Engine. As an example, we have choose AJA Corvid88 for Video In.

Since all the ports on Corvid88 are utilized for fill and key inputs, another AJA video card must be installed for output. For this article purpose, we will use AJA Corvid44 BNC as output

In the example above, we have grouped 1-4 and 5-8 ports for receiving fill and key signals respectively in Reality Engine, which means 1-4 ports is receiving quad-link UHD Fill signal and 5-8 ports is receiving quad-link UHD Key signal. The first group is always considered to be the Fill source and the second group is a Key source.

Software Configuration for Receiving Fill and Key Signals as DSK (Down Stream Keyer) to Reality Engine

Once the hardware connection is done, there are some properties which needs to be set in order to receive proper fill and key signals. Run your desired graphics (in UHD resolution) from external device, e.g. CG online graphics having alpha channel transparency. Then on the Reality Engines node graph, we will add the nodes as explained below:

  • For input, add AJACARD and AJAOUT node to RealityHub Nodegraph.

  • Connect AJAOUT node VIDEO pin > MIXER OVERLAY pin.

  • Select AJAIN node, considering that we are working with UHD quadlink source, in the properties section, select as shown below:

QuadLink (1-2-3-4): UHD Fill input will be received to these ports.

QuadLink 5-6-7-8 will be set to receive Key signals automatically. There is no need to do any settings for selecting Key channels.

  • PixelFormat: YCbCrA8-4:2:2:4 is the most important setting to get alpha channel signal.

  • QuadLink Mapping: Select between SQD (Square Division) and 2SI (2 Sample Interleave).

Since we want the CG to be shown as overlay DSK, we must connect it to OVERLAY pin of MIXER node.

Connecting it to any other pin will not receive alpha channel transparency.

Anything connected to OVERLAY pin will render on top of all the other channels in the MIXER. On the MIXER nodes' channels, you can connect your CAMERA node render or other compositing nodes. Since in this article, we are working with UHD, it is important to set the CAMERA node resolution to UHD to get UHD output from Reality Engine.

Now lets connect the output. Add another AJACARD node and AJAOUT node, (this will be Corvid 44 BNC in this article) Connect Program output from MIXER > AJAOUT node. This output will be final Program out with DSK on top of final camera render. Select AJAOUT node, and in the properties section, select as shown below:

  • QuadLink (1-2-3-4): This output will be final Program out with DSK on top of final camera render.

  • Standard: UHD-2160p for getting UHD output.

  • Framerate: Select fps based on your program framerate.

  • PixelFormat: YCbCr8-4:2:2 is set as default for output.

This property is set because now we do not intend to send any alpha channel from this output.

QuadLink Mapping: Select between SQD (Square Division) and 2SI (2 Sample Interleave).