LogoLogo
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
Powered by GitBook
On this page
  • For the Engine 1:
  • Creating a Dummy Cube on Reality Setup
  • Calculating the Dummy Cube Location(Left Bottom) and Size
  1. Reality 4.27
  2. Reality Tutorials and Examples
  3. Nodegraph Tutorials
  4. Portal Window Setup

How to Position Videowall

PreviousAdding Clipping PlaneNextSetting Portal Window and Calibration

Last updated 2 years ago

First of all, you need two Reality Engines for the Portal Window. One is for, feeding the Videowall the other one is needed for the regular AR pipeline.

For the Engine 1:

Please make sure that your lens and tracking device are well calibrated. You have to know the actual zero of your set which means your "Zero point" in your setup. Because Portal Window is placed and all the calculations are made in the real space according to the relevant position of the Portal Window to this point.

Creating a Dummy Cube on Reality Setup

On Reality Setup, right click on node graph and go to CREATE UE PRIMITIVES DUMMY CUBE to create a DUMMY CUBE node. And connect it to CAMERA by adding a SHOW ONLY pin to the input of the CAMERA node. Add a LENS DISTORT node to distort and connect it to the Camera Render as shown below:

Calculating the Dummy Cube Location(Left Bottom) and Size

  • In Figure 1, you see the top view of the real set. You have to measure where the Portal Window (the rectangle plane) is set according to the zero point of the set. Here the X value and Y value of the TRANSFORM of the DUMMY CUBE is 200 and -100 accordingly. The position of the "X" in figure 1 is representing left bottom of the video wall.

  • In Figure 2, you see the front view of the real set, And you see that the Portal Window is 0.29 m above the ground zero point. That means the Z value of the TRANSFORM of Dummy Cube is 29 (we write in centimeters)

  • In Figure 3, you see your Portal Window screen, which might be a flat screen in your set., Here the SY value of the TRANSFORM is the width of your Portal Window and SZ value is the height of the Portal Window in meters. Here in this example, SY is 1.88 and SZ is 1.37. And by default set SX value to 0.01 which corresponds to a very thin plane.

After you enter these values your DUMMY CUBE should look like this:

Now when you move your camera, your Dummy Cube should not be moving and staying on its position. Now you can move to next step where you will enter these values as your Portal Window properties.