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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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  1. Reality 4.27
  2. Reality Tutorials and Examples
  3. Nodegraph Tutorials
  4. Portal Window Setup

Setting Portal Window and Calibration

PreviousHow to Position VideowallNextCreating the Augmented Part

Last updated 2 years ago

Now as we defined a dummy cube to define the location and the dimensions of the Portal Window. It is time to set the Portal Window. First, let's look at the nodegraph, basically, you need to add a CAMERA node and connect its output both to CHANNEL1 of MIXER (to see the result) and to AJA OUTPUT (that you will use as your portal window). Then if you want to visit different parts of your sets you can add a CUSTOM ACTOR and connect it to PARENT pin of your CAMERA

Now go to your CAMERA node and you will see the WINDOW PORTAL property. Now all you have to do is:

  • Activate the Portal Window by setting the ENABLE property to TRUE

  • Set the BOTTOM LEFT PIVOT property to TRUE as we have chosen to set the bottom left point as a pivot while placing the augmented cube

  • X - Write the same value in your Augmented Cube TRANSFORM property - X

  • Y - Write the same value in your Augmented Cube TRANSFORM property - Y

  • Z - Write the same value in your Augmented Cube TRANSFORM property - Z

  • R - nothing

  • Y - In this particular example, our portal window was parallel to our Y-axis. R, Y, P values were all zero, thus these values did not change. But if you decide to rotate the portal window as shown below, you can use the WINDOW PORTAL value. For example, if the angle is angle is 37 degrees to the left, write -37 to the Y value to mark the rotation.

  • P value - nothing

  • SX value - nothing

  • SY value - Write the width of Portal Window in meters

  • SZ value - Write the height of Portal Window in meters

Finally your PORTAL WINDOW should look like this:

Do not forget that if the Portal Window seems like working from right pivot point but not well-calibrated, most probably you might have forgotten to enter the dimensions of the Portal Window which are SY and SZ values.

Please move to the edges of the camera and see how the image has a SKEW effect starting from where the camera is looking at. Here the camera is aiming at the left knee of the player. The below image is the StillStore from PROGRAM of the MIXER node. And you should be seeing a correct 3D Portal Window effect on your SDI monitor. (which is not your Portal Window)