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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
  • Exposing to RealityHub
  • RealityHub Connections
  1. Reality 4.27
  2. Reality Tutorials and Examples
  3. Reality Editor Tutorials

Creating Custom Cyclorama

PreviousRotating Door by Using Function ParametersNextNodegraph Tutorials

Last updated 2 years ago

  • Create a cyclorama mesh in your 3D design tools, such as 3DS Max, Maya, or Blender.

The image above shows that adding a fair amount of subdivisions to your geometry makes your vertex painting process relatively easier inside the Reality Engine.

  • Export the cyclorama mesh as an *.FBX file

  • Launch the Reality Editor

  • In the Project Category section, choose the Virtual Studio and click NEXT

  • Select the Reality Examples template

  • Modify the Project Settings or leave it in its default state and click on the Create Project

  • Go to Content Browser and click on Add/Import button

  • Select the 3d cyclorama mesh you exported. As soon as you select the 3d mesh, FBX Import Menu pops up, as shown in the image above.

  • Drag & drop the 3d cyclorama mesh into the Level

  • Go to Modes > Mesh Paint > Paint

  • In the Mesh Paint tab, Go to Visualization > Color View Mode and select the RGB Channels property.

  • Go to Vertex Painting > Paint Color

  • Set the RGBA values like 1, 0, 0, 1, and click OK

  • Paint the cyclorama mesh as shown in the image above

  • Reduce the size of the brush, hold down on the shift, and start painting the cyclorama mesh edges, as shown in the image above.

You can also create different masks by changing the RGBA color as below:

  • Red: Keying Area – 1, 0, 0, 1

  • Yellow: Spill Suppression – 1, 1, 0, 1

  • Cyan: Force Fill Video – 0, 1, 1, 1

  • White: Force Fill Video – 1, 1, 1, 1

Exposing to RealityHub

  • Select the painted cyclorama mesh from the World Outliner

  • Go to the Details tab and click on the +Add Component button

  • Add ZDActor and ZDCyclorama components to your cyclorama mesh

  • Click on the PLAY button

RealityHub Connections

  • Login to RealityHub, activate the Nodegraph/Editor module

  • Your custom cyclorama mesh actor with all exposed parameters is now represented as a node inside the RealityHub.

  • Add a CYCLORAMA node to the Nodegraph canvas.

  • Select the CYCLORAMA node, click on the ADD PINS button, and select Add Input Pin: “Geometry.”

  • Connect the OUTPUT pin of the CYCLORAMA MESH to the CYCLORAMA node’s GEOMETRY input pin, as shown in the image above

Please keep that in mind: If you connect the OUTPUT pin of the CYCLORAMA MESH to the MASKGEOMETRY input pin of the CYCLORAMA node, the CYCLORAMA MESH actor serves Masking purposes. If you pipe the OUTPUT pin of the CYCLORAMA MESH to the GEOMETRY input pin of the CYCLORAMA, in this case, the CYCLORAMA MESH serves for the cyclorama mesh.