Creating Custom Cyclorama
Last updated
Last updated
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
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
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.