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
  • The SDI Inputs and Outputs
  • Lens and Tracking
  • Projection
  • Final Compositing
  1. Reality 4.27
  2. Reality Walkthrough

Green Screen Virtual Studio

PreviousAugmented Reality Virtual StudioNextSetting up Realtime Video I/O

Last updated 2 years ago

In this section, we will be utilizing RealityHub’s ready-to-use Composite Cyclorama Keyer template.

  • Go to the RealityHub, and activate the Nodegraph/Actions tab,

  • Click on the Nodegraph Menu

  • Go to Load Template and select the Composite Cyclorama Keyer

The SDI Inputs and Outputs

After making sure that AJA card/s is properly installed, driver updated and firmware checked, you should manage the values on AJAcard and AJAin.

Please make sure the DeviceID is selected on AJAin

Choose the InputMode the same as the input pin on the physical AJAcard, in this example, it will be SingleLink (1) as an HD Input:

Now go to the AJAout and see that the Program pin of Mixer node is connected to the Video pin of the AJAout node.

Choose the OutputLink the same as the input pin on the physical AJAcard, in this example, it will be SingleLink (5) as an HD Output:

And it is very important to choose the right video format (Standard) to be able to see the display on your SDI Output, otherwise, you will either see a distorted image or no image at all on your display monitor.

Lens and Tracking

Lens and tracking nodes provide the visualization and configuration of the physical lens on the camera and the tracking system installed in the studio. By default the lens and tracking related nodes are as below:

Choose the right lens on your system, if you think that your lens is not yet on this list, please choose the closest one that applies and in this case please consult to Zero Density Support Team for any inquiries for deciding the correct lens.

By default, the UserTrack node is on the templates and you can choose and modify the tracking parameters by adding a FreeD node to your RealityHub nodegraph to see the available tracking devices on Reality and note that Reality is compatible with any tracking device that is using FreeD protocol which can be activated through FreeD nodes.

Once you add the right tracking node, go to Device properties and make sure that:

  • Enabler Device is set to True.

  • UDPPort or Portname is correct which is configurable on this property according to the physical device's UDPPort or the PortName on the engine.

  • Protocol is correctly set to D1 or A1 which should be consulted to your tracking solution provider.

After finishing the configuration of Lens and Tracking nodes, you should be seeing the data flowing from the tracking device. Please make the necessary check if the data flow is correct and fine-tuned.

Projection

In Reality, talent is composited with graphics in 3D scene. rather than layer-based compositing. This is provided by projecting the talent on a mesh called Projection Cube. PROJECTION node requires an undistorted image of the SDI Input. Thus, we add an Undistort node before connecting the SDI Input to Video pin of the Projection node as shown below:

Modify the Reality Geometry property of the Projection Cube so that it fits the scene and the physical studio.

You can enter the below values which correspond to 50 meters to the right, left, near, and far from the zero points of the set if you have not changed the Transform of the Projection Cube. The values below correspond to 100*100 meters (shown in centimeters) projection area which will be big enough for your needs within your production.

Final Compositing

Finally, camera input, virtual objects, and post-processing parameters are all going into CompositePasses node for the final output.