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Reality 5.3 SP2
Reality 5.3 SP2
  • Reality 5.3 SP2
    • What's New
    • From Reality 5.3 SP1 to SP2
    • User Guide
      • What is Reality Editor?
      • What is Reality Engine?
      • What is Reality Hub?
        • System Overview
      • Reality Workflow
      • Launcher
        • Launcher Interface
        • Engine Status Colors
        • Engine Display Window
        • New Launch Configuration
      • Nodegraph/Actions
        • Nodegraph
          • Node Structure
          • Node Details Panel
            • Property
            • Function
            • Function Property
            • Advanced Property
            • Node Details Info Display
            • Node Property Toolset
            • Property Watch Panel
          • Nodegraph Context Menus
            • Node Context Menu
            • Node Property Context Menu
            • Timeline Property Context Menu
            • Pin Context Menu
          • Nodegraph Menu
            • Graphs
          • Portal Pin
          • Sink Pin
          • Reroute
          • Experimental Node Category
          • Node Comment
          • Asset Browser
          • Advanced Preview Monitor
          • Operating Nodegraph
            • Navigating Inside Nodegraph
            • Creating Node
            • Node Connections
            • Incrementing and Changing Numerical Fields
            • Multiple Node Operations
            • GamePad
            • Node Info Display
            • Simplifying Node Network
            • Dynamic Nodes
              • Dynamic Node Operations
        • Actions
          • Action Timeline Interface
          • Keyframe Types
          • Interpolations
          • Operating Actions
            • Navigating Inside Actions Module
            • Animating Property
            • Triggering Multiple Actions via Single Button
            • Utilizing Initial Keyframe
            • Duplicating Keyframes
            • Reversing Animation
          • Animation Workflow Tips
        • Form Builder
          • Form Builder Interface
          • Form Builder Components
          • Customizing Component Appearance
          • Operating Form Builder
          • Data Integration
        • Gang Mode
          • Activating Gang Mode
          • Operating Gang Mode
      • Playout
        • Operating Playout
      • Newsroom
      • Cook Manager
      • User Management
        • Advanced User Management
          • User Management UI
          • Role of the Admin and Administrators
          • Example Configuration
            • Creating Administrator Account
            • Creating User Groups
            • Creating Policies
            • Creating New Users
            • Assigning Users to Groups
            • Defining User Groups Policy
          • License Reservation
        • Basic User Management
      • Hardware Monitor
        • Configuration
        • Filter
          • Metrics
          • Engines
        • Specs
        • Metric Display
        • Plot
      • Controlling Unreal Engine 5.3
        • Introduction
        • Supported Versions
        • Available Features
        • UState
          • UState User Interface
          • APM for Unreal Engine 5.3
        • Configuration
          • Unreal Engine 5.3 Configuration
          • RealityHub Configuration for Unreal Engine 5.3
        • Example Pipeline
          • Preparation
          • Exposing Actor Functions
          • Exposing Actor Parameters
          • Grouping Exposed Items
          • Creating Logic
          • Viewport Navigation
          • Unreal Project inside RealityHub
          • Utilizing Media Framework Tools
          • Operating
    • Installations
      • System Requirements
      • Reality Software Component Versions
      • Downloading Distributions
      • Reality Distribution Content
      • Installations
        • Installing Reality 5.3 SP2
        • Installing Reality Hub
          • Upgrading and Downgrading
          • Database Backup and Restore
          • Database Recovery
          • Recap
      • Licensing Reality
        • Licensing Reality 5.3 SP2
        • Licensing Reality Hub
    • Configurations
      • Configuring Peripheral Devices
        • NVidia Configuration
        • AJA Configuration
      • Configuring Reality Hub
        • General Configuration
        • Reality Loader
          • RealityEngine AMPERE Led Display
        • Engine Module Configuration
          • Adding Host
          • Adding Groups
          • Channel Assignments
          • General Engine Configuration
        • Project Configuration
        • Project Scanning
        • Cache Management
        • SSL Configuration
    • Integrations
      • Octopus Integration
        • Reality Hub MOS Configuration for Octopus
        • Octopus Configuration
        • Utilizing ZD MOS Plugin
      • iNEWS Integration
        • Reality Hub MOS Configuration for iNEWS
        • iNEWS Configuration
      • CII Module Configuration
    • Tutorials
      • Reality Actor Spawning
      • Using Plugins
      • Tracked Billboard
      • Green Screen Virtual Studio
      • Shadow and Ambient Occlusion in Augmented Reality
      • Curved LED Pipeline with Curve XR Node
        • Features
        • Preparation
        • Curve XR Node Details
        • Example Pipeline
      • Color Grading with 3D LUT Files
    • Developers Guide
      • Reality Hub Open-Source SDK
      • REST API
    • FAQ
      • Frequently Asked Questions
      • Glossary
      • How to Read this Documentation
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On this page
  • Process
  • Changing the Transform Mapping
  • Breaking Track
  • Utilizing Portal Ping and Routing Features
  1. Reality 5.3 SP2
  2. Tutorials

Green Screen Virtual Studio

This page is under construction and will be updated soon.

PreviousTracked BillboardNextShadow and Ambient Occlusion in Augmented Reality

Last updated 1 year ago

Real-time Green Screen Virtual Studio is a specialized production setup used in film, television, and other media industries. It involves shooting a subject or scene against a cyclorama, which is replaced with your real-time rendered image by Reality 5.3 SP2 using RealityKeyer.

Process

  • Select the Example Project from the Renderers section inside the Reality Hub Launcher module.

Launch With Option
  • Select Reality 5 in the Launch With section as illustrated above.

  • Click on the Launch button.

  • Go to the Engines tab, drag and drop the UE5 node into the Nodegraph canvas.

  • Select the UE5 in the nodegraph canvas.

  • Click on the UE5 in the Nodes section.

  • Click on the Spawn Reality Camera and Spawn Reality Projection Cube buttons as illustrated above.

  • Add AJAIn and AJAOut nodes to the Nodegraph canvas.

  • Right-click on the AJAOut node and select an output channel.

  • Connect the corresponding SingleLink output pin of the AJAIn node to SingleLink input of the AJAOut node. (In our example we utilized SingleLink 2 and SingleLink 3)

  • Add a Tracking Node (in our example it is the Xync node) into canvas.

  • Go to the Xync node property, click on the Enable checkbox.

Changing the Transform Mapping

Depending on your studio setup, you may be required to change the Transform Mapping property group settings.

In our example, we have to change the NegateX, NegateZ, CoordinateSystem, and NegatePan properties, as illustrated above.

Breaking Track

In order to get Lens Distortion data, you need to use the Break Track node.

  • Create a Break Track node.

  • Connect the Xync node's Track Output pin to the Break Track node's Input pin.

  • Create an Undistort node.

Undistorting the image taken by your studio camera is necessary because almost every camera lens has some degree of optical distortion. On the other hand, the Cyclorama node creates a 3D shape that isn't affected by lens distortions. To make sure the Cyclorama and camera image match up correctly, it's crucial to use the undistortion process.

  • Go to the Properties of the Undistort node.

  • Right-click on the Distortion property and select the "Show as Input" option.

  • Connect the Lens Distortion output of the Break Track node to the Distortion input pin of the Undistort node.

  • Connect the SingeLink output pin of the AJAIn node to the In input pin of the Undistort node.

  • Connect the Out output pin of the Undistort node to Video input of the Cyclorama node.

  • Connect the Track output pin of the Xync node to Track input of the Cyclorama node.

  • Create a RealityKeyer node and two Distort nodes.

  • Right-click on each Distort node's Distortion property and select the "Show as Input" option.

  • Connect the Render output pin of the Cyclorama node to the In input pin of the Distort node.

  • Connect the Mask output pin of the Cyclorama node to the In input pin of the second Distort node.

  • Connect the Lens Distortion output pin of the Break Track node to the Distortion input pin of the first Distort node.

  • Connect the Lens Distortion output pin of the Break Track node to the Distortion input pin of the second Distort node.

  • Connect the Out output pin of the first Distort node to the Clean Plate input of the RealityKeyer node.

  • Connect the Out output pin of the second Distort node to the Clean Plate Mask the input of the RealityKeyer node.

  • Connect the SingleLink 2 output pin of the AJAIn node to the Input input pin of the RealityKeyer node.

Utilizing Portal Ping and Routing Features

  • Right-click on the SingleLink 2 output pin of the AJAIn node and select the "Copy Pin" option

  • Right-click on an empty space inside the Nodegraph Canvas and select & paste the previously copied pin as a portal pin as illustrated above.

The AJAIn node's SingleLink 1 output pin becomes a Portal as illustrated above and can be used anywhere inside the nodegraph with the same functionality. Portal Pin also inherits any changes in the main node.

  • Connect the SingleLink 2 portal pin to In input pin of the Undistort node.

  • Right-click on an empty space in the nodegraph canvas and paste the SingleLink 2 portal pin again.

  • Connect the second SingleLink 2 portal pin to the Sync input pin of the Xync node.

  • By following the previous behavior, convert the Lens Distortion output pin of the Break Track node into the portal pin.

  • Paste and connect the Lens Distortion portal pin to the corresponding input pins of nodes.

  • Add Rerouting between node connections you desire.

  • Add a second Undistort node to nodegraph.

  • Right-click on the Distortion property and select the "Show as Input" option.

  • Connect the Lens Distortion output pin of the Break Track node to the Distortion input pin of the Undistort node or create another Lens Distortion portal pin and connect it to the Distortion input pin of the Undistort node.

  • Connect the Output pin of the RealityKeyer node to the In input pin of the Undistort node.

  • Connect the Out output pin of the Undistort node to the Projection Cube Video Input input of the UE5 node.

  • Create another Xync Track portal pin and connect it to the Reality Camera Track input of the UE5 node.

  • Create a Composite Passes node.

  • Connect the RealityKeyer node's Output pin to Video input pin of the Composite Passes node.

  • Create another Xync Track portal pin and connect it to the Track input pin of the Composite Passes node.

  • Connect the RealityCamera Scene output pin of the RE5 node to the Render input of the Composite Passes node.

  • Connect the Output output pin of the Composite Passes node to SingleLink input pin of the AJAOut node.

Right-click on the AJAIn node and select an input channel from .

Right click on the SingleLink 2 and utilize .

Transform Mapping Properties
Break Track Node

At this stage, by its nature, the nodegraph gets complicated and hard to read as illustrated above. To overcome such issues, you can utilize a and feature.

Portal Pin Example
Node Context Menu
APM
Portal Pin
Reroute
Engines on
Engine Functions
AJA Nodes
Xync Node | Transform Mapping Property Group
Cyclorama Node Connections
RealityKeyer Node Connections
Adding Portal Pin
Node Network Example with Pin Portal and Reroute Features
Green Screen Virtual Studio Pipeline Example
Image Courtesy of Brand Mind Live Virtual Studio
Image Courtesy of BETV - Dreamwall
Node Details Panel