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Reality 5.3 SP3
Reality 5.3 SP3
  • Reality 5.3 SP3
    • What's New
    • From Reality 5.3 SP2 to SP3
    • User Guide
      • What is Reality Editor?
      • What is Reality Engine?
      • What is Reality Hub?
        • System Overview
      • Reality Workflow
      • Launcher
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        • Engine Status Colors
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          • Operating Nodegraph
            • Navigating Inside Nodegraph
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              • Dynamic Node Operations
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        • Actions
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            • Navigating Inside Actions Module
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            • Triggering Multiple Actions via Single Button
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          • 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
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            • Assigning Users to Groups
            • Defining User Groups Policy
          • License Reservation
        • Basic User Management
      • Hardware Monitor
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      • 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 SP3
        • Installing Reality Hub
          • Upgrading and Downgrading
          • Database Backup and Restore
          • Database Recovery
          • Recap
      • Licensing Reality
        • Licensing Reality 5.3 SP3
          • Reality License Backup and Restore
        • 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
        • Proxy 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
    • Reality Hub Developers Guide
      • Reality Hub Open-Source SDK
      • REST API
    • FAQ
      • Frequently Asked Questions
      • Glossary
      • How to Read this Documentation
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  1. Reality 5.3 SP3
  2. Configurations
  3. Configuring Reality Hub
  4. Engine Module Configuration

Channel Assignments

PreviousAdding GroupsNextGeneral Engine Configuration

Last updated 1 year ago

In Reality Hub terminology, Channels refer to designated configurations to target a specific (s). Channels allow you to select a particular group of Engines that will render your graphics, in other words, Channels are organized ways to distribute your graphics to different Groups.

You can have multiple Channel Assignments configurations for targeting different Groups. To set an example, in a multi-camera studio configuration, you may want to choose different graphics to be rendered by specific Engines groups, which requires you to designate specific Channel Assignments.

After configuring, you can assign channels via , , and . For more details, please visit:

Channel Assignments Configuration

To configure Channel Assignments:

  • Go to Main Menu and click on Configuration.

  • Select the Channel Assignments under the Engines.

  • Click on the + (Plus) icon. This action automatically adds a new channel. You can change Channel Name by double-clicking on the default name. You can also choose a specific color for your channel by clicking on the Color rectangle.

The image above illustrates that several Channels (Studio A, B, C, D) are created, and their color changed. Our channel setup is ready for the Engine assignment process.

To assign Engines to a Channel:

  • Select an available channel from the Channel list.

  • Go to the Assigned Engine section and click on the + (Plus) icon.

  • In the Assign Engines to Channel popup menu, select your engines and click on the Select button

You can select and deselect multiple engines individually by pressing the ⌃ CTRL button on your keyboard. For a bulk selection, press the ⇧ SHIFT button on your keyboard.

The image above illustrates that:

  • Four different Channels have been created (Studio A, B, C, D)

  • Five Engines have been assigned to the Studio A channel.

  • Depending on the illustration above, from now, inside the Form Builder, Actions, or Playout modules, if Studio A selected as Assignment Channel, your graphics will be transmitted only to the five Engines.

Group
Form Builder
Actions
Playout
Operating Form Builder
Operating Actions