Green Screen Virtual Studio
This page is under construction and will be updated soon.
Last updated
This page is under construction and will be updated soon.
Last updated
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
.
Select the Example Project from the Renderers section inside the Reality Hub Launcher module.
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 AJAIn
node and select an input channel from Node Context Menu.
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
)
Right click on the SingleLink 2
and utilize APM.
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.
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.
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.
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 Portal Pin and Reroute feature.
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.