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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
        • 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
          • Node Library
            • Swizzle Node
            • Read Video Node
        • 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 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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On this page
  • What Is Tracked Billboard?
  • Process
  • Breaking Track
  • Cyclorama Connections
  • Adding RealityKeyer
  • Talent Location
  • Engine Connections
  1. Reality 5.3 SP3
  2. Tutorials

Tracked Billboard

PreviousUsing PluginsNextGreen Screen Virtual Studio

In this section, you'll discover how to use the Tracked Billboard pipeline with Reality 5.3 SP2. For our demonstration, we will employ as a provider.

What Is Tracked Billboard?

Tracked Billboard enables you to seamlessly integrate your keyed talent into the Reality 5.3 SP2 scene, achieving a photorealistic appearance. Furthermore, it can be utilized in a variety of creative scenarios, including Teleportation and Fly Cam.

Process

  • Login to Reality Hub.

  • Go to the Engines section, drag and drop the UE5 process into Nodegraph canvas.

As soon as you click on abovementioned function buttons, following changes occurs as illustrated above:

  1. Reality Actors folder has been created.

  2. New Properties has been added.

  • Create AJAIn and AJAOut nodes, then designate your reference by right-clicking on each node. In our example, we have selected SingleLink 1 for AJAIn and SingleLink 4 for AJAOut.

  • Establish your corresponding camera tracking node. In our example, we utilized Xync.

  • Connect the SingleLink 1 output pin of the AJAIn node to the Sync input pin to the Xync node.

Breaking Track

Breaking Track is a procedure for extracting specific output from a Track node. For instance, you might prefer to use only the Location data from your talent tracking software/hardware or on a focus property of Lens Distortion data for your pipeline. This approach also allows you to conduct advanced compositing operations.

Now:

  • Create a Break Track node.

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

Cyclorama Connections

Now that we have AJA nodes for video I/O, talent tracking, camera tracking, and Reality 5.2 nodes, as illustrated in the previous image, it's time to incorporate Cyclorama.

  • Add a Cyclorama node to the canvas.

Distorting and Undistorting

Most camera lenses exhibit some level of optical distortion, and as a result, you often need to perform undistortion and then distortion operations on your video source to address this issue.

For instance, when dealing with the image from your studio and the 3D Cyclorama mesh you've created inside Reality 5.2, they may not align perfectly in terms of lens distortion. To ensure proper alignment between the Cyclorama and camera image, it's essential to employ the undistortion process.

  • Create two Distort nodes and one Undistort node.

  • Go to the Properties section of each node you created.

  • Right-click the Distortion property for each node and select "Show as Input".

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

  • Connect the SingleLink 1 output pin of the AJAIn node to the In input pin to the Undistort node.

  • Connect the AJAIn node's SingleLink 1 output to Track input of the Cyclorama node.

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

  • Connect the Cyclorama node's Render output to first Distort node's In input pin.

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

Adding RealityKeyer

Tracked Billboard pipeline requires keyed image of your talent; therefore, you have to use Reality Keyer.

  • Create a RealityKeyer 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 1 output pin to the Input input pin of the RealityKeyer node.

  • Create a second Undistort node, right-click on its Distortion property and select "Show as Input".

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

Talent Location

In order to place your talent inside the Reality 5.2 scene, you have to provide talent location data via a tracking system. In our example we utilized TRAXIS Talent Tracker.

  • Create a corresponding talent tracking data node. In our example we use FreeD node.

  • Add the second Break Track node.

  • Create a Cast vec3 to vec3d node.

  • Connect the Location output pin of the second Break Track node to vec3 input pin of the Cast vec3 to vec3d node.

Engine Connections

  • Connect the vec3d output pin of the Cast vec3 to vec3d node to UE5 node's Reality Tracked Billboard Talent Location input pin.

  • Connect the second Undistort node's Out output pin to Reality Track Billboard Video input of the UE5 node.

  • Connect the Xync node's Track output pin to the Reality Camera Track input pin of the UE5 node.

  • Create a Composite Passes node.

  • Connect UE5 node's Reality Camera Scene output pin to Composite Passes node's Render input.

  • Connect the Xync node's Track output to Track input of the Composite Passes node.

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

  • Connect the Output pin of the Composite Passes node to SingleLink 4 input pin of the AJAOut node.

Activate the module and launch your project.

Go to the .

Click on the Spawn Reality Camera and Spawn Reality Tracked Billboard buttons.

Launcher
Node Details Panel
function
TRAXIS Talent Tracking
Reality Hub Login Screen
Dragging & Dropping Engine into Nodegraph Canvas
Node Details Panel
AJAIn and AJAOut Nodes
Show as Input
Cyclorama Connections
RealityKeyer Connections
Talent Data Connections
Engine Connections