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Reality 5.4 SP1
Reality 5.4 SP1
  • Reality 5.4 SP1
    • What's New
    • From Reality 5.4 to Reality 5.4 SP1
    • User Guide
      • What is Reality Editor?
      • What is Reality Engine?
      • What is Reality Hub?
        • System Overview
      • What is Lino?
      • 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
          • Hardware
        • Specs
        • Metric Display
        • Plot
      • Controlling Lino
        • Preperations
        • Enabling Plugins
        • Modifying Editor and Project Settings
        • Utilizing Default Motion Design Level
        • Exposing Outliner Assets to RCP
        • Creating Property Animation
        • Creating Motion Design Rundown
          • Adding Template
          • Creating Pages
        • Broadcast Settings
          • Signalling URL for Server Configurations
        • Defining Preview Channel
        • Configuring Reality Hub for Lino
        • Lino Module User Interface
        • Advanced Preview Monitor for Lino
      • Controlling Unreal Engine Vanilla
        • Introduction
        • Supported Versions
        • Available Features
        • UState
          • UState User Interface
          • APM for Unreal Engine
        • Configuration
          • Unreal Engine Configuration
          • Configuring Reality Hub for Unreal Engine
        • Example Pipeline
          • Preparation
          • Exposing Actor Functions
          • Exposing Actor Parameters
          • Grouping Exposed Items
          • Creating Logic
          • Viewport Navigation
          • Unreal Project inside Reality Hub
          • Playing Video Files
          • Operating
    • Installations
      • System Requirements
      • Reality Software Component Versions
      • Downloading Distributions
      • Reality Distribution Content
      • Installations
        • Installing Reality 5.4 SP1
        • Installing Reality Hub
          • Upgrading and Downgrading
          • Database Backup and Restore
          • Database Recovery
          • Recap
      • Licensing Reality
        • Licensing Reality 5.4
          • 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
        • HTTP Proxy Configuration
        • Template Form 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
      • Utilizing Custom Cyclorama Mesh
      • Using Volumetric Cube Mask
      • Texture Input Workflow
        • Creating Dynamic Material
        • Creating Virtual Screen Blueprint Actor
        • Adding Variables
        • Creating Event Graph
        • Creating Construction Script
        • Exposing Texture Input Pin in Reality Hub Nodegraph
      • Custom Projection Mesh Pipeline
    • Reality Hub Developers Guide
      • Reality Hub Open-Source SDK
      • REST API
    • FAQ
      • Understanding Reality Hub UI Warnings
      • Frequently Asked Questions
      • Glossary
      • How to Read this Documentation
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  1. Reality 5.4 SP1
  2. Tutorials
  3. Texture Input Workflow

Creating Dynamic Material

PreviousTexture Input WorkflowNextCreating Virtual Screen Blueprint Actor

Last updated 11 months ago

  • Navigate to the Content Browser, right-click, and choose "Material."

  • Rename the material according to your workflow for improved organization. In this example, we'll use the name "m_Plane."

  • Double-click on the "m_Plane" material to switch to the Material Editor interface.

  • Right-click on the Material Editor node graph canvas, then locate and choose the "TextureSampleParameter2D" node.

  • While the "TextureSampleParameter2D" node is selected, navigate to the Details menu on the left side and edit the "Parameter Name" field found in the General section.

Remember the name of the texture parameter as it will be required for the subsequent steps. If you plan to input texture to multiple assets in your project, ensure that the names are unique from the start, such as "Video1", "Video2", "Video3". In this tutorial, we've named our parameter "Texture," as demonstrated earlier.

  • Navigate to the "Material Expression Texture Base" property group. From the Texture property dropdown menu, choose the ZDNoMedia texture asset.

If you cannot locate the ZDNoMedia texture, select the ZDNoVideo texture asset from the Texture property dropdown menu instead.

  • Connect the RGB output of the TextureSampleParameter2D node to both the Base Color and Emissive Color inputs of the "m_Plane" node.

  • Save the material by clicking on the Save button.

Asset Creation
Node Creation
TextureSampleParameter2d
Parameter Name
Material Expression Texture Base
Dynamic Material