Using Volumetric Cube Mask
Last updated
Last updated
The Volumetric Cube Mask node allows you to create 3D masks within your scene, serving various purposes such as preventing certain areas from being keyed by the Reality Keyer or masking an area.
To set an example, assume that you have a large screen inside your cyclorama, and you want to display content on it. Given that the Reality Keyer will key the entire cyclorama, a specific method is required to mask an area within the 3D space. This is where the Volumetric Cube Mask node becomes a handy tool.
While this section utilizes the Green Screen Virtual Studio as an example pipeline, the approach can also be applied to XR (Extended Reality) projects or for calibration verification purposes.
Construct your Green Screen Virtual Studio node network within the Reality Hub nodegraph.
Add VolumetricCubeMask
and Merge
nodes to the nodegraph.
Connect the Track
output pin of the Xync
(or your preferred tracking node) to the Track
input of the VolumetricCubeMask
node.
Connect the Out
output pin of Distort
node to the Texture0
input pin of the Merge
node.
Connect the Out
output pin of the VolumetricCubeMask
node to the Texture1
input pin of the Merge
node.
Connect the Out
output pin of the Merge
node to the Clean_Plate_Mask
input pin of the RealityKeyer
node.
The VolumetricCubeMask
node has been integrated into the nodegraph, and the necessary connections have been made, as shown above.
Adjust the transformation properties (Position, Rotation, etc.) of the Volumetric Cube Mask according to your studio setup.
Activate the Advanced Preview Monitor (APM) Channel A on the Mask
output pin of the Cyclorama
node.
The displayed image indicates that the Mask color is red (1, 0, 0, 1).
The Mask color is determined by the MaskColor
property, as shown above.
Activate APM Channel B on the Out
output pin of the Merge
node, and click on the APM Multiview (A|B) button.
The image above illustrates that the Cyclorama mask color matches the Volumetric Cube Mask color.
The edges around the VolumetricCubeMask
are a result of the Smoothness
setting.
The next step involves subtracting the VolumetricCubeMask
from the Cyclorama
.
To do this:
Select the VolumetricCubeMask
node and navigate to its Color
property.
Change the R value to 0 and set both G and B values to 1.
Now, the Volumetric Cube Mask appears magenta and does not contain any red color information. Therefore, the area it covers will not be keyed in the render.
Navigate to RealityCamera0.Scene
output and activate the APM.
As shown in the image, the scene is keyed based on the Cyclorama, excluding the area covered by the Volumetric Cube Mask.