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RealityHub 1.3
RealityHub 1.3
  • RealityHub 1.3
    • What's New
      • Hotfix Version 1.3.1
      • Hotfix Version 1.3.2
      • Hotfix Version 1.3.3
      • Hotfix Version 1.3.4
    • What is RealityHub?
      • System Overview
    • Launcher
      • Launcher Interface
      • Engine Status Colors
      • Engine Display Window
      • New Launch Configuration
    • Nodegraph/Actions
      • Nodegraph
        • Node Structure
        • RGraph
        • Operating Nodegraph
        • Advanced Preview Monitor
          • Operating Advanced Preview Monitor
        • RGraph Templates
          • Tutorial RGraphs
        • Asset Browser
      • Properties and Functions
      • Actions
        • Action Timeline Interface
        • Keyframe Types
        • Interpolations
        • Operating Actions
        • Animation Workflow Tips
        • Utilizing Initial Keyframe
        • Triggering Multiple Actions via Single Button
      • 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
    • Controlling Unreal Engine
      • Unreal Engine 5.0
        • Available Features
        • UState
          • UState User Interface
          • Advanced Preview Monitor for Unreal Engine
          • Operating UState
        • Configuration
          • Unreal Engine Configuration
          • RealityHub Configuration for Unreal Engine
      • Unreal Engine 5.1
        • Controlling Unreal Engine 5.1
        • Supported Versions
        • Available Features
        • UState
          • UState User Interface
          • APM for Unreal Engine 5.1
        • Configuration
          • Unreal Engine 5.1 Configuration
          • RealityHub Configuration for Unreal Engine 5.1
        • 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
    • User Management
      • Advanced User Management
        • User Management UI
        • Role of the Admin and Administrators
        • Example Configuration
        • License Reservation
      • Basic User Management
    • Installation and Configuration
      • System Requirements
      • Downloading Distributions
      • Installation
      • Upgrading and Downgrading
      • Database Backup and Restore
      • Page
      • Licensing
      • Configuration Steps
        • 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
        • CII Module Configuration
        • SSL Configuration
      • Recap
    • Integrations
      • Octopus Integration
        • RealityHub MOS Configuration for Octopus
        • Octopus Configuration
        • Utilizing ZD MOS Plugin
      • iNEWS Integration
        • RealityHub MOS Configuration for iNEWS
        • iNEWS Configuration
    • Developers Guide
      • RealityHub Open-Source SDK
      • REST API
    • Frequently Asked Questions
    • Glossary
    • How to Read this Documentation
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On this page
  • Debugging Mode
  • GamePad
  • Active and Passive Attributes
  • Pin Coloring
  1. RealityHub 1.3
  2. Nodegraph/Actions
  3. Nodegraph

Node Structure

PreviousNodegraphNextRGraph

Last updated 2 years ago

RealityHub visualizes Engine entities as nodes inside the Nodegraph/Actions module.

To set an example, RealityHub reads Reality Engine nodes and visualizes them inside its Nodegraph. Then, depending on the logical connections between nodes, it creates a node tree, triggers functions & sends commands to a targeted pipeline in real-time.

A node has various visual attributes, as shown in the image above.

Debugging Mode

In RealityHub terminology, debugging mode refers to a unique state which activates several features such as visualization.

Not all nodes support debugging mode. The most common debugging uses Cyclorama, ProjectionCube, Camera, and Lights in a live production workflow.

The reason behind the Debugging Mode is to help you adjust various features of your live production scene without going back and forth to the Reality Engine.

GamePad

This feature provides input to various nodes to control them in a three-dimensional space. This feature becomes useful when you want to change, for instance, the X, Y, Z, Roll, Yaw, and Pitch axis of a Camera inside your scene via RealityHub.

Instead of typing inputs manually, GamePad allows you to change your Camera axis into a free look (a.k.a, mouselook) like playing a first-person shooter game.

To use GamePad:

  • Select a Camera node

  • Click on the GamePad Activation Button

As soon as you click on the GamePad activation button:

  1. The GamePad Navigation Tool inside the Nodegraph view gets activated

  2. GamePad button turns to blue, as shown in the image above

  • Click and hold your right mouse button on the GamePad Navigation Tool

    • Using WASDQE keys transforms you into a 3d space

    • Moving your mouse gives you the ability to freelook

Active and Passive Attributes

As shown in the image above, active, and passive node elements differ from one another.

Pin Coloring

RealityHub reflects the actual state inside the Reality Engine, and each node can be connected to the associated node(s).

You can establish a connection between logically matching nodes. To help you distinguish node classes, RealityHub utilizes the Pin Coloring method, as shown in the image above.

Node Structure
GamePad Navigation Tool and Activation Button
Active and Passive Attributes
Pin Colors