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15
Render nodes setup (nDisplay)
Livelink Setup
Start with the
Primary Render Node
and set
up the livelink connection with StarTracker.
Refer to our
for setup:
Remember to stop the livelink in editor
before launching the project through
nDisplay Launcher, as the tracking can only
go to one application.
nDisplay Level
Open
“nDisplayExample
4_27
”
level in
MoSysVPPro Content/nDisplay/Maps.
We will be following the "in-Camera VFX
Template", which can be found in
In-Camera VFX Quick Start guide
here:
https://docs.unrealengine.com/en-
US/WorkingWithMedia/InCameraVFX/InCam
MoSysCameraNDisplay
is used for the
inner frustum. Refer to
VP Free manual
for
more information on nDisplay integration
on pages 9-11.
The content should have a dedicated level,
which is a sublevel to the main nDisplay
level. nDisplay level should only store the
objects related to nDisplay architecture and
necessary to track the camera. You can add
or remove the content levels there, so it fits
the current shoot. Below is an example of
the levels setup:
Defining LED Screens
Depending on the number and shape of the
LED volumes the virtual layout needs to be
adjusted. Usually one Node is responsible
for one viewport.
Edit nDisplayRootActorST to define the
viewports. Refer to
and the
screenshots on
previous page
.
Top part of the nDisplay config actor defines
the LED screen transform (where it is in
space) and the bottom part describes the
pixel mapping on screen space (In other
words where, in relation to the top right
corner of the screen, the image should be
rendered)
Every viewport responsible for rendering to
a part of the LED volume, is represented as
a mesh in Unreal. This can take any shape. It
can be a simple plane or a preprepared
mesh like a curved model of a screen.
Refer to
- Create LED Panel Geometry
in In-Camera VFX Quick Start guide for
building a complex mesh.
See screenshots on previous page.
Mesh Builder
You can use
Mesh Builder
to generate this
representation automatically, by looking
through a camera with the crosshair at the
corners of the screen. Three observations
are used for calculations.