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Unreal Scene Setup (LED Wall)

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NOTE: This document assumes the reader has a basic understanding of Aximmetry Composer and Unreal Editor for Aximmetry, and familiarity with camera compounds. If these concepts are new to you, please consult the documentation for Table of Contents (LED Wall Production) and Preparing the Unreal Project before proceeding.

Introduction

This document discusses how to prepare your existing Unreal virtual studio scene for LED wall production.

Necessary Components

In case you use Unreal Engine for production, you will need the following:

  • Your Unreal project file(s)
  • One of the following Camera compounds (depending on your production requirements):
    [Common_Studio]:Camera\LEDWallCam\LEDWallCam_3-Cam_4-Wall.xcomp
    [Common_Studio]:Camera\LEDWallCam\LEDWallCam_8-Cam_9-Wall.xcomp
    [Common_Studio]:Camera\LEDWallCam\LEDWallCam+AR_3-Cam_4-Wall.xcomp
    [Common_Studio]:Camera\LEDWallCam\LEDWallCam+AR_8-Cam_9-Wall.xcomp

Preparation of the Unreal Project

To learn more about how to prepare your Unreal project for LED Wall production, please refer to the following document:
Preparing the Unreal Project

NOTE: Make sure you add one of the following cameras to your Unreal project, then Cook the Content for Aximmetry:

Connections

Make the following connections once you've added all the required compounds to the Flow Editor:

NOTE: Example of the required connections for 4 LED Wall outputs between the Unreal module and an LEDWallCam compound.
NOTE: The exact connections and compounds used may differ in your case from the example above, based on your studio setup/production requirements.

Description of the Pins

Unreal Module

Input Pins

Out Size: The input resolution of the FRUSTUM.
Control Data: Input of a collection of data that ensures that each LED output receives the content rendered at the right resolution, framerate, and perspective.

Output Pins

Out: The render engine's output of the virtual studio scene meant for global rendering tasks (e.g., Studio view, Digital Extension, etc.).
FX Out: The render engine's output of the virtual studio scene meant for per LED Wall rendering tasks (e.g., FRUSTUM, FILL).

Camera Compound

Input Pins

Rendered: The render engine's output of the virtual studio scene meant for global rendering tasks (e.g., Studio view, Digital Extension, etc.).
FX Rendered: The render engine's output of the virtual studio scene meant for per LED Wall rendering tasks (e.g., FRUSTUM, FILL).
AR Overlay: video input of the Augmented Reality graphics used as an overlay for the final output (Out).
Overlays: video input of 2D overlays used for the final output (Out).

Output Pins

Preview: Preview output of the camera compound, used mainly by the studio operator.
Out: Final output, the combination of the studio camera's input, the Digital Extension, and the overlays.
Inner Frustum: Output of the FRUSTUM image of the currently selected camera.
LED Wall X: Output of the LED Walls content, a combination of the FILL's and FRUSTUM's image.
Out Size: The output resolution of the FRUSTUM.
Control Data: Output of a collection of data that ensures that each LED output receives the content rendered at the right resolution, framerate, and perspective.

Reference Connection

Ext Aux Mask: Input of External Auxiliary Mask.

Low Latency mode

In LED wall productions, minimizing delay throughout the production process can yield substantial benefits compared to other types of productions.

Unreal modules in Aximmetry are equipped with a Low Latency Mode pin:

NOTE: The Low Latency Mode pin is available in every Unreal module and is also usable in other types of productions.

Activating Low Latency Mode can decrease the delay by roughly one frame while only slightly increasing the CPU load on your hardware.  As a result, enabling this mode may allow you to reduce the In-to-out Latency by one frame.

Fill Render

When the FILL is rendered, it is rendered similarly to the AR camera, notably bypassing the tone mapping. Consequently, the same constraints apply to it. You can read more about that at AR Camera - Tone Map and Glares and AR Camera - Fog and Sky.
NOTE: The FILL is intended for indirect use, such as illuminating the talent, and should never be directly visible within the camera's view.

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