Augmented Reality Virtual Studio
In this section, we will be utilizing RealityHub’s ready-to-use Composite Augmented Shadow template.
- Go to the RealityHub, and activate the Nodegraph/Actions tab,
- Click on the Nodegraph Menu
- Go to Load Template and select the Composite Augmented Shadow
After making sure that AJA card/s is properly installed, driver updated and firmware checked, you should manage the values on
Please make sure the
DeviceIDis selected on
InputModethe same as the input pin on the physical
AJAcard, in this example, it will be
SingleLink (1)as an HD Input:
Now go to the
AJAoutand see that the
Mixernode is connected to the
Videopin of the
OutputLinkthe same as the input pin on the physical
AJAcard, in this example, it will be SingleLink (5) as an HD Output:
And it is very important to choose the right Video Format (
Standard) to be able to see the display on your SDI Output, otherwise, you will either see a distorted image or no image at all on your display monitor.
Lens and tracking nodes provide the visualization and configuration of the physical lens on the camera and the tracking system installed in the studio. By default the lens and tracking related nodes are as below:
Choose the right lens on your system, if you think that your lens is not yet on this list, please choose the closest one that applies and in this case please consult to Zero Density Support Team for any inquiries for deciding the correct lens.
By default, the
UserTracknode is on the templates and you can choose and modify the tracking parameters by adding a
FreeDnode to your RealityHub nodegraph to see the available tracking devices on Reality and note that Reality is compatible with any tracking device that is using FreeD protocol which can be activated through
Once you add the right tracking node, go to
Deviceproperties and make sure that:
Enable Deviceis set to
PortNameis correct which is configurable on this property according to the physical device's
PortNameon the engine.
Protocolis correctly set to D1 or A1 which should be consulted to your tracking solution provider.
In Reality, talent is composited with graphics in a 3D scene, rather than layer-based compositing. This is provided by projecting the talent on a mesh called Projection Cube.
Projectionnode requires an undistorted image of the SDI Input. Thus, we add an
Undistortnode before connecting the SDI Input to
Videopin of the
Projectionnode as shown below:
Reality Geometryof the
Projection Cubeso that it fits the scene and the physical studio which are by default as shown below:
You can enter the below values which correspond to 50 meters to the right, left, near, and far from the zero points of the set if you have not changed the
Projection Cube. The values below correspond to 100*100 meters (shown in centimeters) projection area which will be big enough for your needs within your production.
There are many capabilities of Post Processing powered by Unreal Engine. In this tutorial, we will cover how to create shadows of virtual objects:
Go back to Reality Editor and add a Point Light Asset to your set on a position near to chair and see that it is listed on the World Outliner on the right side of Reality Editor.
Add ZDActor to this asset by clicking on Add Component and rename it as PointLight to be able to view it on the nodegraph.
Go to Transform and make it Movable.
Now type ZD while clicking on PointLightComponent (Inherited) to view the ZD Shadow Channel and choose either Red, Green, Blue or Alpha. Please note that you can add up to 4 lights that will render shadow in a set by choosing different Shadow Channels.
Save the Project and click on Play again and go to RealityHub Nodegraph and click on the
EngineControlnode to see if
RenderShadowis enabled and set to True.
PostProcessMaterialnode and see if the
Materialis set to
The lights are added in numerical order so the PointLight we have added is on
ShadowChannel1. We can manage the Opacity of the Shadows on
ShadowOpacitywhich is 0.500 by default and notice that the opacity of the shadows is changing.
Finally, camera input, virtual objects, and post-processing parameters are all going into
CompositePassesnode for the final output.
To be able to see the shadows, make sure that the
Cameranode is connected to the
Lightingpin of the