Appendices
🗃️ A - Camera Tracking and Lens Calibration
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📄️ B - Standard Unreal Engine Post Processing Pipeline
Unreal Engine has a sophisticated post processing pipeline. Since this pipeline is very complex, it has its own node based processing system to do these processes. It is regenerated every frame, according to rendering parameters. For example, at one frame the bloom might be turned off (Bloom intensity set to 0), the other frame it might be turned on. Unreal Engine prepares its node-graph every frame, in order to optimize its processing speed.
🗃️ C - Reality Keyer
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📄️ D - Viewing Videomask
To view the Videomask on your device, please create a TEXTURE SWIZZLE node and connect the CAMERA node's OUTPUT pin to the INPUT of the TEXTURE SWIZZLE and choose RED CHANNEL, GREEN CHANNEL, BLUE CHANNEL , and ALPHA CHANNEL as "Alpha". Then connect the OUTPUT pin to a channel in MIXER node to view the Videomask:
📄️ E - CLASS setting for Broadcast Cameras
Various broadcast cameras in the market have a setting that will improve the keying quality by Chromatic Aberration Compensation. This setting is only available for Broadcast Cameras which support CLASS (Chromatic Aberration and Sharpness Solution). Lens keeps this information and if your camera also supports, this setting can be activated following the steps below:
📄️ F - ZD Blueprint Node Pin Reference
| Node Name | Description |
📄️ G - Utilizing TRAXIS talentS FreeD Data
talentS is capable of sending FreeD tracking data through the network. You can employ the FreeD data via its custom node directly in your Reality Engine scene. All you have to do is target an engine and define a port. Targeting engine refers to which Engine (s) will receive FreeD data via which port.