In-Camera VFX Template

An overview of the In-Camera VFX Template.

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추가 참고

The In-Camera VFX Template is the starting point for creating the complex configuration that goes into a live-action LED stage. It provides three basic maps and a variety of features to help you get started with your in-camera VFX project.

Creating a Project from the Template

  1. Launch Unreal Engine, and click Create Project.

  2. Select the Film, Television, and Live Events template category, then click Next.

    Film, Television and Live Events template category

  3. Click InCamera VFX, then click Next.

    InCamera VFX template selection

  4. Choose whether to include starter content and whether to enable retracing, and select the path and name for your project.

  5. Click Create Project.

Template Features

  • An nDisplay configuration and Blueprint set up for In-Camera VFX

  • Configurable inner frustum and outer frustum

  • A mesh-based warp for defining the LED wall

  • Live Link

  • A chroma key and tracking markers

  • Color Correction Regions

  • Web remote control

  • OSC

Refer to the In-Camera VFX Overview and In-Camera VFX Quick Start for information on how to use these features.

In order to access the Blueprints and other assets described in the template, make sure to enable Show Engine Content and Show Plugin Content in the View Options menu in the Content Browser.

View engine content and plugin content options

Maps

In camera VFX maps

Three main maps are provided for typical in-camera VFX set-ups and configurations:

  • LED_CornerStage

  • LED_CornerStage2

  • LED_CurvedStage

These maps together provide a number of options for setting up your warp.

LED Corner Stage

LED Corner Stage

The LED Corner Stage map is the first of two similar stages that showcase different means to set up your warp. It uses a standard Blueprint set up.

LED Corner Stage Blueprint

LED Corner Stage 2

LED Corner Stage 2

The LED Corner Stage 2 map uses a newer technique that allows you to bring meshes directly into the scene, then map them to viewports listed in the config file.

You will need the new IncameraStagePawn Blueprint, which can be found in the top level nDisplay Plugin content folder in the Blueprints > Reprojection Camera subfolder.

Reprojection camera blueprints

The Cinecamera and meshes used for the warp need to be placed under this pawn in the World Outliner to move the entire stage around the content.

To change top level folder, click the folder icon next to the path at the top of the Content browser.

Choosing a Content Browser path

LED Curved Stage

LED Curved Stage

This map provides an alternative set up with a curved mesh used for the LED wall. The LED wall is composed of four sub-sections, two on the left and two on the right, hence why there are four screens within BP_LED_Planar_Warp under the root object. You can customize these sub-sections to use this as a starting point to describe any type of curved LED displays, so that it matches your hardware configuration.

Curved screen section in the hierarchy Curved screen blueprint

Chroma Key

In the Details for BP_InCameraStageSettings in the Curved Stage map, there is a control setting to enable the chroma key, allowing control over the visibility of that layer.

Enable chroma key

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