LightAct 4 Docs
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  • LightAct 4 Documentation
  • Understanding the Basics
    • Overview of Content Pipeline
    • Pushing Content out of LightAct
    • Terminology
    • How to map Content
      • Creating a Canvas
      • Creating a Layer
      • Creating a Video Screen
      • Mapping a Canvas to a Video screen
      • Creating a Perspective Thrower
      • Using Nodes to Set Content
      • Mapping to Outputs
    • Working quickly in LightAct
      • Window docking & workspaces
      • Drag & drop
      • Viewport Navigation
      • Shortcuts
    • Launching LightAct with Arguments
    • Top Bar
    • LightAct Performance
  • Transitioning to LightAct from other media servers
    • Switching to LightAct
    • LightAct for Disguise Operators
      • GUI Overview
      • Content Sequencing
      • Content Mapping
      • Projection Mapping
    • LightAct for Pixera Operators
  • Content mapping
    • Canvas mapping
    • Throwers
      • Thrower Properties
      • Perspective Thrower
      • Cubic thrower
      • Spherical Thrower
    • 3D model
      • Rendering Mode
      • Multiple materials & sources
      • Preparing 3D Models
        • Organize the 3D Scene
        • Materials in 3D models
        • UV Mapping of 3D Models
      • Outputting 3D Model's Texture
  • TIMELINES
    • Overview
    • Timelines Window
    • Timeline Editor Window
      • Sections
      • Markers
      • Curve Editor
    • Cues
      • Cue List
  • LAYERS AND LAYOUTS
    • Overview
    • Stock Layer Templates
      • Content Layer Templates
        • Video
      • Generative Layer Templates
        • Checkerboard
        • Color grid
        • Gradient
        • Mapping ID
        • Render Time
        • Scroll Texture
        • Send Texture
        • Solid Color
        • Strobe
        • Text
        • Texture to Mapping
      • Control Layer Templates
        • Go to Marker
        • Go to Section
        • Receive message
        • Send DMX
        • Send message
        • Set Fade
        • Set Timeline State
        • Set Volume
    • Layers
      • Layer Properties
      • Layer Layouts
      • Cross-fade
    • User Layer Templates
    • Variables
      • Variable Management
      • Control Variables with DMX, OSC, or Curves
    • Nodes
      • Node Connections
      • Node Action Flow
      • Order of Node Execution
      • Texture Processing
        • LUT
        • Luma Key
        • Rotate
      • Computer Vision
        • Optical Flow
        • Find Blobs
        • Mog2 Background Subtraction
        • Combine
        • Convert CV Color
        • Subtract
  • Node reference
    • Node reference
    • Layout nodes
      • Lifeline and actions node category
        • Tick node
      • Texture generators node category
    • Device nodes
  • Content Playback
    • Video Formats & Codecs
    • Playing Video
    • Playing Image Sequences
    • Images
    • Playing Notch Blocks
  • Projection Mapping
    • Projection Mapping
    • Projection Study
    • 2D Projection Mapping Workflow
    • 3D Projection Mapping Workflow
    • 3DCal
    • Iris
      • Setting up Iris Device Node
      • Adjusting Focus
      • Adding and calibrating Iris camera
      • Calibrating projectors using Iris
      • IrisVirtual
    • AutoBlend
    • Warp & Blend
      • Texture Warp & Blend node
      • Texture Mesh Warp node
      • Texture Perspective Warp node
      • Texture Softedge node
      • Warp & Blend Output Window
    • Texture Mask
  • DMX
    • DMX Overview
    • DMX Setup
    • DMX Out
      • Fixture Editor
      • Output to DMX Fixture
      • Set DMX in Layer Layouts
    • DMX In
      • Adjust layer variables with DMX
      • Index manager
      • Get DMX in Layer Layouts
      • Control by DMX
    • DMX by UV
  • Unreal Engine
    • Unreal Engine Integration Overview
    • Required Unreal Engine Plugins
      • Installing LightAct Plugin
      • Setting up the Plugin
        • LightAct Runtime Actor
        • LightAct Custom Time Step
        • LightAct Timecode
    • UnrealLink
    • Texture Sharing
      • Thrower2UCam
      • Projector2UCam
      • ViewportUCam
  • Integrations
    • Camera and object tracking
      • Camera Tracking
        • Stype
        • Mo-Sys
        • FreeD
        • Ncam
        • SPNet
      • Object Tracking
        • PSN
        • BlackTrax
        • OptiTrack
        • Vive
        • Antilatency
      • Tracking Visualizer
      • Tracking Follower
    • Network
      • TCP & UDP
      • OSC
        • OSCLearn
      • TUIO
    • Serial
      • MIDI
    • Audio
    • Content IO
      • NDI
      • Deltacast
        • FLEX Management
      • ZED
      • RealSense
    • OSCIn
    • 10-Bit Displays
  • LightTrack
  • LightNet
    • LightNet Overview
    • LightNet Clusters
      • Scan Network
      • Connect to Secondary Machines
      • Transfer and Open Project
      • Cluster Management
    • LightNet Performance
      • Canvas Distribution
      • Layer Distribution
      • Asset Distribution
      • Viewport Object Distribution
      • VRAM Improvements
    • LightSync
  • WebUI
    • WebUI Setup
  • GPU Management
    • EDID Management
      • Export EDID
      • Load EDID
      • Unload EDID
    • Synchronize GPU Outputs
    • Multiple GPUs
      • Mosaic
        • Set up Mosaic
        • Modify or Disable Mosaic
      • Primary Display
      • Workflow
    • DisplayPort - HDMI converters
  • Licensing
    • Licensing Overview
    • Adding or updating a License
    • Applying a License
    • Transferring a License
  • Troubleshooting
    • Iris Troubleshooting
    • Unreal Engine Integration Troubleshooting
      • Texture Sharing Troubleshooting
    • LightNet Troubleshooting
    • Notch Troubleshooting
    • GPU Management Troubleshooting
    • Asking for support
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  • Run on property
  • Video screens
  • Throwers
  • Projectors

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  1. LightNet
  2. LightNet Performance

Viewport Object Distribution

PreviousAsset DistributionNextVRAM Improvements

Last updated 1 year ago

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Viewport object distribution is under active development, so this feature might change in the future.

Viewport objects are a little different compared to other distributable elements in LightAct because they can only be Ran on one single machine. However, you can still choose which machine to run a Viewport object on.

Good to know: Using the distribution system for Viewport objects reduces Video RAM usage and consequently improves machine performance in LightNet clusters.

Run on property

You can find the Run on property of a Viewport object by opening the Properties window and selecting the desired object on the Viewport. In its Properties, under the General section, you will notice a drop-down menu named Run on.

As a general rule, an object will render its mapped texture with full quality only on the machine it Runs on. All the other machines in the LightNet cluster will render the down-sampled version of the texture, determined by the value. Because of this, all the other machines in the cluster will perform better.

Viewport objects which support this feature are: video screens, throwers and projectors. In the continuation of this chapter, we will present an example for each of these Viewport objects.

Video screens

In order to visualize the function of the Run on feature, we will output content on our Video screen. If the Video screen Runs on the machine we are operating on, in our Viewport, the content on the screen will render with full quality.

On the other hand, if the Video screen Runs on another machine, in our Viewport, the content on that same Video screen will be seen with a down-sampled quality.

Throwers

Using the Run on feature for Throwers provides similar results as using this feature for Video screens. To visualize it, we are going to output content from a Thrower to a Video screen. When the Run on machine is the one we are operating on, then the content outputted from the Thrower is rendered with full quality.

If the Thrower Runs on another machine, then in our Viewport, we will notice a down-sampled version of the content being outputted.

Projectors

The Projector object in LightAct is generally used as a representation of a physical projector. Because of this, the machine on which the physical projector is connected to, should be the machine the virtual projector Runs on. For example, if my physical projector is connected to the machine I am operating on, then the virtual projector will also be set to Run on my machine.

If the physical projector is connected to another machine in the LightNet cluster and the virtual projector Runs on that other machine, my machine will 'see' a down-sampled texture.

Good to know: This system works best when used in combination. For example you may have a Thrower outputting content to a Video screen and a Projector which has that Video screen as its source. In this case, you probably want all those three objects to run on one single machine, otherwise you risk down-sampling the outputted content which probably isn't your intent.

Good to know: Each Viewport object that is being Run on another machine, will have a visual Run on icon , meant to help you quickly recognize which objects have been distributed to other machines.

FBO Downsampling