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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  • Additional Considerations
  • Performance
  • Perfect match between real and unreal
  • Additional Help

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  1. Unreal Engine
  2. Texture Sharing

Projector2UCam

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Last updated 7 months ago

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Please note, Unreal Engine integration has changed significantly for Unreal Engine 5.3 and 5.4, so this User Doc is outdated.

Projector2UCam workflow is recommended when every projector needs to project a rendering from a different point of view. Examples of this include very complex 3D objects that need to have projection on most of their faces/surfaces.

This workflow is possible only if projection object exists in Unreal Engine too and the content is applied to it in Unreal as well.

The pipeline consists of the following steps:

  1. Launch nDisplay and Use Texture Share devices nodes to get their textures back.

  2. Then you can use Layer Layouts to apply these texture directly to LightAct Projectors.

Due to the nature of this workflow, 3D model in LightAct doesn't have Unreal's content applied to it. It is used only for calibrating the projectors.

Additional Considerations

As this workflow is quite specific, there are additional considerations:

Performance

As every projector generates a separate Unreal Viewport, it means that Unreal is going to have to render the scene from point of view of every projector, which causes a heavy performance load.

Perfect match between real and unreal

Projection object should exist in Unreal

In UE environment, there should only be objects that also exist in reality. Also, the content needs to be applied in Unreal, not in LightAct.

Level of detail

The level of detail of any object in UE4 should match precisely the level of detail of the real model. A typical example are trees which are usually created using complex shaders in Unreal Engine. These kinds of trees usually don't have a perfect physical twin and therefore the projection probably won't look good.

Lighting effects & materials

Any lighting effects that are point-of-view dependent should be eliminated (such as reflections and any kind of volumetric lighting effects).

Particles

Any particle effects, such as smoke, for example, will most likely need to be removed as they are usually not represented in reality.

Additional Help

calibrate your projectors in LightAct. Refer to chapter for more info.

Create .ndisplay configuration file from these projectors in UnrealLink window. This will create one Unreal viewport for every projector. Refer to chapter for more info.

Please contact us through support@lightact.io or via if you need additional help.

Projection Mapping
UnrealLink
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