Thrower2UCam workflow is recommended when Unreal's camera (or point of view) is independent from the properties of the projectors. This is usually the case in most:

  • cyclo walls,

  • flat or curved walls,

  • domes and

  • other similar projects.

Pipeline overview

The pipeline in Thrower2UCam workflow relies on a 3D model in LightAct's that's getting its content from one thrower.

Then, the pipeline is this:

Create an nDisplay viewport from your thrower(s)

Refer to UnrealLink chapter for detailed instructions.

Set up Texture Share Device Node(s)

Create Texture Share Device node with the same viewport handle as the thrower's. All the projector's nDisplay handles are listed as suggestions so you can simply click on one of them.

If everything is set up correctly, you'll see Unreal's texture in the properties of Texture Share node once you click on Listen checkbox.

Use the texture

You can use standard workflow to get the Unreal texture to a thrower. The path usually leads through a Render to Canvas node, however, you can also use Set Texture node to apply it to the thrower directly.

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