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setup nDisplay with ingame cameras

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    setup nDisplay with ingame cameras

    Hello,

    I am working on a multiprojection project and I am trying to use nDisplay system to set everything up.
    I read the documentation and got a simple config file working, creating multiple nDisplay camera for my multiple screen.
    Now I want to apply post processing materials to the different camera (different post processing material for each display). Since the post processing configuration only supports OutputRemap effect I wanted to try to setup cameras in my UE scene before packaging the project and somehow bind these cameras to the corresponding display in the nDisplay system.

    I had no success doing this via the config file as I did not find any specific setting for this purpose.
    I then tried to do it via a blueprint in the scene. Using the DisplayClusterProjection Module API and its Set Camera node but it did not seem to work as well.

    I would love to have ppl's input on this problem.
    Thanks in advance for your answers

    Click image for larger version

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    Attached Files

    #2
    same problems here
    Where did you do the BP, the DisplayClusterSettings1?

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      #3
      I simply created a dummy actor and put it in the scene. This BP graph is linked to the BeginPlay event.
      To access the Display... API I think you need to enable the nDisplay plugin but I am not sure.

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        #4
        nDisplay dev here!

        Now I want to apply post processing materials to the different camera (different post processing material for each display). Since the post processing configuration only supports OutputRemap
        nDisplay post-processing is very specific to nDisplay functionality and technically nothing to do with engine PP effects.

        If you want to have custom rendering PP effects per viewports here is a way to do it:

        Click image for larger version

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        Comment


          #5
          hell0w0rld123 How would you go about setting the nDisplay camera to a camera actor? Say, if you want to use it with Composure.

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            #6
            Hey there!

            Back to the original question (how to map in-game cameras via BP):

            If you use the 'SetCamera' function as shown in your screenshot, you also have to declare that nDisplay view to use a 'camera' projection in the nDispaly config file, e.g.

            Code:
            [viewport] id="vp_1"      x="0" y="0"     width="750" height="750"      projection="proj_custom_cam"
            [projection] id="proj_custom_cam"  type="camera"
            Doing so should allow you to set the cam via BP. Not sure if that will use that camera's postprocessing though...

            Max

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              #7
              Originally posted by hell0w0rld123 View Post
              nDisplay dev here!



              nDisplay post-processing is very specific to nDisplay functionality and technically nothing to do with engine PP effects.

              If you want to have custom rendering PP effects per viewports here is a way to do it:

              Click image for larger version

Name:	Untitled.png
Views:	534
Size:	45.6 KB
ID:	1732311


              Hey hell0w0rld123, This is a great tip for getting custom post processing with NDisplay. Is there a similar function, or can you describe the process to get custom Lens settings with NDisplay?

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