nDisplay how to assing render target to different monitors in same computer

I’m setting up a nDisplay configuration. I’m able to set up the layout in the editor without problem, and also set up the configuration properly, but as I’m trying to render both outputs in the same computer, I’m having the issue to assign which render output goes to what physical monitor. The documentation is not clear about this particular case. Can you please point me out in the right direction? I add the code and a picture.

both render slave screens pop up one over the other in the same phisical monitor.

[cluster_node] id=node_1_up addr=192.168.1.112 screen=screen_1_up viewport=vp_1080 port_cs=41001 port_ss=41002 master=true sound=true
[cluster_node] id=node_2_up addr=192.168.1.112 screen=screen_2_up viewport=vp_1080

[screen] id=screen_1_up loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" size="X=0.5,Y=0.3" parent=display_1_up
[screen] id=screen_2_up loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" size="X=0.5,Y=0.3" parent=display_2_up

[viewport] id=vp_1080 x=0 y=0 width=1920 height=1080 flip_h=False flip_v=False
[viewport] id=vp_2048 x=0 y=0 width=2048 height=720 flip_h=False filp_v=False

[camera] id=camera_static loc="X=0,Y=0,Z=0" parent=socket_cam

[scene_node] id=cave_origin  loc="X=0,Y=0,Z=0"      rot="P=0,Y=0,R=0"
[scene_node] id=eye_level    loc="X=0,Y=0,Z=1.7"    rot="P=0,Y=0,R=0" parent=cave_origin

[scene_node] id=angle_1      loc="X=1,Y=-0,Z=0" rot="P=0,Y=0,R=0" parent=eye_level
[scene_node] id=column_1     loc="X=0,Y=-0,Z=0" rot="P=0,Y=0,R=0" parent=angle_1
[scene_node] id=display_1_up loc="X=0,Y=0.255,Z=0.1"  rot="P=0,Y=0,R=0" parent=column_1
[scene_node] id=display_2_up loc="X=0,Y=-0.255=-0.1" rot="P=0,Y=0,R=90" parent=column_1

[scene_node] id=socket_cam   loc="X=0,Y=0,Z=0"      rot="P=0,Y=0,R=0" parent=eye_level
[scene_node] id=wand         loc="X=0,Y=0,Z=1"

[input] id=MAxis     type=analog  addr=Mouse0@127.0.0.1
[input] id=MButtons  type=buttons addr=Mouse0@127.0.0.1
[input] id=KButtons  type=buttons addr=Keyboard0@127.0.0.1 

[stereo] eye_swap=True eye_dist=0.064

[general] swap_sync_policy=1

[custom] 

][1]

I have a solution thank to @L05

in the [Cluster_node] section you have to add WinX/WinY to add a shift in position for the windows of the cluster nodes, that shift is in pixels and can be positive or negative according to the position of your main display.

my code ended up looking like this.

[cluster_node] id=node_1_dn addr=175.159.86.23 screen=screen_1_dn viewport=vp_1080  sound=true WinX=0 WinY=0 port_cs=41001 port_ss=41002 master=true
[cluster_node] id=node_2_up addr=175.159.86.23 screen=screen_2_up viewport=vp_1080B Winx=1920 Winy=0 

[screen] id=screen_1_dn loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" size="X=0.5,Y=0.3" parent=display_1_dn
[screen] id=screen_2_up loc="X=0,Y=0,Z=0" rot="P=0,Y=0,R=0" size="X=0.5,Y=0.3" parent=display_2_up

[viewport] id=vp_1080 x=0 y=0 width=1920 height=1080 flip_h=False flip_v=False
[viewport] id=vp_1080B x=0 y=0 width=1920 height=1080 flip_h=False filp_v=False

[camera] id=camera_static loc="X=0,Y=0,Z=0" parent=socket_cam

[scene_node] id=cave_origin  loc="X=0,Y=0,Z=0"      rot="P=0,Y=0,R=0"
[scene_node] id=eye_level    loc="X=0,Y=0,Z=1.7"    rot="P=0,Y=0,R=0" parent=cave_origin

[scene_node] id=angle_1      loc="X=1,Y=-0,Z=0" rot="P=0,Y=0,R=0" parent=eye_level
[scene_node] id=column_1     loc="X=0,Y=-0,Z=0" rot="P=0,Y=0,R=0" parent=angle_1
[scene_node] id=display_1_dn loc="X=0,Y=0.255,Z=0.1"  rot="P=0,Y=0,R=0" parent=column_1
[scene_node] id=display_2_up loc="X=0,Y=-0.255=-0.1" rot="P=0,Y=0,R=0" parent=column_1

[scene_node] id=socket_cam   loc="X=0,Y=0,Z=0"      rot="P=0,Y=0,R=0" parent=eye_level
[scene_node] id=wand         loc="X=0,Y=0,Z=1"

[input] id=MAxis     type=analog  addr=Mouse0@127.0.0.1
[input] id=MButtons  type=buttons addr=Mouse0@127.0.0.1
[input] id=KButtons  type=buttons addr=Keyboard0@127.0.0.1 

[stereo] eye_swap=True eye_dist=0.064

[general] swap_sync_policy=1

[custom]
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