[nDisplay] Creating a circular output PFM

Previously on the 4.22 version, I have manually created PFM files as detailed on my GitHub page (GitHub - Musaka96/PFM-Generator: An Unreal project that contains a generator for pfm files :D). I created 5 of them, combining them into a circle with the config file :

And getting an output like this on the 4.25 nDisplay test scene:

The setup works and currently the LED screen that was build uses this setup on 2 PC’s.

The problem with this setup is that it consists of 6 apps, 3 on one PC and 3 more on the other, and that is quite limiting in terms of what kind of scenes we can use, since they have to sync between themselves. So i decided recently to try the new 4.25 warp tools to create a single output. This is the wall made of panels representing the “unfolded wall” :

And the output i get from it when i generate the PFM file is :

As you can see this i quite okay since my display node in the config is 2.5m in the front and is 2500x600 resolution and 15.6x3.22 in size. Then i wanted to make a circular wall that represents the true shape of our LED screen :

And the output i get is like this :

Here are the settings for the wall :

As you can see the resolution is quite muddy and at the bottom you can see that some strange flip has happened. I am not sure if it is possible to do it like this but based on what I’m seeing the perspective is there, its just that the resolution and this flip happened. If anyone has an idea as what is happening here please let me know.

I would also like to again, point out that the devs have critically low responses for nDisplay related issues. For about a year now i have used it and not once have my issues been acknowledged. Multiple of my previous postings on this forums related to nDisplay have been deleted for unknown reasons. https://github.com/EpicGames/UnrealE…ntime/nDisplay here you can get a look of what developers are working on nDisplay, in case you have issues, since this is clearly not a place they visit.

There is a better way - you can use warp based on meshes directly from the scene.
No more pfms needed.
Look for “mesh” projection policy, you can assign mesh directly to the viewport to warp it. Look for the “Assign warp mesh to viewport” function.

best,
vitalii

Hi, does “mesh” projection policy image blend for multiple projector setup?

Were you able to find out how to do this?