Amazing video! This will be so helpful for my upcoming film. I have a question about choosing a projector: what is the best thing to look for when choosing a projector? It seems that 4k projectors range in price from $200-$4000, and obviously you pay for what you get. For an example, is it better to have a bright projector (5000 lumen or more), but possibly only have HD as the best resolution, or would it be better to have 4k resolution with only 1600 lumen? I see that your projector handles lens shift, HDR10, and has an amazing pixel-color range. Starting out, I understand that any projector can work for testing. But for a real investment in the future of my film/production company, what should I look for in a projector? Ultra Short Throw? Back-projecting? Multiple projector syncing for better lumen? I know this is an insanely long comment, but I'm invested in this path of Virtual Production and your videos will be an incredible help. Thank you!
Thanks for this great video ! There is something I do not understand well is, wich instance of unreal is connected to the live link, getting position of the camera ? is that the editor launch by switchboard ? Because, if you are (node and editor) on the same machine, when you connect your livelink and save, with persistence, it will connect your first instance too ?
Episode 4 of this series will be using the Vive Mars (and livelink) in this setup. But this really depends on how your tracking system is sending out its livelink data over the network. If the system is only directly sending one signal to the machine then with this setup you'd want to clear your livelink subject/preset in editor before running the ndisplay instance of UE (that'll make sure it gets picked up by the background intance) different tracking systems handle networking differently and some can be picked up by multiple sources on a machine (like the VIVE MARS).
@@vptoolkit Oh thank you I understand, So it's going to be the same with the sdi input from my black magic 4k ultra, I clear it, launch the session, re-configure and save. I'll try it thank you.
Hi, thanks for the detailed videos! It really helping me build my project. I have a question about optimizing blueprint events for VP. I'm using multiple node system so when the blueprint send events in the main node, the other has some trouble syncing with it, it seems like it's not deterministic. Do you have any solution to this? Thank you!!!
@@quocanh2368 So yeah, most actor blueprint events won’t work in a cluster system because there is nothing telling the other nodes what an event has happened. We get around this in our plugin by using Editor utility blueprinting and then each event trigger adds a transaction to the multi-user/undo buffer. Also using something like OSC to trigger the logic/event on all nodes at the same time is another way we do it. You might be able to trigger a blueprint event using sequencer as well since that in a multi-user session should trigger the logic across nodes, maybe the web remote API can achieve similar results with that as well (if not you could always build in a toggle with web remote). So in the new 5.5 I heard that multi-user will not need as much manual transaction logic so what you’re trying to do might just work in 5.5!
After deselecting ''show touch interface '' and deleting it, the two circles still shows up on my ndisplay, does anyone know how to solve this? Great tutorial thanks!!
@@josejoselete6156 Make sure to open the drop down menu and hit “clear” and this should not be done from a multi-user session because it will not save your project setting changes.
Sure! If you think so! We've still yet to see productions being able to use AI outside of concept/reference art. Copyrights for larger brands is also a big issue. Till then we will keep showing up. What do you believe has replaced UE? Seems most studios have switched to it because of real time for a lot of workflows.
@@vptoolkit i use ue as needed I'm in the urban space an AI is in wayyyyy more stuff than might be seen as well as my client base is more underworld types. It's very niche in the ue scene again no clue about the huge budget stuff... im not there yet
Does anyone knows what is this about? LogSwitchboard: Warning: Hitch detected; 0.505 seconds since prior tick LogSwitchboard: Display: Received start command LogSwitchboard: Display: Started process 4832: C:\Program Files\Epic Games\UE_5.4\Engine\Extras\ThirdPartyNotUE\cwrsync\bin sync.exe "/cygdrive/D/Unreal_Projects/VP_Template/Saved/Logs/Node_0.log" "rsync://190.100.10.10:8730/device_logs/" LogSwitchboard: Display: Process 4832 (retrieve) exited with returncode: 23 LogSwitchboard: Display: Output: rsync: [sender] change_dir "/cygdrive/D/Unreal_Projects/VP_Template/Saved/Logs" failed: No such file or directory (2) rsync error: some files/attrs were not transferred (see previous errors) (code 23) at main.c(1330) [sender=3.2.3] LogSwitchboard: Warning: Hitch detected; 1.182 seconds since prior tick nDisplay fails to lunch. I'm using the VP template from UE. I didnt have this issue before on another project
Awesome work sharing this, back to the source!
Thanks! Get back at it!
Great and helpful video 🫡
Glad we could help! Thanks for the comment
great info, please keep these coming !
Thanks! Oh they're coming alright!
looks cool
Very Useful info,
Thank you so much.
Dong our best! Thanks for the comment!
Amazing video! This will be so helpful for my upcoming film.
I have a question about choosing a projector: what is the best thing to look for when choosing a projector? It seems that 4k projectors range in price from $200-$4000, and obviously you pay for what you get. For an example, is it better to have a bright projector (5000 lumen or more), but possibly only have HD as the best resolution, or would it be better to have 4k resolution with only 1600 lumen?
I see that your projector handles lens shift, HDR10, and has an amazing pixel-color range. Starting out, I understand that any projector can work for testing. But for a real investment in the future of my film/production company, what should I look for in a projector?
Ultra Short Throw? Back-projecting? Multiple projector syncing for better lumen?
I know this is an insanely long comment, but I'm invested in this path of Virtual Production and your videos will be an incredible help.
Thank you!
Wonderful
Thank you! Cheers!
wonderfull
Wonderfully wonderful!
please make chapters :)
Thanks for this great video ! There is something I do not understand well is, wich instance of unreal is connected to the live link, getting position of the camera ? is that the editor launch by switchboard ? Because, if you are (node and editor) on the same machine, when you connect your livelink and save, with persistence, it will connect your first instance too ?
Episode 4 of this series will be using the Vive Mars (and livelink) in this setup. But this really depends on how your tracking system is sending out its livelink data over the network. If the system is only directly sending one signal to the machine then with this setup you'd want to clear your livelink subject/preset in editor before running the ndisplay instance of UE (that'll make sure it gets picked up by the background intance) different tracking systems handle networking differently and some can be picked up by multiple sources on a machine (like the VIVE MARS).
@@vptoolkit Oh thank you I understand, So it's going to be the same with the sdi input from my black magic 4k ultra, I clear it, launch the session, re-configure and save. I'll try it thank you.
Hi, thanks for the detailed videos! It really helping me build my project. I have a question about optimizing blueprint events for VP. I'm using multiple node system so when the blueprint send events in the main node, the other has some trouble syncing with it, it seems like it's not deterministic. Do you have any solution to this? Thank you!!!
@@quocanh2368 So yeah, most actor blueprint events won’t work in a cluster system because there is nothing telling the other nodes what an event has happened. We get around this in our plugin by using Editor utility blueprinting and then each event trigger adds a transaction to the multi-user/undo buffer. Also using something like OSC to trigger the logic/event on all nodes at the same time is another way we do it. You might be able to trigger a blueprint event using sequencer as well since that in a multi-user session should trigger the logic across nodes, maybe the web remote API can achieve similar results with that as well (if not you could always build in a toggle with web remote). So in the new 5.5 I heard that multi-user will not need as much manual transaction logic so what you’re trying to do might just work in 5.5!
After deselecting ''show touch interface '' and deleting it, the two circles still shows up on my ndisplay, does anyone know how to solve this? Great tutorial thanks!!
@@josejoselete6156 Make sure to open the drop down menu and hit “clear” and this should not be done from a multi-user session because it will not save your project setting changes.
i think epic has to compete with the ai stuff the ue way is dated now
Sure! If you think so! We've still yet to see productions being able to use AI outside of concept/reference art. Copyrights for larger brands is also a big issue. Till then we will keep showing up. What do you believe has replaced UE? Seems most studios have switched to it because of real time for a lot of workflows.
@@vptoolkit i use ue as needed I'm in the urban space an AI is in wayyyyy more stuff than might be seen as well as my client base is more underworld types. It's very niche in the ue scene again no clue about the huge budget stuff... im not there yet
Does anyone knows what is this about?
LogSwitchboard: Warning: Hitch detected; 0.505 seconds since prior tick
LogSwitchboard: Display: Received start command
LogSwitchboard: Display: Started process 4832: C:\Program Files\Epic Games\UE_5.4\Engine\Extras\ThirdPartyNotUE\cwrsync\bin
sync.exe "/cygdrive/D/Unreal_Projects/VP_Template/Saved/Logs/Node_0.log" "rsync://190.100.10.10:8730/device_logs/"
LogSwitchboard: Display: Process 4832 (retrieve) exited with returncode: 23
LogSwitchboard: Display: Output:
rsync: [sender] change_dir "/cygdrive/D/Unreal_Projects/VP_Template/Saved/Logs" failed: No such file or directory (2)
rsync error: some files/attrs were not transferred (see previous errors) (code 23) at main.c(1330) [sender=3.2.3]
LogSwitchboard: Warning: Hitch detected; 1.182 seconds since prior tick
nDisplay fails to lunch. I'm using the VP template from UE. I didnt have this issue before on another project