Projection Cube
Purpose of the Projection
ProjectionCube
helps you define a virtual area in your set design’s 3D space (Volume). Your camera signal from the Keyer or camera inside your studio is projected directly on the ProjectionCube
.
For the keyed pipelines, after creating the key from the image coming from the broadcast camera using the RealityKeyer
node, we have to connect the processed RGBA image to the ProjectionCube
node's Video
input pin after undistorting the image. Also, connect your tracking device's Output
to the Track
input pin of the ProjectionCube
node. And the ProjectionCube
's Output
pin should be connected to the Actor
pin of the ProjectionCube
as shown below:
If you are using an augmented pipeline, you have to connect a delayed and undistorted output to the Video
pin of the ProjectionCube
. Also, connect your tracking device's Output
to the Track
input pin of the ProjectionCube
node. And the ProjectionCube
's Output
pin should be connected to the Actor
pin of the ProjectionCube
as shown below:
Projection Cube
Reality is compositing the incoming keyed video in 3D space. To accomplish this, we need to define the “Boundary Cube,” called ProjectionCube
.
The image coming from the RealityKeyer
will be projected onto the “ProjectionCube
” using the Transform
of the Track
node and the FOV
property of the Camera
node.
It is essential to define the ProjectionCube
's boundaries accurately. When the projection cube is visible, make sure to move the camera to all possible shooting locations within the physical studio. It is also essential to stay inside the ProjectionCube
at all times.
Using this method, there is no requirement for 2D layering and rendering techniques such as “Screen Space Reflections” to become possible.
Adjusting the Projection Cube Position
To quickly seeing what we are doing in 3D space with our “Projection Cube,” we can set the Projection
node to “debug” mode. When the Projection
node is in debug state, it draws a checkerboard pattern on all the faces. This mode lets you easily see the depth and height of our projection cube. We should change the relative location of the ProjectionCube
using the Transform
property of the Transform
.
Then, the Far
, Left
, Right
, and Top
properties are used to set the ProjectionCube
's dimensions. The Z
of the Transform
property should be used if your Virtual Set’s floor is not set at 0. You increased the Z
value to set the height of the ground plane of the ProjectionCube
.
The Left
property can only be used when the physical “Cyclorama” ground is above your tracking camera's ground plane in terms of Z
coordinate.
Viewing the Projection Cube from Outside
To view the Projection Cube from outside. Please add a second Camera
node to the system as shown below and connect this to Channel2
of the MultiViewer
node and enable the Reality Hub Gamepad of the second Camera
node.
By using the Gamepad feature, change the Local Transform
of the Camera
node.
And put the first Camera
node into Debugging Mode.
See that the camera appears in the set as shown below:
And see that on Channel2
, you start seeing the ProjectionCube
and the first camera from outside. This action provides a broader and better understanding of the Projection Volume.