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P R O DUC TS

Unreal Engine 4.27 Documentation Search Documentation...

In-Camera VFX Production Test


How to set up the In-Camera VFX Production Test
Filter pages... sample, and explore the features, project structure,
and settings used during production.

The In-Camera VFX Production Test is a Virtual Production sample that uses Unreal Engine and an LED
Volume to feature traveling vehicle shots, multi-camera setups, and multi-user setup for making quick
changes between takes. This sample was created in collaboration with filmmakers' collective Bullitt. The
team produced final pixels in-camera over four days on Nant Studios' LED stage in Los Angeles.
Multiplayer Shootout

DMX Previs

In-Camera VFX Production T…

Infiltrator Demo

Meerkat Demo

MetaHumans
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ea u a s

Mission AR Unreal Engine 4.27 In-Camera VFX Test


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Photorealistic Character

Pixel Streaming Demo

Watch on
The short produced from the project.

Exploring and modifying the sample will help you learn how you can:

Structure your Virtual Production project so multiple artists can collaborate simultaneously on scenes
during production.
Use GPU Lightmass with Multi-User to bake lighting on one computer and share to all computers in
the session for faster lighting changes.
Render the inner frustum using mGPU on a multi-screen nDisplay cluster.
Apply color correction and OCIO profiles to your nDisplay renders to achieve the desired look for each
scene.
Build the UI of your Remote Control Web Application to meet your production's needs and make quick
changes on set from a tablet.
Apply cvars to improve performance in the project.

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This guide covers how the production team used Unreal Engine's features in the project to make the final
result. Use this project as an example for designing your production. For learning the basics of in-camera
VFX, refer to the In-Camera VFX Quick Start. For behind the scenes footage of this production, refer to the
Unreal Engine Spotlight.

Stage Setup and Hardware

The In-Camera VFX Production Test stage


Click image to expand.

Four nDisplay nodes were used to render the following volume, with 2 LED panels assigned to each node:

Walls: Total resolution of 15312 x 2112 over 5 LED panels.


Ceiling: Total resolution of 4160 x 5280 over 3 LED panels.

This real production sample is both CPU-intensive and GPU-intensive so it can render on this large LED
volume at a camera-ready resolution. The diagram below shows every device contributing to the production
and the connections between devices on stage. To learn about the roles of each device in the shoot, refer to
In-Camera VFX Overview for details. To learn what hardware is recommended for an in-camera VFX shoot,
refer to In-Camera VFX Recommended Hardware.

In-Camera VFX Production Test devices diagram


Diagram showing what devices were used and how they communicated with each other on stage. Click
image to expand.

Getting Started
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In addition to the nDisplay Config that represents the topology of the real stage used in production, a
simple nDisplay Config is included in the project so you can view the scenes on a single computer without
an LED volume. This section shows how to use the simple nDisplay Config to render the scene and make
changes in a multi-user session on a single computer.

Follow these steps to launch an instance of the Unreal Editor and another instance of Unreal Engine with
the nDisplay renderer in a multi-user session on your computer.

1. Download the In-Camera VFX Production Test sample project from the Epic Games Launcher under
the Learn tab.

2. Go to the Unreal Engine folder on your computer and run


Engine\Binaries\Win64\SwitchboardListener.exe to launch SwitchboardListener on your computer.
The listener will minimize its window automatically on start to avoid issues with nDisplay devices. You
can find the application in your OS's taskbar.

The following is an example of a full path: C:\Program Files\Epic


Games\UE_4.27\Engine\Binaries\Win64\SwitchboardListener.exe

3. In the Unreal Engine folder, run


Engine\Plugins\VirtualProduction\Switchboard\Source\Switchboard\Switchboard.bat to launch
Switchboard on your computer. If this is your first time running Switchboard, it will install any
required dependencies before opening the application window.

The following is an example of a full path: C:\Program Files\Epic


Games\UE_4.27\Engine\Plugins\VirtualProduction\Switchboard\Source\Switchboard\Switchbo

4. Create a new Switchboard Configuration.

If this is your first time running Switchboard, the Add New Switchboard Configuration window
appears when Switchboard launches.

If you have run Switchboard before, click Configs > New Config in the top left corner of the
window to open the Add New Switchboard Configuration window.

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Adding a new Switchboard configuration

5. In the Add New Switchboard Configuration window:

a. Set Config Path to the name and location where you want to store your Switchboard
Configuration file.

b. Set uProject to the location of the In-Camera VFX Production Test sample project file,
TheOrigin.uproject.

c. Make sure Engine Dir is pointing to the Engine folder for your Unreal Engine.

d. Click Ok to create the Switchboard Configuration.

New Switchboard configuration paths

6. Set Level to CaveEntrance_NantStudiosSimple.

Setting the Level in Switchboard

7. Add an nDisplay device to Switchboard:

a. Click Add Device and select nDisplay from the dropdown.

Adding an nDisplay device

b. In the Add nDisplay Device window, click Browse and navigate to


Content\TheOrigin\Content\Stages\NantStudiosSimple\Config\NDC_NantStudiosSimple.uasset
in the sample project's folder.

Browsing to the nDisplay device .uasset file

c. Click OK to see one nDisplay device added to Switchboard.

The nDisplay device added to Switchboard

8. Add an Unreal device to Switchboard:

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a. Click Add Device again and select Unreal from the dropdown.

Adding an Unreal device

b. In the Add Unreal Device window, set the IP Address to the local computer: 127.0.0.1.

Setting the Unreal device local IP address

c. Click OK and see one Unreal device added to Switchboard.

The Unreal device added to Switchboard

9. Click the Connect to Listener button for the nDisplay Render_2 device to connect to
SwitchboardListener.

Connect to Listener button for nDisplay device in Switchboard

10. Click the Start Unreal button for the nDisplay Render_2 device to launch Unreal with the nDisplay
renderer in a multi-user session.

Start Unreal button for nDisplay device in Switchboard

11. All windows automatically minimize and the full screen nDisplay render appears. The view might be
dark but you will change the view in a later step.

12. Open the minimized Switchboard window, and click the Connect to listener button for the Unreal
device to connect to SwitchboardListener.

Connect to Listener button for Unreal device in Switchboard

13. Click the Start Unreal button for the Unreal device to launch an instance of the Unreal Editor in the
Multi-User Session.

Start Unreal button for Unreal device in Switchboard

14. In the Editor, on the toolbar click Open Level Snapshots Editor.

Open the Level Snapshots editor

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15. In the Level Snapshots Editor, double-click the CaveEntrance_NantStudiosSimple_SetupA Level
Snapshot and click Restore Level Snapshot.

Restore the Setup A Level Snapshot

16. In the Unreal Editor's World Outliner panel, select the nDisplay Root Actor NDC_NantStudios_Simple to
see its updated position.
Before Level Snapshot restore
After Level Snapshot restore

17. The nDisplay view updates with the changes you make in the Unreal Editor instance.

nDisplay view updates

18. Select InnerCamera_A under the nDisplay Root Actor and move it around the scene to see the inner
frustum move in the nDisplay view.
Moving InnerCamera A around the scene

These steps showed how to run the project on a single computer. You can use similar steps and modify the
nDisplay Config that represents the real stage to test on your own LED volume.

mGPU and Multi-Screen Cluster

The In-Camera VFX Production Test shoot in progress

The production leveraged multi-GPU to improve performance during the shoot. Rather than relying on a
single GPU to render all viewports, a second GPU was dedicated to rendering only what appeared in-
camera, to allow for the highest fidelity where it counted most. Refer to the nDisplay Overview to learn how
to use mGPU in a project.

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Unreal Engine includes the Stage Monitor tool so you can receive reports associated with
specific events from all the nDisplay cluster nodes in one application. You can have the tool
enter a critical state while filming so you can easily notice events that could affect your shot. For
more on how to use this tool, refer to Stage Monitor.

Remote Control

With Remote Control, the production team, while on set, was able to control the displays and virtual
environment dynamically from a web application running on a tablet. Exposed controls from the project
included lighting, color grading of the displays, and modifying the position and rotation of the stage in the
virtual environment.

Using Remote Control to control the stage

Using Remote Control

In the Getting Started section, you used an Unreal Editor instance to make changes to the scene and see
the updates immediately in the nDisplay render. This section shows how to do the same thing using the
Remote Control Web Application designed for the project.

Follow these steps to view the Remote Control Web Application designed for this project, and move the
nDisplay Root Actor remotely:

1. In the Content Browser, go to TheOrigin > Content > Tools > RemoteControl and double-click
RCP_NantStudios to open the Remote Control Preset in the Remote Control Panel.

Open the Remote Control Preset in the Content Browser


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2. The Remote Control Panel shows all the exposed parameters in the Remote Control Preset. Launch
the web application by clicking the angled arrow icon in the top right of the panel.

Launch the web application from the Remote Control panel

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If there is no option to launch the web application in the Remote Control Panel, ensure
the web application was built properly. You may need to modify the Remote Control
section of the Project Settings to build it on your computer. Scan the Output Log in the
Unreal Editor for errors.

3. You might need to rebind properties to work with the level and stage you have open.

Rebinding properties in the Remote Control panel

4. Switch to the Stage tab of the Remote Control Web Application.

5. Move the joysticks to change the location of the nDisplay Root Actor.
Moving the joystick to change the nDisplay Root Actor location

Designing the Web Application

The Remote Control Web Interface is a plugin that provides a companion web application to Remote
Control. The web application includes a UI builder so you can create and customize your own web
application without any code.

To switch to the UI builder of the Remote Control Web Application, toggle the Control button to Design, and
modify the UI for the project. Save the Remote Control Preset Asset to save changes to the Remote Control
Web Application's UI design.

Remote Control Design mode to modify UI

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The following list describes the controls exposed in each tab of the Remote Control Web Application
designed for this production.

Stage: Combines the controls for the Stage Position and Rotation within the Level.

Stage controls

Viewport Settings: Combines the controls for the global Viewport Screen Percentage and per-viewport
Screen Percentage parameters.

Viewport settings controls

Color Correction: Combines the controls for global Color Correction and per-viewport Color Correction
parameters.

Color correction controls

LightCard: Combines the controls for Light Cards.

Light cards controls

Snapshot: Shows all Level Snapshots in the project, and combines controls for taking and applying
Level Snapshots. See Level Snapshots for more details.

Level Snapshot controls

Color Grading and OCIO

In order to preserve accurate and consistent color across the pipeline, the art and stage teams leveraged
OpenColorIO (OCIO) to standardize color space conversions. These color space conversions accounted for
display differences between monitors, LED panels, and production cameras.

A sample OCIO configuration and its look- up tables (LUTs) are included in the OCIO Plugin. This project has
an example OCIO Configuration Asset that references this OCIO configuration and is assigned to both

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nDisplay Config Assets. You can find the OCIO Configuration Asset in TheOrigin/Content/OCIO.

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To learn more about creating OCIO configurations and color space conversions for your
displays, see In-Camera VFX Camera Calibration.

Follow these steps to use your own OCIO configuration in the project:

1. In the Content Browser, right-click and select Miscellaneous > OpenColorIOConfiguration to create a
new OpenColorIO Configuration Asset.

Add an OCIO configuration asset

2. Double-click the new asset to open its editor.

3. In the Asset Editor, under the Config section, set the Configuration File field to the path of your OCIO
configuration file on disk.

Set the path to the OCIO configuration file

4. Click Reload and Rebuild to load the OCIO configuration.

5. When the OCIO configuration is successfully loaded, expand the Color Space section.

6. Add the Source and Destination color spaces you wish to use. The options available are determined
by the OCIO config you specified.

Add source and destination color spaces

7. To apply this configuration to your nDisplay viewport, open the level containing your nDisplay Config
Asset, and search for OCIO in the Details Panel of the actor. Ensure that you have Enable Viewport
OCIO set to true.

8. Expand All Viewports Color Configuration:

a. Specify the Config asset you want to use.

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b. Set the Source and Destination color spaces.

Set the Source and Destination color spaces

These steps demonstrate how to add your own OCIO configuration to the project. You can also set OCIO
configurations per viewport and separately on the inner frustum. For more information, refer to Color
Management in nDisplay.

GPU Lightmass and Multi-User

The production team used the new GPU Lightmass feature to bake the scenes' lighting and thus minimize
how long the production had to wait for lighting changes in their multi-GPU and multi-user environment.
Light baking occurred on a single multi-GPU workstation and then was distributed over the network
through the multi-user session. This meant that the scene could be baked quickly and reloaded on the LED
walls without needing to close and relaunch the cluster.

Follow these steps to use GPU Lightmass to bake lighting for the scene:

1. In the Toolbar, click the arrow next to Build and select GPU Lightmass from the dropdown.

Select GPU Lightmass in the Build dropdown menu

2. In the GPU Lightmass window, click Build Lighting to begin your bake.

Build Lighting using GPU Lightmass

3. When the lighting finishes building, in the main menu choose File > Save All to transmit the changes
to the other computers in the multi-user session.

Save All to transmit the baked lighting

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Instead of sharing all changes with the other computers in the multi-user session, you can also
choose what changes to transmit.

1. In the main menu, choose File > Choose Files to Save…

Choose files to save

2. Select only the levels and build data you want to save and transfer.

Select baked lighting files to save and transmit

3. Click Save Selected to transmit the changes to the other computers in the multi-user
session.

For more on the settings you can change for your lightmass bakes, refer to GPU Lightmass.

NOTE
Transferring GPU Lightmass bakes through the multi-user session is an experimental feature.
Scenes that produce large BuildData files may experience issues with the transfer. If this
happens, you can:

1. Check your updated levels and BuildData into source control.

2. Through source control, sync the changes to your render nodes to distribute the updated
lightmaps.

Level Snapshots
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The production team used Level Snapshots to save configurations of the Actors in a Level for each scene.
Once Level Snapshots were created, the team was able to restore the scene later to exactly how it was set
up for a specific shot. Level Snapshots also track changes to the nDisplay Root Actor, so modifications to the
inner frustum and color grading can be saved and applied to the nDisplay renders at any time.

The following sections describe how to use the filters and presets included in the project. To learn about
creating your own filters and other features in the tool, refer to Level Snapshots.

Filtering with Level Snapshots

Included in the project is an example Blueprint Level Snapshot Filter that lets you filter Actors in the Level
Snapshot changes by their Class. You can find the filter LSF_FilterByClass in
TheOrigin/Content/Tools/LevelSnapshotFilters. This section shows how to use this filter in the project.

The Blueprint Level Snapshot Filter


Diagram showing what devices were used and how they communicated with each other on stage. Click
image to expand.

Follow these steps to filter Level Snapshot changes and apply them to your project:

1. In Unreal Editor's Content Browser, go to TheOrigin > Content > StageLevels > NantStudiosSimple >
StageLevels and double-click CaveEntrance_NantStudiosSimple to open the Level.

2. In the Toolbar, click the arrow next to the Level Snapshots button and select Open Level Snapshots
Editor from the dropdown.

Open Level Snapshot Editor

3. There are two Level Snapshots already created for the Level CaveEntrance_NantStudiosSimple.
Double-click CaveEntrance_NantStudiosSimple_SetupA to see how the Actors saved in the Level
Snapshot differ from the current state of the Level.

The In-Camera VFX Production Test Level Snapshots

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4. Click Filter Group.

The Setup A Level Snapshot selected

5. Click Add Filter and in the dropdown choose Blueprint Filters > LSF Filter by Class.

Add the LDF Filter by Class Blueprint filter

6. Click LSF Filter by Class in the Filter Group.

Click the filter

7. In the Default section next to Class, click the dropdown and search for Light Card.

Search for Light Card

8. Click the Refresh Results button to apply the filter changes.

Refresh Results to apply filter

9. Now, only changes to Light Card Actors are shown. To turn off the filter, right-click the filter and select
Ignore Filter.

Only changes to Light Card Actors shown

10. Click Refresh Results and see the nDisplay Root Actor appear in the list again.

Disabled filter means all Actors are shown

Using Presets with Level Snapshots

With Level Snapshot Presets, you can set up logic using Blueprint and C++ filters and save it as a preset.
Later, you can load the preset to use this logic again. Included in the project is an example Level Snapshot
Preset located in TheOrigin/Content/Tools/LevelSnapshotPresets.

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This preset strings multiple instances of the Filter by Class Blueprint Filter together with the OR boolean so
only Actors that match any of those Classes will appear. The Classes used in the preset are: LightCards,
Stages, Cameras, SyncTestBall, ColorCorrectRegion, and PostProcessVolume.

Follow these steps to use the Level Snapshot Preset in the project.

1. In the Content Browser, go to TheOrigin > Content > StageLevels > NantStudiosSimple > StageLevels
and double-click CaveEntrance_NantStudiosSimple to open the Level.

2. In the Toolbar, click the arrow next to the Level Snapshots button and select Open Level Snapshots
Editor from the dropdown.

Open Level Snapshot Editor

3. There are two Level Snapshots already created for the Level CaveEntrance_NantStudiosSimple. Click
Load/Save Filter and choose ExampleStagePreset.

Load the Example Stage Preset filter

4. Double-click CaveEntrance_NantStudiosSimple_SetupA to see how the Actors saved in the Level


Snapshot differ from the current state of the Level.

The Preset Filter loaded

5. When the Level Snapshot is opened, only the Actors that fit the filter loaded from the preset are
shown.

The Setup A Level Snapshot filtered by the Preset

Project Structure

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The In-Camera VFX Production Test is a great example to see how to structure an Unreal Project for Virtual
Production. The following folders define the overall structure for the project's content and separate it into
relevant categories.

[Assets[(#assets)
Envs
OCIO
StageLevels
Stages
Tools

Assets

This folder typically contains all assets for creating Characters, Environments, and FX. Level Assets are not
included here. The following list is how the assets were categorized for this sample project.

Atlases
Decals
FX
IES
Landscape
Materials
MS_Presets
Props
Rocks
Scatter
Sky
Textures
Vegetation

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Environments

Three environments from the shoot are included in the project:

CaveEntrance

The Cave Entrance environment

CavePath

The Cave Path environment

SpaceJunkyard

The Space Junkyard environment

Environment Structure

Since source control only lets you exclusively check out binary assets, such as .umap files, each artist
working on an environment at the same time must work in their own level. The solution to this is to divide
an environment up into multiple sublevels based on the type of Actors in each.

For example, a lighting artist would work in the lighting sublevel, and an FX artist in the FX sublevel. It is
also common to have multiple GEO levels that divide the environment up into regions, each being worked
on by a different artist. The number and types of sublevels used should be dependent on the needs of the
production.

The following are the folders used for each environment in this project:

LevelSnapshots: Level Snapshot Assets associated with the Level.


SubLevels: In this project, each Level was separated into the Caustics, FX, Geo, and Lighting sublevels.
Level Asset: Level Assets follow a {LevelName}_{Descriptor} structure. The _P suffix is given to the
Persistent Level, which acts as a container for the sublevels. Open this Level Asset to view the full
environment composed of all the sublevels.

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OCIO

This folder contains the OpenColorIO Configuration Assets. There is one Asset for this project:
ExampleOCIO. For more details on using OCIO in this project, refer to the Color Grading and OCIO section
on this page.

The Example OCIO asset

Stage Levels

The folder contains all the Level Assets that have both the environment and stage Actors. Open these
assets when you want to render with nDisplay. The stage levels are categorized by the stage used in the
Level Asset. This sample project uses the following structure to match the stages:

NantStudios

CaveEntrance_NantStudios
CavePath_NantStudios
SpaceJunkyard_NantStudios

NantStudiosSimple

CaveEntrance_NantStudiosSimple
CavePath_NantStudiosSimple
SpaceJunkyard_NantStudiosSimple

Stages

This folder contains the nDisplay Configurations which describe the topology of the LED volumes. The
production used one stage for all the shots: Nant Studios. A simpler version of the stage is provided as well
so you can render the front walls on a single desktop.

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The NantStudios LED stage
Click image to expand.

NantStudios

Config: An nDisplay Config Asset for the stage that defines the topology of the LED volume and how to
render on it.

The NantStudios nDisplay Config asset

LEDMeshes: Static Meshes and materials with the LED panel resolution used in the nDisplay Config
Asset.

NantStudios LED meshes

LiveLinkPresets: These are previously created configurations for Live Link that are required to load
LiveLink sources on the nDisplay nodes at launch. The default preset is specified in Project Settings >
Live Link > Default Live Link Preset. They can also be used to quickly reload different sources in an
editor environment.
NantStudios_Stage: A Level Asset that contains only the Actors that represent the stage, such as the
nDisplay Root Actor, ICVFX Cameras, and Light Cards.

Simple Nant Studios

Config: An nDisplay Config Asset for the stage that defines the topology of the LED volume and how to
render on it. The topology looks the same as the Nant Studios configuration, but only two of the front
walls are set up to render.
NantStudiosSimple_Stage: A Level Asset that contains only the Actors that represent the stage, such
as the nDisplay Root Actor, ICVFX Cameras, and Light Cards.

Tools

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This folder contains custom Blueprint controls, Level Snapshot Filters and Presets, and Remote Control
Presets. The following list describes each tool.

CaveMaterialControl: A blueprint controller for various Material Parameter Collections used by objects
in the scene. Contains controls for things such as caustic speed, light shaft intensity, and global color
shifts for the rocks.
HierarchicalInstanceConverter
HolePunch: A spherical actor used to create a hole in the geometry of the cave. This was used on the
day of the shoot to create an additional light shaft.
InnerFrustumCamera: A CineCameraActor with a LiveLinkComponent. This Blueprint simplifies the
camera tracking by not requiring the user to manually add an instanced LiveLinkComponent to the
scene actor.
LevelSnapshotFilters: Custom Blueprint Filters for Level Snapshots.
LevelSnapshotPresets: Presets of groups of filters for Level Snapshots.
RemoteControl: Remote Control Presets.
SyncTestBall: This tool creates a bouncing red ball used to test synchronization. Place the ball in the
scene so that it appears on the seam between two walls. A visible tearing of the ball occurs at the
seam if the synchronization is not functioning properly.

Cvars

To improve performance while rendering with nDisplay on stage, the production team used the cvars in the
table below to tweak settings. You can set cvars during an nDisplay session in Switchboard and have them
applied to the cluster.

To set cvars in Switchboard:

1. Open Switchboard.

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2. Under the nDisplay Monitor tab, in the Console: text box, enter the cvar and the desired value, if
applicable.

3. Click Exec.

The nDisplay Monitor Console

NOTE
The following values are what were used for the In-Camera VFX Production Test. You might
need to use different values depending on the content in your project and what look you want
to achieve.

Cvar Value Description

r.ExrReadAndProcessOnGPU N/A Switches EXR


playback between
CPU and GPU.
When enabled for
the GPU, Unreal
Engine 4 can load
large,
uncompressed
EXR files directly
into a Structured
Buffer and
process them on
the GPU.

Ray Tracing

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r.RayTracing.ForceAllRayTracingEffects 0 Forces all ray
tracing effects
either on or off.
Options for value
include:

-1: Do not
force (default)
0: Disable all
ray tracing
effects
1: Enable all
ray tracing
effects

Setting this cvar


to 0 turns off all
the additional ray
tracing features
that are enabled
by default. When
using GPU
Lightmass, which
requires ray
tracing, you can
still use GPU-
accelerated light
baking. This cvar
can also be useful
for figuring out
how much
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performance is
required with ray
tracing enabled.

r.RayTracing.Reflections.MaxRoughness 0.2 Sets the


maximum
roughness for
visible ray tracing
reflections
(default = -1 (max
roughness driven
by post
processing
volume)). This
guarantees that
only Materials
with roughness
values lower than
0.2 will have ray-
traced reflections.

r.RayTracing.Reflections.MaxRayDistance 500 Sets the


maximum ray
distance for ray
traced reflection
rays. When ray
shortening is
used, the skybox
will not be
sampled in the RT
reflection pass
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and will be
composited later,
together with
local reflection
captures.
Negative values
turn off this
optimization
(default = -1
(infinite rays)).
Using a value
other than -1 will
help reduce the
amount of ray
tracing that is
done in a scene.

r.RayTracing.Reflections.SortMaterials 0 Determines
whether reflected
materials will be
sorted before
shading. Options:

0: Disabled
1: Enabled,
using Trace >
Sort > Trace
(Default)

r.DiffuseIndirect.Denoiser 2 Denoising options


(default = 1)

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r.RayTracing.Reflections 0 Turn OFF only ray
tracing reflections
in your level. This
is useful in case
you still want to
use ray-traced
shadows or other
ray tracing
features, and not
pay the cost of
ray-traced
reflections.
Options:

-1: Value
driven by the
postprocess
volume
(default)
0: Use
traditional
rasterized
SSR.
1: Use ray-
traced
reflections.

r.RayTracing.Geometry.Landscape 0 Include
landscapes in ray
tracing effects

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(default = 1
(landscape
enabled in ray
tracing)) In order
to optimize the
levels that
needed ray-
traced reflections,
we disabled
landscape ray-
tracing as it was
not adding much
to the final look,
and disabling it
gave us some
performance
boost.

r.RayTracing.Reflections.ScreenPercentage 50 Screen
percentage the
reflections should
be ray traced at
(default = 100). If
your scene
doesn't have very
shiny and clean
reflections you
can reduce this
value and you will
gain some
performance.

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Upscaling Resolution

r.ScreenPercentage 75 Render in lower


resolution and
upscale for better
performance
(combined with
the blendable
post process
setting). 75 is a
good value for
low aliasing and
performance,
verify with 'show
TestImage'.

In percent, use >0


and <=100, larger
numbers are
possible
(supersampling)
but the
downsampling
quality is
improvable.
Numbers <0 are
treated like 100.

r.TemporalAA.Algorithm 1 Algorithm to use

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for Temporal AA
Options:

0: Gen 4 TAAU
(default)
1: Gen 5 TAAU
(experimental)
This will turn
ON our new
Gen5 TAAU in
case some
resolution
upscaling is
needed .

r.TemporalAA.Upsampling 1 Whether to
perform primary
screen
percentage with
temporal AA or
not. Options:

0: Perform the
spatial
upscale pass
independently
of TAA
(default).
1: TemporalAA
performs the
spatial and

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temporal
upscale using
the screen
percentage
method.

SSGI

r.SSGI.Enable 0 Whether to
enable or disable
Screen Space GI
Options:

0: Disable
1: Enable
Turns OFF
Screen Space
GI.

r.SSGI.HalfRes 1 Whether to
perform SSGI at
half resolution.
Options:

0: Disable
(defaults)
1: Enable

r.SSGI.Quality 1 Quality setting to


control the

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number of rays
shot with SSGI,
between 1 and 4
(defaults to 4).

Volumetric Fog

r.VolumetricFog.GridPixelSize 6 XY size of a cell in


the voxel grid, in
pixels. Lower
values produce
better Volumetric
Fog Quality but it
will affect
performance.

r.VolumetricFog.GridSizeZ 96 How many


Volumetric Fog
cells to use in the
Z axis. Higher
values can help
increase accuracy
and reduce noise
but it can impact
performance.

r.VolumetricFog 0 Whether to
enable the

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Volumetric Fog
feature. Options

0: Disabled
1: Enabled
This can be
used to
quickly turn
OFF
Volumetric
Fog and
determine
how much
performance
it uses.

Rendering

ShowFlag.DirectLighting 0 This cvar is useful


for quickly
disabling direct
lighting in order
to understand
what is baked
and what isn't,
and its
performance
implications.
Options:

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0: Disable the
showflag.
1: Enable the
showflag.
2: Do not
override this
showflag
(default).

r.SetNearClipPlane 150 Set the near


clipping plane (in
cm). This cvar will
allow you to
modify the Near
Clip Plane in case
you want to
quickly remove
any geometry that
is in front of your
render camera.

r.TextureStreaming 0 Defines whether


texture streaming
is enabled, which
can be changed
at run time.
Options

0: Disabled
1: Enabled
(default)

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r.Streaming.PoolSize 3600 -1: Default texture
pool size,
otherwise the
value is the size
in MB. This cvar
can be used to
increase the
texture pool size
at runtime in
order to allow
higher mipmaps
to be loaded, if
the pool size
originally was set
too low and your
hardware allows
a higher texture
pool size.

r.DFShadowScatterTileCulling 1 Whether to use


the rasterizer to
scatter objects
onto the tile grid
for culling.
Options

0: Disabled
1: Enabled

r.ForceLOD 5 LOD level to force,

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-1 is disabled.
This is useful for
testing how much
performance or
quality can be
gained by forcing
a specific LOD on
the scene.

Tags

In-Camera VFX NDisplay Virtual Production

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