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  1. Ensure the video camera(s) have been calibrated, then from the File menu, select Export Video Camera STMap.

  2. In the Save Camera Distortion Map dialog box, locate a folder to which to export the ST maps.

    ST maps for all video cameras are exported to this folder.

    Each filename has the format: <Camera DeviceID>_<focal length in pixels- integer part>_<focal length in pixels - decimal part>_<date time stamp>.exr, for example, vi101_1064_535479_20210623165749.exr.

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  1. In Unreal Engine, to import the ST map into the content, right-click to create a new subfolder in the content folder.

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  2. Browse to the new folder, right-click and select Import to /Game /Distortion Maps to import the ST map that you exported from Shogun Live.

  3. In the Import dialog box, locate and select the ST map file.

    The ST map is displayed in the Content Browser.

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  4. In the Content Browser, navigate to Content > VprodProject > Maps and double-click the LiveComp map.

  5. In the Content Browser, navigate to Content > VprodProject > Materials and double-click the M_Live_Comp material.

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    The default graph for the material looks like this:

  6. Expand the note and right-click to add a new TextureSampleParameter2D node to the graph:

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  7. Give the node an appropriate name:

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  8. With the node selected, in the Details panel, find the Material Expression Texture Base.

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  9. Click on the default texture to browse for the ST map and start typing the name of the file.

    The ST map image is displayed in both the Details panel and the node in the graph.

  10. Drag from the UV's pin on the FG (foreground) node:

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  11. Add a new AppendVector node:

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  12. To 'undistort' the foreground layer in this example, connect in this way:

  13. Save the asset: