Avid Maestro | Virtual Set - Setup Guide Version 2019.2
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Contents Symbols and Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Chapter 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 What is Maestro | Virtual Set? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Maestro | Virtual Set Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Chapter 2 Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Linux Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Windows Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Current Versions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Chapter 3 Installation and Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Solution Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Pre-installation checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Installing Avid Maestro | Virtual Set on Linux . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Installing the Linux Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Installing Render Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Installing Unreal Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Configuration of Lens Distortion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Configuration of IP Inputs and Outputs for Unreal Engine (Maestro | Engine 4K) . . . . . . . . 25 Tracking with the Xync System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Installing Avid Maestro | Virtual Set on Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Installing Maestro | Virtual Set. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Post-installation Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Chapter 4 Starting the Avid Maestro | Virtual Set System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Render Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Unreal Engine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Controlling Maestro | Virtual Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Controlling with PuTTy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 ReTalk3 Commands: load/activate scene, set export, play animation, deactivate scene, unload scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Controlling with Maestro | Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Controlling with Global Exports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Chapter 5 Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Installation Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Configuration Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Frequently Asked Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 5
Using This Guide Symbols and Conventions Avid documentation uses the following symbols and conventions: Symbol or Convention Meaning or Action n A note provides important related information, reminders, recommendations, and strong suggestions. c A caution means that a specific action you take could cause harm to your computer or cause you to lose data. w A warning describes an action that could cause you physical harm. Follow the guidelines in this document or on the unit itself when handling electrical equipment. > This symbol indicates menu commands (and subcommands) in the order you select them. For example, File > Import means to open the File menu and then select the Import command. This symbol indicates a single-step procedure. Multiple arrows in a list indicate that you perform one of the actions listed. (Windows), (Windows This text indicates that the information applies only to the specified only), (Macintosh), or operating system, either Windows or Macintosh OS X. (Macintosh only) Bold font Bold font is primarily used in task instructions to identify user interface items and keyboard sequences. Italic font Italic font is used to emphasize certain words and to indicate variables. Courier Bold font Courier Bold font identifies text that you type. Ctrl+key or mouse action Press and hold the first key while you press the last key or perform the mouse action. For example, Command+Option+C or Ctrl+drag. | (pipe character) The pipe character is used in some Avid product names, such as Interplay | Production. In this document, the pipe is used in product names when they are in headings or at their first use in text.
1 Introduction In this section: • What is Maestro | Virtual Set? • Maestro | Virtual Set Workflow What is Maestro | Virtual Set? A full Avid Maestro | Virtual Set system is made up of 3 software modules: • Maestro | Virtual Set Authoring - set of plugins and templates for the Unreal™ Editor tool. • Control Application - control Maestro | Virtual Set Engine and broadcast the graphics created with Maestro | Virtual Set Authoring, with applications such as Maestro | News or Maestro | Live. • Maestro | Virtual Set Engine - real-time application for rendering the graphics to a video output using powerful Unreal Engine on dedicated Render Device. The Maestro | Virtual Set Authoring modules together with Unreal Editor address all requirements for integrating your OAG applications into an automated studio. First, 3D graphic scenes are created in the Unreal Editor, where you can define animated sequences and using additional plugins determine what can be changed in real time by “exporting” functions to the Control module. Reporters can then insert or import current data into the templates using a Controller, which can be run from a remote station. Maestro | Virtual Set Authoring takes the advantage of Unreal Editor and addresses it's power into Virtual Studio creation tool.
Maestro | Virtual Set Workflow The following workflow contains the main tasks performed when creating a scene in Maestro | Virtual Set. Unreal Editor - New project from template Scene Define Define Define Create assets Import assets composition Exports Animations interactions Unreal Editor – Prepared scene Validate scene Deploy to Runtime Machine Unreal Engine Runtime – Controlled by Maestro|Live Load/Unload Activate/ Control Set Export values Camera Tracking scene Deactivate scene Animations Maestro|VirtualSet Studio Production 8
2 Requirements In this section: • Linux Environment • Windows Environment • Current Versions Linux Environment The following machines can be used in a Maestro | Virtual Set Linux environment: • HDVG4 with 2x 3DVG boards and 2x Nvidia GTX 1080 or The following list of installers is required for the Linux configuration: Component Name Installer - CentOS 7 CentOS-7-x86_64-DVD-1708-Avid_* - Kernel kernel-3.10.0-693.5.2.el7.Avid.x86_64.rpm - Libraries and Tools supporting Video I/O libdvg-813.1-*.el7.centos.x86_64.rpm NVIDIA-Linux-x86_64-410.78-Avid-MVS.run - Nvidia driver gfx_sdi_410_39_5.bin for SDI and - FW for UHD2 board gfx_ip_410_404.bin for IP - Avid Render Engine for Linux RenderEngine_Linux_2018.12.****.exe MaestroVirtualSetEngine_2019.2*.exe, which - Maestro | Virtual Set Engine contains: • SceneLoader_2019.2-*_linux.tgz • VideoOutput-2019.2.*-Linux.rpm • xerces-c-3.1.1-8.el7_2.x86_64.rpm • daemonize-1.7.3-7.el7.x86_64.rpm • oradAuthoId-2.2.21-101.x64.rpm • libndi_v3_5_x86_64_linux_redist.tgz • avahi-0.6.31-19.el7.x86_64.rpm • avahi-libs-0.6.31-19.el7.x86_64.rpm • dbus-1.10.24-7.el7.x86_64.rpm • dbus-libs-1.10.24-7.el7.x86_64.rpm • vulkan_1_1_85_0_x86_64_redist.tgz
Windows Environment Scene Mastering The following components are required for Maestro | Virtual Set scene mastering: Component Name Installer - Unreal Engine Installer Unreal Engine 4.20.3 - Maestro | Virtual Set Authoring Installer MaestroVirtualSetAuthoring_2019.2.*.exe, which contains: • v11_clang-5.0.0-centos7.zip • TP_AvidBaseBP_2019.2-*.7z (scene template) • AvidCamera_2019.2-*.7z (plugin) • AvidMedia_2019.2-*.7z (plugin) • AvidControl_2019.2-*.7z (plugin) • NdiMedia_*.7z (plugin) • AvidMaestroVirtualSetEditor_2019.2-*.7z (deploy and checker) - Sample Scene Template Sample2019_2_***PROJECT.zip - Maestro | Designer MaestroDesigner_2018.12.0.****.exe Controlling The following controllers can be used in a Maestro | Virtual Set environment: • PuTTy (Telnet client) • Avid Maestro | Live 2018_11_1 Client • Avid Maestro | News 2018.6.3 Controller Current Versions The following component versions are tested and approved for the Maestro | Virtual Set 2019.2 release: Component Name Installer - CentOS 7 CentOS-7-x86_64-DVD-1708-Avid_v1.4.2.iso (centos-release-7-4.1708.el7.centos.x86_64) - Nvidia NVIDIA-Linux-x86_64-410.78-Avid-MVS.run - Kernel kernel-3.10.0-693.5.2.el7.Avid.x86_64.rpm (3.10.0- 693.5.2.el7.Avid.x86_64 #1 SMP Thu Nov 23 11:16:51 IST 2017 x86_64 x86_64 x86_64 GNU/ Linux) 10
Component Name Installer - Libraries and Tools supporting Video I/O libdvg-813.1-10.el7.centos.x86_64.rpm - Maestro | Virtual Set Authoring MaestroVirtualSetAuthoring_2019.2.214 - Maestro | Virtual Set Engine MaestroVirtualSetEngine_2019.2.214 - Licensing Tools oradAuthoId-2.2.21-101.x64 - Maestro | Tracker MaestroTracker_2018.9.25 - Unreal Engine Unreal Engine 4.20.3 - Render Engine RenderEngine_Linux_2018.12.0.8928 - Maestro | Designer MaestroDesigner_2018.12.0.2878 - Maestro | Live Maestro | Live 2018.11.1.243 - Maestro | News Maestro | News 2018.6.3.455a 11
3 Installation and Configuration In this section: • Solution Overview • Installing Avid Maestro | Virtual Set on Linux • Installing Avid Maestro | Virtual Set on Windows Solution Overview The illustrations below present an overview of the entire Maestro | Virtual Set solution. Using Mixing Between Engines The following hardware components are used in the above Maestro | Virtual Set solution: • Render Machine - HDVG4 or Maestro | Engine 4K • External Chroma Key Device - ULTIMATE • Camera + Tracker • Genlock Generator • Control_Data Server • Control PC
HDVG4 render machine provides two renderers, separated by domains. Unreal Engine is only responsible for background rendering. Its output is going into mixing source for Render Engine, which adds the Augmented Reality objects, insertions, Garbage Matte etc. The output of the HDVG4 machine is mixed with the Background, the Foreground and Background Matte (also known as an Alpha channel). The output of the Render Machine (fill + key) is connected to an external ChromaKey which is responsible for final mixing between Virtual Studio Background, Augmented Reality Foreground and Camera Feed. Independent engines - BG only from Unreal The following hardware components are used in the above Maestro | Virtual Set solution: • Render Machine - HDVG4 or Maestro | Engine 4K • External Chroma Key Device - ULTIMATE • Camera + Tracker • Genlock Generator • Control_Data Server • Control PC HDVG4 render machine provides two renderers separated by domains. The UE is only responsible for background rendering. Its output is going directly to the Ultimate Chroma Key device as the Background input (BG IN). The RE is adding Augmented Reality objects (LAYER IN), alpha channels for them (LAYER MATTE IN) and dedicated Garbage Matte (G MATTE IN). The output of the Render Machine is connected to the external ChromaKey which is responsible for final mixing between the Virtual Studio Background, Augmented Reality Foreground and Camera Feed. 13
Independent engines - Garbage and AR from Unreal The following hardware components are used in the above Maestro | Virtual Set solution: • Render Machine - HDVG4 or Maestro | Engine 4K • External Chroma Key Device - ULTIMATE • Camera + Tracker • Genlock Generator • Control_Data Server • Control PC 14
The HDVG4 render machine provides two renderers separated by domains. The UE is responsible for the background, garbage and non opaque AR elements. Its outputs is going directly to the Ultimate Chroma Key device as the Background input (BG IN) and dedicated Garbage Matte (G MATTE IN). The RE is adding Augmented Reality objects (LAYER IN), and alpha channels for them (LAYER MATTE IN). The output of the Render Machine is connected to the external ChromaKey which is responsible for final mixing between Virtual Studio Background, Augmented Reality Foreground and Camera Feed. Unreal Only Hardware components: • HDVG4 / Maestro | Engine 4K - render machine • ULTIMATTE - External ChromaKey device • Camera + Tracker • Genlock Generator • Control_Data server • Control PC HDVG4 render machine provides the Unreal Engine a renderer. UE is responsible for Fill and Key rendering (including Garbage) which handles Virtual Studio as well as Augmented Reality. The outputs of UE (fill + key) are connected to an external ChromaKey which is responsible for final mixing between the Virtual Studio Background, the Augmented Reality Foreground and the Camera Feed. 15
Internal Mixing in Unreal Hardware components: • HDVG4 / Maestro | Engine 4K - render machine • ULTIMATTE - External ChromaKey device • Camera + Tracker • Genlock Generator • Control_Data server • Control PC HDVG4 render machine provides Unreal Engine a renderer. UE is responsible for mixing Camera and Graphics for Virtual Studio and Augmented Reality. The external ChromaKey is providing Fill and Key signal which is delivered to Unreal Engine through two video insertions. Unreal Engine is responsible for final mixing between the Virtual Studio Background, the Augmented Reality Foreground and the Camera Feed (including Garbage). Pre-installation checklist Before installing the Maestro | Virtual Set system, check Hardware and Software requirements listed in the Requirements chapter. Installing Avid Maestro | Virtual Set on Linux This topic contains information on how to prepare a complete Maestro | Virtual Set Linux system. 16
Installing the Linux Environment This topic contains information on how to install the Linux environment for a Maestro | Virtual Set solution. To prepare the Linux environment: 1. If you are working with a Maestro | Engine 4K machine, make sure the following BIOS version is installed: PHAEV083. If not, you need to upgrade BIOS: a. Create a bootable USB flash drive. b. Download and unpack PHAEV083.zip\PHAEV083\DOS\ directory into [USBFlashDrive]/ LOCATE/ directory. c. Connect the USB flash drive to Maestro | Engine 4K machine and boot from the USB. d. FreeDOS should be loaded. Go to LOCALE > cd LOCALE and execute flash.bat. c Do not remove the USB drive or unplug the power supply during the BIOS update! e. Wait until the BIOS update is complete, disconnect the USB flash drive and restart the machine. 2. Install CentOS 7.4 and configure it. 3. Install the unmodified NVIDIA driver. a. Place the appropriate NVIDIA driver in a public folder on the render machine. b. Login to your CentOS7 based render machine (HDVG4 /Maestro | Engine 4K). c. Remove any unnecessary NVIDIA module parameters from /etc/modprobe.d/ modprobe.conf. The following line should be removed: options nvidia nc_pbo_cached=1. d. Install the NVIDIA driver: sh /data/public/NVIDIA-Linux-x86_64-410.78-Avid-MVS.run c It is required to stop all graphics applications when installing the driver. 17
n 32-bit compatibility libraries are not needed. 4. If you don't have RAID yet, then create RAID10 for 4x 3.5'' HDDs for Clips. Use scripts create_raid_10_ver1_6.sh and remove_raid_ver1_4.sh for an automated creation of RAID-10. n After executing the creation script, the Clips share should be available through the samba share. 5. Mount Control_Data. 6. If you are working with a Maestro | Engine 4K machine, enable Intel Turbo Boost in BIOS settings. a. Go to SCU (BIOS) > Advanced > Advanced Power Management Configuration > EIST (GV3) [Enable]. Then go to CPU P State Control. b. Change CPU P State Control options to: PL2_SAFETY_NET_ENABLE [Enable] Energy efficient P-state [Enable] Boot performance mode [Max Performance] Turbo Mode [Enable] 7. If you are working with a Maestro | Engine 4K machine, check on which PCI slots the uhd boards are currently configured: lspci | grep -i orad 03:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) 04:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) 85:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) 86:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) 18
Also, check the graphics cards: lspci | grep -i "gtx 1080" 02:00.0 VGA compatible controller: NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) 87:00.0 VGA compatible controller: NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) 8. If you are working with a Maestro | Engine 4K machine, edit the /etc/modprobe.d/ modprobe.conf file and add: alias char-major-121 dvgg options dvgg major=121 alias char-major-122 dvgh options dvgh major=122 only_busses=0x03,0x04 alias char-major-123 dvgi options dvgi major=123 only_busses=0x85,0x86 n Dvgh is used for domain 0 (RE > 0x03Main + 0x04Aux). Dvgi is used for domain 1 (UnrealEngine > 0x85Main + 0x86Aux). 9. If you are working with a HDVG4 machine, enable Intel Turbo Boost in BIOS settings. a. Go to BIOS > Advanced > CPU Configuration > Advanced Power Management Configuration > Power Technology [custom]. Then go to CPU P State Control. b. Change CPU P State Control options to: Eist (P-States) [Enable] Turbo Mode [Enable] P-State Coordination [Hw-all] 10. If you are working with a HDVG4 machine, check on which PCI slots the 3dvg boards are currently configured: lspci | grep -i orad 03:00.0 Bridge: Orad Hi-Tec Systems Device 1979 (rev 12) 82:00.0 Bridge: Orad Hi-Tec Systems Device 1979 (rev 12) And for the graphics card: lspci | grep -i "gtx 1080" 02:00.0 VGA compatible controller: NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) 83:00.0 VGA compatible controller: NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) 19
11. If you are working with a HDVG4 machine, modify the modprobe.conf file and add the following lines: alias char-major-121 dvgg options dvgg major=121 alias char-major-122 dvgh options dvgh major=122 only_bus=0x03 alias char-major-123 dvgi options dvgi major=123 only_bus=0x82 n Dvgh is used for domain 0 (RE > 0x03Main). Dvgi is used for domain 1 (UnrealEngine > 0x82Main). 12. Reboot the Maestro | Engine 4K or HDVG4 machine. 20
Installing Render Engine n The 2019.2 version does not support clips in Render Engine. This topic contains information on how to install and configure Avid Render Engine on Linux. n To the last input of main card of domain=0 (RE) you should put first output from domain=1 (UE) for the mixing purposes. c Remove all RenderEngine_Linux instances from the Control PC before installing a new version. To install Render Engine on Linux: 1. Install RenderEngine_Linux_2018.12.0.****.exe on the Linux machine. n Remove all previous version of Render Engine for Linux from the ControlPC and the machine before installing a new version. In case of any problems, remove the whole /data/public/ RenderEngineLinux/ directory. 2. During the RenderEngine_Linux installation a new desktop icon for RenderEngineLinux_InstallationManagaer has been added. Double-click on the icon to open the Installation Manager. 3. In the Installation Manager window, add a new host where Render Engine is to be installed. 4. Select the required host and click on Install. 21
5. Generate licenses for RE, VideoInputs, VideoMixer, VideoOutputs, REEffects (/usr/local/orad/ license.dat). To edit the start.sh file: 1. Edit the start.sh file and add the following variables: setenv DVG_USE_XINIT setenv DVG_UNIFIED_OUTPUT_CLOCKING To edit the RE.xml file: 1. Edit the RE.xml file and set the RE Layout to HDWithAlpha: HDVG4 Main): • 1080i@50Hz (SMPTE274_25I) or 59Hz, • Add HDVG4 Main card + HDVG4 Grabber as aux card (AUX grabber only if you working with Maestro | Engine 4K), • gfx optimized + pipeline, dual-link: 0, fill-only: 4 on main and 4 on aux, • 1 render channel, genlock analog, fields rendering + alpha, • mixing activated, single mixer source checked, video processing enable ALL, 22
• HD Color Input: 8 (4 if HDVG4) • outputs compositing Installing Unreal Engine First, install the Maestro | Virtual Set Engine (MaestroVirtualSetEngine_2019.2.*.exe). Make sure you have the required license in place. To install Maestro | Virtual Set Engine for Linux: 1. Select the “Complete” installation for the Maestro | Virtual Set Engine. This will install our Installation Manager for Linux machines on your Control PC. 2. Run the Maestro VirtualSet Engine Installation Manager, add hosts where you want to install the Engine and click Install. 23
3. Generate a correct license named MaestroVirtualSetEngine 2019.2 (usr/local/orad/license.dat). n Without a valid license you will not be able to load any project to SceneLoader and an appropriate notification will be visible on the video output. 4. Optionally, generate a license for Video insertions (Video_Inputs_MVSE 1.0) and/or NDI insertions (Video_Inputs_NDI_MVSE 1.0). Configuration of Lens Distortion Then, configure the lens distortion as described below. There are two type of distortions implemented: Mode1(default) and Mode2. To change the used type of distortion, edit the Game.ini file. By default, Mode2 is used and it is the recommended one. [/Script/AvidCamera.TrackedPawn] DistortionsType=Mode1 24
n Possible values: None, Mode1, Mode2. When Mode 2 is selected, additional parameters need to be set: • EnlargeView: true or false • TexelsInCorner: true or false • TextureSize: integer value (power of two), default 32 Controlling of Lens Distortion If you need to control lens distortions to match Render Engine, then you need to use the GlobalExport command (DistortionsScaleFieldOfView) in runtime. If in the RE.xml file you have the following info: Then, using a controller send to this export value “1.12”. Configuration of IP Inputs and Outputs for Unreal Engine (Maestro | Engine 4K) This topic describes how to configure the IP inputs and outputs Maestro | Engine 4K system to work with Unreal Engine. To configure the IP inputs and outputs for Unreal Engine: 1. Make sure you have flashed the uhd2 board with proper firmwares. a. #0: boot_410_80b.bin (priority 1) b. #1: gfx_sdi_410_39_5.bin (priority 1) c. #2: gfx_ip_410_404.bin (priority 3) 2. Make sure you have connected the IP I/O panels to uhd2 boards. 3. Install WebSettingsCore-2018.6.3.340-ab25919-centos_7-x86_64.rpm. 4. Install modSVIP-2018.6.0.281-7ebd2e2-centos_7-x86_64.rpm. 5. Download run-ip, 0conf.pl, apply-svip.sh scripts and put them into /usr/dvg/. 6. Make sure you have MaestroVirtualSetEngine 2019.2.109 (or newer) installed. 7. Start the WebSettings (/data/WebSettings/; ./start-websettings.sh) and go to modSVIP (http:// IpAddressOfMaestroEngine4k:8080/; login: admin; PW: Avid123). Example configuration for domains setup: - RE on Domain 0, Board 0 and module 0 produce 4 outputs and consume 1 insertion. 25
- Unreal on Domain 1, Board 0 and module 0 produce 1 output and consume 4 insertions. a. Add two new boards: b. Add 4 outputs (Tx0-3) for RE with multicast addresses. c. Add 1 input (Rx0) to RE with listening of multicast address from Unreal. 26
d. Add 1 output (Tx0) for Unreal with multicast address. e. Add 4 inputs (Rx0-3) to Unreal with listening of multicast addresses from RE. 27
f. Save the configuration. g. Go to /data/SceneLoader/ and execute ./mstart; Make sure there is no instance of SceneLoader running. Select “Setup Output” and “Restart SceneLoader”. h. From this point the SceneLoader video output1 should stream over multicast IP 239.8.175.12:5000 and will listen for insertions (1,2,3,4) on multicast IP 239.8.175.12:5000- 5003. Tracking with the Xync System This topic describes how to configure the Xync tracking for the Maestro | Virtual Set solution. To configure Xync tracking: 1. Configure Xync using the WebSettings with single tracking channel per target. For more information, see the Xync 2.0 User Guide. 2. Inject channels in /data/WebSettings/modules/modXync/data/ TrackingSet_.cfg/ on the Xync HDVG. 28
Where: CHANNEL 1 is for Render Engine and should be configured the same in RE.xml file. CHANNEL 2 is for Unreal Engime and requires (UE uses unicast connection for Tracking Data). 3. Allow for proper multicast routing on Xync HDVG: route add -net 224.0.0.0 netmask 240.0.0.0 eth0 29
Installing Avid Maestro | Virtual Set on Windows This topic discusses the steps required to setup a complete Maestro | Virtual Set Windows environment. Installing Maestro | Virtual Set This topic contains information on how to install the Maestro | Virtual Set components on Windows. To install Maestro | Virtual Set on Windows: 1. Make sure you have the latest NVIDIA/AMD driver installed on system to run Unreal Engine. 2. Make sure you have latest updates for the Microsoft Windows system. 3. Register your account on https://www.unrealengine.com/. 4. Download the Epic Launcher and Unreal Engine 4.20.3. 5. Perform first run of Unreal Engine and close it. 6. Download MaestroVirtualSetAuthoring_2019.2.*.exe and run the installer. n Before installing a new MaestroVirtualSetAuthoring version, please uninstall all previous builds. 7. Make sure you have the necessary license for MaestroVirtualSetPlugins 2019.2. 30
Post-installation Checklist Use the table below as a checklist for the configuration steps you have to perform after you have installed Maestro | Virtual Set. b Authoring Licensing Plugins are correctly licensed by HASP Create a project from Avid_Base Export: template • Export button creates a function for Export present in cooked scene • Create RenderText object and link text to export function • Check with 'Check' button if the export was recognized Animation: • Create a single object (e.g. Cone) and animate position, e.g. with Matinee • Check with 'Check' button if the animation was recognized Cooking Deploying project (after save) compiles and copies cooked scene to: /Control_Data/Projecs/ - / -- --- Scene/ --- scene_data.xml -- .pak -- .lst b Runtime Licensing SceneLoader licensed by nodelock Starting SceneLoader • SceneLoader starts and the log file was created in / data/SceneLoader/SceneLoader/Saved/Logs/ SceneLoader.log and it shows it was started successfully • SDI output becomes synced and black image appears Scene load ReTalk3 command Scene.Load and Viewport.ActivateScene make the scene visible on the SDI output Export control ReTalk3 command Export.Set on export prepared earlier is updating the text value at runtime Animation control ReTalk3 command Animation.Play on animation prepared earlier is playing the expected animation at runtime 31
Tracking The rendered viewport is following the tracking data delivered by Maestro | Tracker Scene unload ReTalk3 command Viewport.DeactivateScene and Scene.Unload make the scene invisible on SDI output Performance No frames are lost; FPS is ~X where X is the frequency of the Video format • either by console (needs keyboard) • by dedicated GlobalExport (ExecuteConsoleCommand) b Controlling Render Unit creation Possible to create a Render Unit of Unreal type Render Unit connection Render Unit becomes green after connecting to SceneLoader Scene load ReTalk3 command Scene.Load and Viewport.ActivateScene make the scene visible on the SDI output Export control ReTalk3 command Export.Set on export prepared earlier is updating the text value at runtime Animation control ReTalk3 command Animation.Play on animation prepared earlier is playing the expected animation at runtime Scene unload ReTalk3 command Viewport.DeactivateScene and Scene.Unload make the scene invisible on SDI output Render Unit reconnect After disconnectin/reconnecting Render Units the behavior is unchanged 32
4 Starting the Avid Maestro | Virtual Set System In this section: • Render Engine • Unreal Engine • Controlling Maestro | Virtual Set Render Engine Render Engine should be run on domain=0. To run Render Engine: t Type the following command: cd /data/RE/bin; ./start.sh domain=0 n Render Engine will now generate an RE0.log instead of RE.log. Unreal Engine Unreal Engine should be run on domain=1. There is visible mouse cursor after starting the SceneLoader. To remove it from the view, start the system with the -nocursor option: • remove /usr/bin/X • create text file /usr/bin/X: #!/bin/sh Xorg -nocursor $* • add an executable flag to the file: chmod a+x /usr/bin/X To run Unreal Engine: 1. Prepare the desktop. It will set the boardset format to the one which is saved in the HdvgCpProfile.xml generated from the Control Panel. cd /data/SceneLoader ./mstart.sh
2. Choose the usecase depending on the available configuration: n The available options here depend on the Alpha configuration in the Hardware configuration file. 3. The Output is configuring: 34
4. Run SceneLoader with the following command: cd /data/SceneLoader/ ./mstart.sh 35
Controlling Maestro | Virtual Set Controlling with PuTTy Open PuTTy, and Connect to UE/SceneLoader (HDVG machine): Field Value Host Name (or IP address) Port 8890 Connection Type Raw ReTalk3 Commands: load/activate scene, set export, play animation, deactivate scene, unload scene Load Scene [1] Scene.Load(PathName="Sample2019_2\Sample2019_2"); 36
Activate Scene [2] Viewport.ActivateScene(Canvas="Canvas1", Channel=1, Scene="Sample2019_2\Sample2019_2"); Set export [3] Export.Set(Scene="Sample2019_2\Sample2019_2", Export="Cube_X", Value="0"); In this example, the Set export command changes the X position of an object. Set export [4] Export.Set(Scene="Sample2019_2\Sample2019_2", Export="Sphere_Scale", Value="5"); In this example, the Set export command changes the X,Y,Z scale of an object. Run animation [6] Animation.Play(Scene="Sample2019_2\Sample2019_2", Animation="Anim_seq"); The command plays an animation (from sequence editor). Deactivate Scene [9] Viewport.DeactivateScene(Canvas="Canvas1", Channel=1); Deactivate Scene [10] Scene.Unload(PathName="Sample2019_2\Sample2019_2");; Controlling with Maestro | Live You can control Maestro | Virtual Set scenes using the Avid Maestro | Live Controller. To work with Maestro | Live: 1. Start the Maestro | Live Server. 37
2. Open the Maestro | Live Client. 3. Go to: Devices > Render Unit Manager. 4. Add an Unreal Engine device: a. Enter a name and an UID for the device b. Enter the IP address of your HDVG machine. c. Select Render Unit / Unreal as the device type. d. Set the Port number to 8890. e. Enter the Canvas ID (Canvas1) 5. Close the Add device window and add three new actions to the Panel to control the scene. In the Action Editor > Details tab, attach the created actions to the Unreal Engine device you have created in Step 3. 38
In the Graphic Item tab, select the proper device and scene Sample2019_2 > Set Defaults: 6. Add the appropriate actions to the Cue, Play and Stop tabs in all controls. Load/Activate/Unload: Cue: UnReal Scene Load, UnReal Scene Activate; Play: - ; Stop: UnReal Scene Unload Animation Cube: Cue: -; Play: UnReal Anim. Play; Stop: UnReal Anim. Pause Cube X Position: Cue: -; Play: UnReal Export Set; Stop: - Sphere 3D X,Y,Z Scale: Cue: -; Play: UnReal Export Set; Stop: - 7. The Unreal Device appears at the Devices bar at the bottom of the Maestro | Live Client window. Click to connect to the device. Once the connection is established, the device icon changes to green. 8. Change the Maestro | Live mode to On Air so that you can control your Unreal Engine scene. 39
9. To list and control all available Global Exports you can use mix of Data Group, Action and Label controls. a. Before creating a Data Group control, add an XML source in Devices > Data Source Manager. n You should have an XML file with supported GlobalExports in /Control_Data/config/GlobalExports/ UnrealGlobalExports_name.of.machine.xml (G:\config\...). b. Create a “temporary” Global Parameter: c. Now, you can create a new Data Group and set it to use a proper data source. 40
d. Finally, you can connect a Label to the “temporary” Global Parameter to always show the selected global export. e. In an Action, set the “UnReal Set Global Export” Name to “temporary” and use the Value from the GI parameter. Controlling with Global Exports The below tables present all commands which can be used to control Maestro | Virtual Set in runtime. TrackedPawn Export Value Description TrackedPawnPos string, "X=, Y=, Z=" TrackedPawn position in cm - use it to translate the scene location. TrackedPawnPosX float TrackedPawn position X in cm - use it to translate the scene location. TrackedPawnPosY float TrackedPawn position Y in cm - use it to translate the scene location. 41
Export Value Description TrackedPawnPosZ float TrackedPawn position Z in cm - use it to adjust the floor height in the studio. TrackedPawnPan float TrackedPawn Pan in degrees - use it to rotate the scene. TrackedPawnFloorLevel - Move the TrackedPawn to the floor level. It is assumed that the studio floor level is at 0. ShowCarpet bool Visualize the floor level. Tracking Export Value Description ShowTrackingDataOverlay bool Visualize tracking data and performance. Video Insertions Export Value Description VideoDelay string, Parameter format: Add video delay for a given video insertion. (VideoStreamIndex:Float),(Delay:Float) n This setting will be saved. NDI Insertions Export Value Description NdiMediaOpenSource string, Parameter format: Open the given source name on an NDI channel. (ChannelNo:Int),(SourceName: String) NdiMediaPlay int Play the given NDI channel. NdiMediaStop int Stop playing the given NDI channel. NdiMediaSetFormat string, Parameter format: Change the color format for the given channel. (ChannelNo:Int),(ColorFormat: Possible formats are: BGRA or UYVY String) Console Export Value Description ExecuteConsoleCommand string Call any command available through the Unreal Engine console. ShowPerformance bool Enable/Disable performance statistics. ShowOnScreenMessages bool Enable/Disable OnScreen messages. 42
Mixing Export Value Description MixingDistanceToScreen float Distance of mixing layer from the camera. MixingShowFullScreen bool Enable/Disable fullscreen mixing. MixingShowLayer bool Enable/Disable mixing a layer in a scene. MixingShowShadows bool Enable/Disable shadows for mixing a layer in a scene. MixingKeyBlackLevel float Adjust the shift of the black signal level for Key insertion - default -0.3. MixingKeyMiddleLevel float Adjust the shift of the middle signal level for Key insertion - default 0.5. MixingKeyWhiteLevel float Adjust the shift of the white signal level for Key insertion - default 1.3. MixingKeyOldMiddleLevel float Adjust the original middle signal level for Key insertion - default 0.5. Garbage Export Value Description GarbagePos string, "X=, Y=, Z=" Garbage relative position in cm. GarbagePosX float Garbage relative position X in cm. GarbagePosY float Garbage relative position Y in cm. GarbagePosZ float Garbage relative position Z in cm. GarbageRot string, "X=, Y=, Z=" Garbage relative rotation in degrees. GarbageRotX float Garbage relative rotation X in degrees. GarbageRotY float Garbage relative rotation Y in degrees. GarbageRotZ float Garbage relative rotation Z in degrees ShowGarbage bool Visualize garbage on the main viewport. Distortions Export Value Description Distortions string: "Off" / Select distortions on output - default MODE2. "MODE1" / "MODE2" DistortionsScaleFieldOfView float Modify FoV according to Enlarge (needed to match RE distortions implementation). DistortionsTexelsInCorner bool DistortionsTextureSize int 43
DoF Export Value Description DofEnable bool Enable/Disable DOF effect. DofAperture float Control the intensity of the DOF effect. It defines the opening of the camera lens, typical 1.2 (large opening), larger numbers reduce the DOF effect. DofUseRealCameraFocus bool Use the real focus distance from tracking data. DofUseRealCameraAperture bool Use the real camera Aperture from tracking data. DofNearTransition float near transition distance in centimeters DofFarTransition float far transition distance in centimeters 44
5 Troubleshooting In this section: • Installation Problems • Configuration Problems • Frequently Asked Questions Installation Problems Problems Accessing the Network Location path_to_unreal 1. Check Registry entries: - Open the Registry Editor: - Go to: HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\4.18
- Make sure that the InstalledDirectoryy is pointing to a real, accessible location (even an empty folder). Problems with locating the version of installed Unreal Engine The MaestroVirtualSetAuthoring 2018.6 application requires UnrealEngine v4.19. If the version is already installed on the PC but not registered properly in the system (missing entries in Windows Registry): HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\4.19\InstalledDirectory uninstall it from the Epic Games Launcher and install it once again. Problems with installing MaestroVirtualEngine on Linux machines c The procedure described here applies only to the MaestroVirtualSetEngine_2018.6.120.exe version! 46
The installer listed above may have problems with installing/updating packages on desired render machines. • If you have installed this version on render machine A and you want to install it again on render machine B, then the installer automatically wants to remove packages from render machine A. • Other problems may occur when you want to install this version on other render machines and one of the already set up render machines is unreachable in the network - the installer wants to remove it, but if it encounters connection problems then it fails and stops the installation. • If you are going to install a new version of the application, the installer will try to first uninstall the previous version on all of the already installed render machines. To avoid these problems you need to edit windows registry key HKEY_LOCAL_MACHINE\SOFTWARE\Avid\MaestroVirtualSetLinux\HDVG and/or edit or remove the IP address. Configuration Problems Used format is different than what is defined in the HDVGControlPanel When the host name is set to default instead of the actual HDVG host name, problems can occur. To successfully save the proper host name in the HDVGControlPanel, press Next after entering the correct host name and then press Save (two or more times). 47
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