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Avid Maestro | Virtual Set Setup Guide v2019.9 • Created 8/14/19 • This document is distributed by Avid in online (electronic) form only, and is not available for purchase in printed form.

4 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 ...... 11 Chapter 3 Installation and Configuration ...... 12 Solution Overview ...... 12 Pre-installation checklist ...... 17 Installing Avid Maestro | Virtual Set on Linux ...... 18 Installing the Linux Environment...... 18 Installing Render Engine ...... 20 Installing ...... 23 Configuration of Lens distortions ...... 24 Tracking with the Xync System ...... 25 Installing Avid Maestro | Virtual Set on Windows ...... 27 Installing Maestro | Virtual Set...... 27 Installing Avid FastServe | Playout ...... 27 Installation ...... 27 Configuration ...... 27 Troubleshooting ...... 28 Post-installation Checklist ...... 30 Chapter 4 Starting the Avid Maestro | Virtual Set System ...... 32 Render Engine ...... 32 Unreal Engine...... 32 Chapter 5 Controlling Maestro | Virtual Set...... 35 Controlling with PuTTy ...... 35 ReTalk3 Commands ...... 36 Controlling with Maestro | Live...... 37 Controlling with Global Exports ...... 41 Chapter 6 Troubleshooting ...... 46 Installation Problems ...... 46 Configuration Problems ...... 48 Frequently Asked Questions ...... 49

5 Using This Guide

Symbols and Conventions

Avid documentation uses the following symbols and conventions:

Symbol or Convention Meaning or Action

A note provides important related information, reminders, n recommendations, and strong suggestions.

A caution means that a specific action you take could cause harm to c your computer or cause you to lose data.

A warning describes an action that could cause you physical harm. w 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

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 driver nvidia-410.78-1.0.tgz

- FW for UHD2 board gfx_sdi_410_39_5.bin for SDI and gfx_ip_410_404.bin for IP

- Avid Render Engine for Linux RenderEngine_Linux_2018.12.3****.exe

- Avid FastServe | Playout FastServePlayout_IM_19.6.*.exe

- Maestro | Virtual Set Engine MaestroVirtualSetEngine_2019.8*.exe, which contains: • SceneLoader_2019.8-*_linux.tgz • VideoOutput-2019.8.*-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 4.22.3

- Maestro | Virtual Set Authoring Installer MaestroVirtualSetAuthoring_2019.8.*.exe, which contains: • v13_clang-7.0.1-centos7.zip • TP_AvidBaseBP_2019.8-*.7z (scene template) • AvidCamera_2019.8-*.7z (plugin) • AvidControl_2019.8-*.7z (plugin) • AvidMedia_2019.8-*.7z (plugin) • NdiMedia_*.7z (plugin) • AvidMaestroVirtualSetEditor_2019.8-*.7z (deploy and checker plugin)

- Sample Scene Template Sample2019_8_***PROJECT.zip (Sample scene template)

- Maestro | Virtual Set Add-ons MaestroVirtualSetAddons_2019.8.*.exe which contains: • EpicVirtualStudio project files • EpicVirtualStudio deployed scene • UE_GlobalExports_2019_8.prod file for Avid Maestro | Live

- Maestro | Designer MaestroDesigner_2018.12.1.****.exe

Controlling

The following controllers can be used in a Maestro | Virtual Set environment: • Sample scene: Sample2019_8_***LINUX.7z • PuTTy (Telnet client) • Avid Maestro | Live 2018.11.2 Client • Avid Maestro | News 2018.6.3 Controller

Tracking Emulation • OradGenericSender.exe • MaestroTracker_2018.9.*.exe

10 Current Versions

The following component versions are tested and approved for the Maestro | Virtual Set 2019.8 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-410.78-1.0.tgz

- 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)

- Libraries and Tools supporting Video I/O libdvg-813.1-14.el7.centos.x86_64.rpm

- Maestro | Virtual Set Authoring MaestroVirtualSetAuthoring_2019.8.623

- Maestro | Virtual Set Engine MaestroVirtualSetEngine_2019.8.623

- Licensing Tools oradAuthoId-2.2.21-101.x64

- Maestro | Tracker MaestroTracker_2018.9.25

- Unreal Engine Unreal Engine 4.22.3

- Render Engine RenderEngine_Linux_2018.12.3.9016

- Maestro | Designer MaestroDesigner_2018.12.1.2770

- Maestro | Live Maestro | Live 2018.11.2.271

- 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 • External Chroma Key Device - such as ULTIMATTE 12 • 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 • 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 • 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 - 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 - 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).

16 Internal mixing in Unreal with On-air Graphics from RE

Hardware components: • HDVG4 - render machine • ULTIMATTE 12 - External ChromaKey device • Camera + Tracker • Genlock Generator • Control_Data server •Control PC

HDVG4 render machine provides two renderers separated by domains. 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 UnrealEngine through two video insertions. His output is going into mixing source for RE which is adding Augmented Reality objects, on-air graphics, insertions, clips etc.

Pre-installation checklist

Before installing the Maestro | Virtual Set system, check Hardware and Software requirements listed in the Requirements chapter.

17 Installing Avid Maestro | Virtual Set on Linux

This topic contains information on how to prepare a complete Maestro | Virtual Set Linux system.

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. Install CentOS 7.4 and configure it. 2. Install the modified NVIDIA driver.

If you already have an unmodified NVIDIA driver installed you need to uninstall it first, otherwise the n installation of the new driver will fail. To uninstall the driver, follow the below steps:

- Stop all graphic applications: killall -vw RE SceneLoader dvgtest X

- Execute the installer with the --uninstall option: sh /data/public/NVIDIA-Linux- x86_64-410.78-Avid-MVS.run --uninstall

a. Place the appropriate NVIDIA driver in a public folder on the render machine. b. Login to your CentOS7 based render machine (HDVG4). c. Unpack the NVIDIA driver. tar -zxvf nvidia-410.78-1.0.tgz d. Go to the unpacked driver directory and run ./orad-installer. cd /data/public/NVIDIA-Linux-x86_64-410.78/ ./orad-installer c It is required to stop all graphics applications when installing the driver. n 32-bit compatibility libraries are not needed. e. When a window appears asking to run the nvidia-xconfig utility, click No to proceed further. f. The driver installation is now complete. g. Edit the /etc/modprobe.d/modprobe.conf file and add the pbo_cached parameter. vim /etc/modprobe.d/modprobe.conf options nvidia nv_pbo_cached=1 h. Reboot the machine. 3. If you don't have RAID yet, then create RAID10 for 4x 3.5'' HDDs for Clips. Use scripts create_raid_10_ver2.1.sh and remove_raid_ver1_4.sh for an automated creation of RAID-10. 4. Mount Control_Data.

18 5. 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] 6. 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) 7. 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

Dvgh is used for domain 0 (RE > 0x03Main). Dvgi is used for domain 1 (UnrealEngine > n 0x82Main).

8. Reboot the HDVG4 machine.

19 Installing Render Engine

This topic contains information on how to install and configure Avid Render Engine on Linux.

To the last input of main card of domain=0 (RE) you should put first output from domain=1 (UE) for n the mixing purposes.

Remove all RenderEngine_Linux instances from the Control PC before installing a new c version. In case of any problems, remove the whole /data/public/RenderEngineLinux/ directory.

To install Render Engine on Linux: 1. Install RenderEngine_Linux_2018.12.3.****.exe on the Linux machine. 2. During the RenderEngine_Linux installation a new desktop icon for RenderEngineLinux_InstallationManager 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.

5. Generate licenses for RE, VideoInputs, VideoMixer, VideoOutputs, REEffects (/usr/local/orad/ license.dat).

20 To edit the start.sh file: 1. Edit the start.sh (/data/RE/bin/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 (/data/RE/bin/RE.xml) file and set the RE Layout to HDWithAlpha:

The ChannelId="X" parameter should be set in the same way as CHANNEL X from line 8 in n TrackingSet_HOSTNAMEYOURHDVG4.cfg file. See the Maestro | Tracker section below.

3. Enable and configure lens distortions, if necessary.

To edit the Effects.xml (data/RE/bin/Effects.xml) file: t If you need the lens distortions to work on slots other than 250-255, edit the Effects.xml file: ... ...

To edit the Cores.xml file: t Open the /data/RE/bin/Cores.xml file and in the section change the Affinity Value to “2,3” for each thread as presented below:

21

Control Panel

Create a control panel for Render Engine and Unreal Engine. Use the host name of your HDVG to name the control panel (Add RenderUnit > HDVG4 Main): • 1080i@50Hz (SMPTE274_25I) or 59Hz, • Add HDVG4 Main card, • gfx optimized + pipeline, dual-link: 0, fill-only: 8 on main, • 1 render channel, genlock analog, fields rendering + alpha, • mixing activated, single mixer source checked, video processing enable ALL, • HD Color Input: 8 • outputs compositing

22 Installing Unreal Engine

First, install the Maestro | Virtual Set Engine (MaestroVirtualSetEngine_2019.8.*.exe). Make sure you have the required license in place.

If you have already installed MaestroVirtualSetEngine_2018.6.120.exe on Control PC, please take a n look on troubleshooting section.

To install MaestroVirtualSetEngine_UE4.22_2019.8.*.*.exe: 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 2019.8 (usr/local/orad/license.dat).

Without a valid license you will not be able to load any project to SceneLoader and an appropriate n 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 distortions

Lens distortions are enabled by default. But if you need to disable them on output, edit the

/data/SceneLoader/SceneLoader/Saved/Config/LinuxNoEditor/Game.ini file.

[/Script/AvidCamera.AvidLensDistortionSettings]

DistortionsType=NONE

24 n Possible values are: NONE, ENABLED Additional parameters (only when enabled): • TextureSize: integer value (power of two), default 32

Controlling of Lens Distortion

If you plan to match tracking between RE and UE, then you need to use a dedicated GlobalExport command (DistortionsScaleFieldOfView) in runtime.

If in the RE.xml file you have the following info:

IsEnlargeView="Yes"

EnlargeX="0.12"

EnlargeY="0.12"

...

/>

Then, using a controller send to this export value “1.12”. n If you want to permanently set this distortion, you can insert it in the /data/SceneLoader/ SceneLoader/Saved/Config/LinuxNoEditor/Game.ini file.

[/Script/AvidCamera.TrackingServer]

ScaleFieldOfView=1.12

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.

Where: CHANNEL 1 is for Render Engine and should be configured the same in RE.xml file.

25 CHANNEL 2 is for Unreal Engime and requires (UE uses unicast connection for Tracking Data). Example: If you have to send the Tracking Data to another HDVG (not the one with Xync on it) you should add additional channels for Unreal inside /data/WebSettings/modules/modXync/data/TrackingSet_.cfg. For example here we are sending tracking data Unreal Engine on two HDVGs 10.10.15.39 and 10.10.15.40: CHANNEL 1 INIT CAMERA 1 DELAY CHANNEL 0

CHANNEL 2 INIT CAMERA 1 SOCKET TRANSMIT json 12000 10.10.15.39

CHANNEL 3 INIT CAMERA 1 SOCKET TRANSMIT json 12001 10.10.15.40

3. Allow for proper multicast routing on Xync HDVG: route add -net 224.0.0.0 netmask 240.0.0.0 eth0

26 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 4.22.3. 5. Perform first run of Unreal Engine and close it. 6. Download MaestroVirtualSetAuthoring_UE4.22_2019.8.*.exe and run the installer. n Before installing a new MaestroVirtualSetAuthoring version, please uninstall all previous builds. MaestroVirtualSetAuthoring should automatically detect your Unreal Engine installation directory n and it will install plugins there.

7. Make sure you have the necessary license for MaestroVirtualSetPlugins 2019.8.

Installing Avid FastServe | Playout

Maestro | VirtualSet utilizes the Avid FastServe | Playout (VideoEngine) component as the clip provider.

Installation

Install FastServe | Playout for Linux as described in the Installation of FastServe | Playout on Linux using the Installation Manager topic of the Avid FastServe | Playout Setup Guide v2019.6.

Configuration

After installing FastServePlayout (VideoEngine), configure it as described below.

To configure FastServePlayout for the Clips insertions: 1. Open a web browser and enter the FastServe | Playout unit’s IP address as the URL, with the suffix 8080. For example, 192.0.2.0:8080. The Log In Page opens.

27 2. Type your password in the Password field. n The default user name is “admin” or “avid” and default password is “Avid123”. 3. (Option) If you want the login credentials to be saved, click the Remember me check box. 4. Click the Log In button. The VideoEngine page is displayed. 5. Check if you have the correct version installed and then set your OUT options: t The Maximum number of OUT channels: 4 t The Resolution: Native t The Format: YUY2 t Transfer mode: Asynchronous

6. Open the General section to assign the required Cores. t Lightweight RE usecase:

t Normal RE usecase:

Troubleshooting

FastServePlayout (VideoEngine) Tweaks

Increase the Pool Size to 2048 in the VideoEngine.xml file.

28 SceneLoader Tweaks

Disable all SMIO channels in the Game.ini file if they are not used.

Also, invert fields order for interlace.

Known Issues and Limitations a Alpha channel is not supported. a There is an assumption for picture aspect of a clip to be equal 16x9. Even so, a designer of a scene may change this assumption and scale the rectangle with clip insertion differently.

29 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

30 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

31 4 Starting the Avid Maestro | Virtual Set System

In this section: • Render Engine • Unreal Engine

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:

33 4. Run SceneLoader with the following command: cd /data/SceneLoader/ ./mstart.sh

SceneLoader is our modified Unreal Engine with implemented ReTalk3 API and should be treated as n Unreal equivalent of launching RE. Engine is waiting for RT3 commands - load scene, activate, deactivate, set export, play animation etc.

34 5 Controlling Maestro | Virtual Set

In this topic: • Controlling with PuTTy • Controlling with Maestro | Live • Controlling with Global Exports

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 Scene

[1] Scene.Load(PathName="Sample2019_8\Sample2019_8");

Activate Scene

[2] Viewport.ActivateScene(Canvas="Canvas1", Channel=1, Scene="Sample2019_8\Sample2019_8");

Set export

[3] Export.Set(Scene="Sample2019_8\Sample2019_8", 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_8\Sample2019_8", 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_8\Sample2019_8", 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_8\Sample2019_8");;

36 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.

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.

37 In the Action Editor > Details tab, attach the created actions to the Unreal Engine device you have created in Step 3.

In the Graphic Item tab, select the proper device and scene Sample2019_8 > Set Defaults:

6. Add the appropriate actions to the Cue, Play and Stop tabs in all controls.

38 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. 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.

You should have an XML file with supported GlobalExports in /Control_Data/config/GlobalExports/ n 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.

39 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.

40 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 Defaults

TrackedPawnPos string, "X=, TrackedPawn position in cm - use it to translate the - Y=, Z=" 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.

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. 0

ShowTalentMarker bool Show talent marker 0

Monitoring

Export Value Description Defaults

ShowTrackingDataOverlay string, "X=, TrackedPawn position in cm - use it to translate the - Y=, Z=" scene location.

ExecuteConsoleCommand float TrackedPawn position X in cm - use it to translate - the scene location.

ShowPerformance float TrackedPawn position Y in cm - use it to translate - the scene location.

ShowOnScreenMessages float TrackedPawn position Z in cm - use it to adjust the - floor height in the studio.

ShowVideoStatistics float TrackedPawn Pan in degrees - use it to rotate the - scene.

41 Video Insertions

Export Value Description Default

VideoDelay string, Parameter format: Add video delay for a given video 0 (VideoStreamIndex:Int), insertion. (Delay:Float) n This setting will be saved. ShowVideo bool Show Video statistics 0 Statistics

NDI Insertions

Export Value Description

NdiMediaOpenSource string, Parameter format: Open the given source name on an NDI (ChannelNo:Int),(SourceName:String) channel.

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 (ChannelNo:Int),(ColorFormat:String) channel. Possible formats are: BGRA or UYVY

Mixing

Export Value Description Defaults

MixingDistanceToScreen float Distance of mixing layer from the 1000 camera.

MixingShowFullScreen bool Enable/Disable fullscreen mixing. 1

MixingShowLayer bool Enable/Disable mixing a layer in a scene. 1

MixingShowShadows bool Enable/Disable shadows for mixing a 1 layer in a scene.

MixingKeyBlackLevel float Adjust the shift of the black signal level 0.0 for Key insertion - default -0.3.

MixingKeyMiddleLevel float Adjust the shift of the middle signal level 0.5 for Key insertion - default 0.5.

MixingKeyWhiteLevel float Adjust the shift of the white signal level 1.0 for Key insertion - default 1.3.

MixingKeyOldMiddleLevel float Adjust the original middle signal level for 0.5 Key insertion - default 0.5.

MixingFillInput int Video input for mixing (FILL) -

MixingKeyInput int Video input for mixing (KEY) -

MixingFillPremultiplied bool Fill premultiplied 1

42 Export Value Description Defaults

MixingKeyInvert bool Key inversion 0

MixingKeyUse bool Use KEY for mixing 1

MixingKeyPreview float Previewing the KEY signal - Lerp 0.0 between KEY and FILL from 0.0 to 1.0

MixingBlend float Fullscreen mixing blend factor from 0.0 1.0 to 1.0

MixingLayerSimplified float layer simplified KEY threshold from 0.0 1.0 to 1.0 Alpha

MixingProcessLayerDoF bool Process Layer DoF 0

ShowTalentMarker bool Show talent marker 0

Color Correction for Layer

Export Value Description Defaults

MixingLayerColorContrast float Layer Color Correction Contrast 1.0

MixingLayerColorSaturation float Layer Color Correction Saturation from 0.0 -2.0 to 2.0

MixingLayerColorHueShift float Layer Color Correction Hue Shift from 0.0 -0.5 to 0.5

MixingLayerColorBrightness float Layer Color Correction Brightness from 1.0 0.0 to 8.0

MixingLayerColorLiftR float Layer Color Correction Lift Red 0.0

MixingLayerColorLiftG float Layer Color Correction Lift Green 0.0

MixingLayerColorLiftB float Layer Color Correction Lift Blue 0.0

MixingLayerColorGammaR float Layer Color Correction Gamma Red 1.0

MixingLayerColorGammaG float Layer Color Correction Gamma Green 1.0

MixingLayerColorGammaB float Layer Color Correction Gamma Blue 1.0

MixingLayerColorGainR float Layer Color Correction Gain Red 1.0

MixingLayerColorGainG float Layer Color Correction Gain Green 1.0

MixingLayerColorGainB float Layer Color Correction Gain Blue 1.0

MixingLayerColorCorrection float Amount of layer Color Correction from 0.0 Amount 0.0 to 1.0

MixingLayerUnlit float Layer Unlit amount from 0.0 to 1.0 1.0

43 Color Correction for FullScreen

Export Value Description Defaults

MixingFullScreenColorContrast float FullScreen Color Correction Contrast 1.0

MixingFullScreenColorSaturation float FullScreen Color Correction Saturation 0.0 from -2.0 to 2.0

MixingFullScreenColorHueShift float FullScreen Color Correction Hue Shift 0.0 from -0.5 to 0.5

MixingFullScreenColorBrightnes float FullScreen Color Correction Brightness 1.0 s from 0.0 to 8.0

MixingFullScreenColorLiftR float FullScreen Color Correction Lift Red 0.0

MixingFullScreenColorLiftG float FullScreen Color Correction Lift Green 0.0

MixingFullScreenColorLiftB float FullScreen Color Correction Lift Blue 0.0

MixingFullScreenColorGammaR float FullScreen Color Correction Gamma Red 1.0

MixingFullScreenColorGammaG float FullScreen Color Correction Gamma 1.0 Green

MixingFullScreenColorGammaB float FullScreen Color Correction Gamma 1.0 Blue

MixingFullScreenColorGainR float FullScreen Color Correction Gain Red 1.0

MixingFullScreenColorGainG float FullScreen Color Correction Gain Green 1.0

MixingFullScreenColorGainB float FullScreen Color Correction Gain Blue 1.0

MixingFullScreenColorCorrectio float Amount of FullScreen Color Correction 0.0 nAmount from 0.0 to 1.0

MixingFullScreenUnlit float FullScreen Unlit amount from 0.0 to 1.0 1.0

Garbage

Export Value Description Defaults

GarbagePos string, "X=, Y=, Garbage relative position in cm. - Z="

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=, Garbage relative rotation in degrees. - Z="

GarbageRotX float Garbage relative rotation X in degrees. -

GarbageRotY float Garbage relative rotation Y in degrees. -

44 Export Value Description Defaults

GarbageRotZ float Garbage relative rotation Z in degrees -

ShowGarbage bool Visualize garbage on the main viewport. 0

Distortions

Export Value Description Defaults

Distortions string: "NONE" / Select distortions on output - default Enabled "ENABLED" MODE2.

DistortionsScaleFieldOfView float Modify FoV according to Enlarge (needed 1.0 to match RE distortions implementation).

DistortionsTextureSize int 32

DoF

Export Value Description Defaults

DofEnable bool Enable/Disable DOF effect. 1

DofAperture float Control the intensity of the DOF effect. It 4.0 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 1 data.

DofUseRealCameraAperture bool Use the real camera Aperture from 0 tracking data.

DofNearTransition float Near transition distance in centimeters 100

DofFarTransition float Far transition distance in centimeters 100

DofFocusPlaneDistance float The Focus Plane distance in cm when 400 DofUseRealCameraFocus is disabled

45 6 Troubleshooting

In this section: • Installation Problems • Configuration Problems • Frequently Asked Questions

Installation Problems

Problems with locating the version of installed Unreal Engine

The MaestroVirtualSetAuthoring 2019.8 application requires UnrealEngine v4.22. 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\4.22\InstalledDirectory

uninstall it from the Epic Games Launcher and install it once again.

Afterwards, check the Windows Registry is the required entry is present: Problems with installing MaestroVirtualEngine on Linux machines

The procedure described here applies only to the MaestroVirtualSetEngine_2018.6.120.exe c version!

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.

47 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).

48 Frequently Asked Questions

My output is blinking! What can I do?

Change genlock to DIGITAL instead of ANALOG.

I cannot uninstall Maestro | Virtual Set from Linux! How to delete it completely?

Go to /data/public/MaestroVirtualSet/2018.6.xxx/ and run the ./uninstall.sh script.

Tracking is not matching between UE and RE and the camera feed. What can I do?

This problem can be caused by a number of factors: 1. Performance issues. 2. Distortions settings 3. Screen formats database in libdvg 4. Floor level in Unreal

To find solutions for problems listed above, see the Maestro | Virtual Set User Guide.

49