xr calibration procedures needs a specific XR/AR licence. Please contact us for trying thanks our
#XRForm
Calibration may be the most important part for XR projects. This give a coherent picture when you do virtual production and set-extension.
To begin the calibration part, right click on the
Physical Camera
A camera that simulate a real-one
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->
Tool
An element that adds logic and/or functionality to your compo, that is not visible on screen
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-> Calibrator ->
XR Calibrator
A specific tool for XR calibration
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.
You need to attach the
Video Input
Extract the image from a Video Input Device
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to the associated input device in order to make it work. The calibration procedure is here to create a correct visual bridge between the real world (recorded by the camera) and the virtual world (generated by Smode).
Check the Default resolution of your camera to fit the reality.
If your Physical Camera is in a
Stage Elements Group
Group multiple stage elements together
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, select the Group and go in
Advanced Parameter
, If not, you need to create one a put your camera in it, like explained on the layers Order here:
Camera tracking
Create and configure a tracking system and camera
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There is 3 different Calibrator:
-
XR-Latency Calibration
Automatically evaluate the amount of frame delay between sending a picture to the stage and receiving it back through the camera.
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:
Automatically evaluate the amount of frame delay between sending a picture to the stage and receiving it back through the camera.
-
XR-Geometry Calibration
Lets Smode know the position of cameras and Led Screens in the real world
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:
Modify the placement of the
Tracking System
To visualize tracked points using a tracking device
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, the Correction of the
Tracker
a Tracker represent a real tracker and is part of a Tracking System
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and Camera Model of the
Physical Camera
A camera that simulate a real-one
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-
XR-Color Calibration
Blend perfectly the walls colors with the virtual surrounding.
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: Generate a LUT that can be applied after. On the Extended with a
Smart Lut
Modify colors using a LUT from a XR Display information
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It's important to respect the order of those calibration. The Geometry calibrator need the information given by the latency. The color Calibration need the information provided by the geometry calibrator and the latency.
In order to calibrate a XR Project, you need to do it in this order:
1)Latency -> 2)Geometry -> 3)Color
We advise you to take a look at the points detailed in the topic
Sanity Check for XR setup
Hardware setup for XR project
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before processing to a
XR-Latency Calibration
Automatically evaluate the amount of frame delay between sending a picture to the stage and receiving it back through the camera.
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