@skulpture said:
Get a datapath FX4 or similar. It takes a single 4k input and splits it into quads; then you get 4 individual FHD outputs.https://www.datapath.co.uk/dat...
This would be my suggestion as well
Can you send the patch either here (if you're comfortable) or in a support ticket (see the link in my signature) so we can take a look at it? In medical terms, it can be hard to diagnose a patient over the phone rather than through a physical exam.
Hello all,
There have been a few questions in the past few months, so I just wanted to give a *very* quick and dirty explanation of how to connect Isadora to Rokoko Studio in order to get tracking data from the Rokoko Smartsuit Pro/Pro II and Smart Gloves.
Setup Steps:
- Download and install Isadora
- If you don't have an Isadora license and want to be able to save your work, purchase an Isadora License
- Note: There are short-term and long-term options for licenses. Check the store for more details.
- Download and install Rokoko Studio from Rokoko's website.
- Note: This software is what collects the live data from the suit/gloves
- Get a Rokoko Plus subscription so that you can stream the data to Isadora from the Rokoko Studio Software.
- Get your suit/gloves connected to your WiFi and ensure they show up in Rokoko Studio
- Note: If you are having trouble, feel free to consult:
- Download the Rokoko Studio Live Watcher Add-On, unzip it, and follow the setup steps inside to connect Rokoko Studio to Isadora
- Note: If you are having trouble, feel free to consult Rokoko's article on connecting Rokoko Studio to Isadora.
Here is a GLSL shader, that will unwarp a 'fisheye' (its not going to be perfect, since its not calibrated to any specific lens), but it should provide a decent result.
/*
Fisheye Correction - Fragment Shader
For Isadora GLSL Shader actor
*/
// ISADORA_PLUGIN_NAME("Fisheye Correction")
// ISADORA_PLUGIN_DESC("Corrects fisheye lens distortion from an input video stream to create a flatter, non-fisheye output.")
// ISADORA_FLOAT_PARAM(strength, strn, 0.0, 200.0, 100.0, "Amount of fisheye correction. Higher values remove more barrel distortion.")
uniform float strength;
// ISADORA_FLOAT_PARAM(zoom, zoom, 50.0, 200.0, 115.0, "Zooms the corrected image to hide curved black edges.")
uniform float zoom;
// ISADORA_FLOAT_PARAM(horz_center, ctrx, -100.0, 100.0, 0.0, "Horizontal center of the lens correction.")
uniform float horz_center;
// ISADORA_FLOAT_PARAM(vert_center, ctry, -100.0, 100.0, 0.0, "Vertical center of the lens correction.")
uniform float vert_center;
// ISADORA_FLOAT_PARAM(edge_softness, edge, 0.0, 20.0, 2.0, "Softens the edge where the corrected image runs outside the source.")
uniform float edge_softness;
// Built-in Isadora uniforms
uniform vec2 resolution;
uniform sampler2D tex0;
void main(void)
{
vec2 uv = gl_TexCoord[0].xy;
// Move coordinates so that 0,0 is the image center.
vec2 center = vec2(0.5) + vec2(horz_center, vert_center) / 200.0;
vec2 p = uv - center;
// Correct for non-square aspect ratio.
float aspect = resolution.x / resolution.y;
p.x *= aspect;
// Zoom after correction. Higher zoom crops the outer edges.
p /= zoom / 100.0;
// Distance from lens center.
float r = length(p);
// Barrel/fisheye correction.
// The shader samples farther outward as pixels move from the center,
// which visually straightens fisheye-curved lines.
float k = strength / 100.0;
float corrected_r = r * (1.0 + k * r * r);
vec2 corrected_p = p;
if (r > 0.00001) {
corrected_p = normalize(p) * corrected_r;
}
// Undo aspect correction and return to texture coordinates.
corrected_p.x /= aspect;
vec2 sample_uv = corrected_p + center;
// Create a soft mask so out-of-range areas fade to black.
float soft = edge_softness / 100.0;
float mask_x = smoothstep(0.0, soft, sample_uv.x) *
smoothstep(0.0, soft, 1.0 - sample_uv.x);
float mask_y = smoothstep(0.0, soft, sample_uv.y) *
smoothstep(0.0, soft, 1.0 - sample_uv.y);
float mask = mask_x * mask_y;
// Clamp sampling to avoid texture wrapping artifacts.
sample_uv = clamp(sample_uv, vec2(0.0), vec2(1.0));
vec4 color = texture2D(tex0, sample_uv);
gl_FragColor = vec4(color.rgb * mask, color.a);
}
Hi all,
Does anyone know a way to undistort a feed from a fisheye lens? I know there is an actor to create a fisheye effect, but I wondered if there is some way of undoing the distortion?
Nic
I like the Blackmagic Decklink Quad (8 switchable in/out). It's under Capture and Playback, here: Products | Blackmagic Design
The one I have seems to have been replaced by a newer version, but I found it on eBay: Blackmagic Design BMDPCB143A DeckLink Quad PCIe SDI Capture Card | eBay
Cheers,
Hugh
Get a datapath FX4 or similar. It takes a single 4k input and splits it into quads; then you get 4 individual FHD outputs.https://www.datapath.co.uk/dat...
Hi all
Does anyone have any tips for running 12 or more projectors from one computer? I already have an rtx 4090 and an rtx 3070 installed but want to run at least 4 more projectors .
Thanks,
Ray
Is it possible you are low on drive space?
Hi all!
I made a live gig with a patch and it went really smooth during the whole performance. During preparations the cpu load was about 35%.
Now, a few weeks later, the performance is much worse, even on the same unedited save files. I don't get what could be wrong.
Appearance: Annoying stutters every 10 seconds
CPU load: 60-70%
Framerate: about 24-27 (frame rate goal 30fps)
VPO: 150-179
Cycles: 0.70
The patch consists of many GLSL shaders, some feedback looping and a few virtual projectors. All other applications are closed.
Anyone want to take a shot at guessing what could have happened?