Transferring RS Projects into the XR Studio

This article will focus on how to specifically transfer a Render Stream-based project (i.e. Unreal Engine) into the XR Studio by ensuring the files are fully in the correct directories on the disguise Render servers, and that the RenderStream layer is configured accordingly in disguise Designer.

  1. Have your project folder ready for transfer. Make sure it is readily configured for Renderstream, use this checklist for reference.


     

  2. Navigate to the EML-XR-NAS (Network Attached Storage). There should be a desktop shortcut. It should also be accessible from the Network section, or directly accessible using the address, EML-XR-NAS.emerson.edu.



     
  3. When accessing the NAS, you will see many directories. The one you will need to drop off your Unreal Engine project (or any RenderStream-based projects) would be under Project_Dropoff.

     
  4. Copy over your project into Project_Dropoff whether directly into the folder or corresponding subfolder, as needed.

     
  5. From here, the NAS should begin syncing the project to both of the RXII render servers. When transferring into the XR Studio, it is recommended to run a couple of checks. We will begin by remoting onto one of the RXII servers: RXII-A. Please do so using the KVM at the Teacher’s/XR Operator’s Station or via Parsec on one of the workstations.


     
  6. On the RXII-A server, you will want to find its local RenderStream Projects folder. Your project will need to completely be synced/copied over into this folder and configured correctly before it can be brought up on the wall. You should see a desktop shortcut or you can navigate to the folder, found at D:\RenderStream Projects. Additionally, there is a network shortcut to the RenderStream Projects directory on the other server as well.


     

  7. Locate your project in the RenderStream Projects directory.

     
  8. It’s recommended to ensure that the project has completely transferred/synced over to the respective servers. Open up the EML-XR-NAS shortcut off the RXII’s desktop, navigate over to Project_Dropoff. Both there and in RenderStream Projects, examine the properties (Right click > Properties) of the overall project folder.


     

  9. Check both sizes of the project folder in the NAS Project_Dropoff folder and the RenderStream Projects folder. They should be approximately the same. There may be a difference of file quantity by around ±10 files. If you see a green checkmark on your project in the RenderStream Projects folder, that usually signifies that the sync should be completed.
  10. It’s also recommended to open your project from RenderStream Projects and ensure everything is-as expected. This may also save you the wait for the shaders to compile when starting the workload from disguise Designer, for the first time. Once finished, be sure to close the project to ensure RenderStream’s performance is not negatively affected when actively rendering.

     
  11. Another point to check is to ensure, inside of your project’s directory, that the Renderstream metadata file is present and generated correctly. It should be a json file that is named in the following format (all lowercase): rs_<project title>. This will contain your available levels, camera channels, and exposed parameters.
  12. If needed, double check that the project has synced correctly on the other server.
  13. Once ready, disconnect from the RXII server, and remote onto the Director.
  14. Disguise Designer should be open to a project such as eml_demo or otherwise specified. Make sure you are on your desired track. For this example, we’ll look for the track titled fall-25_VM420.
  15. There you will find a mostly empty timeline, with a set of layers on the left side, sectioned off.


     

  16. From bottom to top the layers are: a RenderStream layer, Open Layer (Scene Origin), two Video Layers for the Quasars’ output, and two LUT layers for the color calibration tied to the backplate and frontplate virtual elements.
  17. Left click on the RenderStream layer, this will open the properties menu for the layer.


     

  18. In the properties window, right-click on Workload. This will expand the properties accordingly. Here is where you will configure your rendered project and map the available channel outputs.


     

  19. You should be able to find your project by the name of the .uproject file. Pick the number/specific server(s) you are rendering from. Default Assigner is recommended to be inner frustum full. Your scene should, at minimum, have an available backplate camera channel. Make sure that the Mapping is set to emerson_xr target (backplate), with inner frustum full as the Assigner.

  20. Right click on Asset, and select a Content source machine. In the event your scene requires multiple servers to render, this machine will serve as the main reference that all other machines will copy/sync from.

     
  21. From here, press Start under Actions, or right-click on the RenderStream layer then Start Workload.


     

  22. Your scene should now be rendering on the wall. If the virtual camera’s position is incorrect, that can be changed using the Scene Origin (Open) layer.


     

  23. Left-click on the Scene Origin layer, then right click on the origin corresponding to the backplate (or frontplate, if needed).


     

  24. The virtual camera’s position/origin offset can be changed using Offset, Rotation or Engine offset, Engine rotation. Values can be entered in manually, or selected then scrolling the mouse wheel up and down to iterate through values. Scrolling the wheel while CTRL or SHIFT will slow/magnify the iteration rate accordingly.
  25. For any further questions or issues, please contact postproduction@emerson.edu.