Unreal Engine DMX Input Tutorial

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  • เผยแพร่เมื่อ 23 ต.ค. 2024

ความคิดเห็น • 85

  • @vjalt5247
    @vjalt5247 4 ปีที่แล้ว +3

    Thanks, man! I've been trying to get it working for 2 days now... and then I found your video! That's Working!!!! Thank you so much! =D

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      Glad I could help!

  • @zhaochao864
    @zhaochao864 3 ปีที่แล้ว +4

    Hello! How can I find BP_DMXGamelnstance?My software doesn't have this option.thank you!

    • @tjaturmarhaendro5559
      @tjaturmarhaendro5559 3 ปีที่แล้ว

      i have same issue, can somebody help me please......

    • @312sapa
      @312sapa ปีที่แล้ว

      did you solve this problem? i am stuck with the same issue..

  • @manosalaobra1912
    @manosalaobra1912 4 ปีที่แล้ว +2

    Hi there, great tutorial... I downloaded DMX fixture project, but the file does not open due to an NDIIO problem, it says the file was designed for build 4.20, so it does not load. And in the finished sample project, the fixtures' blueprints are not located in the content browser, so I cannot work properly work with them... Besides that, I´m not sure what I am missing, but the DMX fixture folder does not display even in other projects. The show engine Content It is enabled in the view options but the folder does not show. Does anyone have any clue what's going on here?

  • @3datonement687
    @3datonement687 ปีที่แล้ว

    hi bro , have they removed controllers tab in ue5 ?? thx for this great tut

  • @tjaturmarhaendro5559
    @tjaturmarhaendro5559 3 ปีที่แล้ว +1

    9.57
    i cant find bp_dmx_gameinstance. its only 2 options there, sory im just installed ue4 yesterday. newbie here

  • @neilcarman4002
    @neilcarman4002 4 ปีที่แล้ว +1

    This video is so great! Thank you for taking the time out of your day to explain in such detail. I noticed for fixture parameters not in the BP Event Graph, you just mark them as NULL_[parameter] in the FixtureTypes Details window. Could you explain how to map parameters that aren't included by default that we might still want to see virtually, e.g. ColorTemperature/Tint/Hue/Saturation etc?

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      Interesting suggestion. That's probably something that will come in time as I gradually work out other custom fixture types myself. I've done some early testing related to that but I wouldn't say I have a solid workflow for that just yet. Once I do, that's when I should start to turn the PBR fixture library github repo into an actual resource instead of the placeholder repo that it is for the moment. github.com/LexyVFX/Unreal-DMX-Fixture-Library

    • @prototy
      @prototy 4 ปีที่แล้ว

      @@LexyVFX can confirm this works!

  • @ckg242
    @ckg242 4 ปีที่แล้ว

    Thank you very much for making these tutorials!! Super helpful!!

  • @scottnussin9490
    @scottnussin9490 3 หลายเดือนก่อน

    have you ever figured out how to do this on the same pc with UE5?

  • @MultiSamy97
    @MultiSamy97 4 ปีที่แล้ว +4

    where do i get the "dmx fixtures content" from ?

    • @vstrejc
      @vstrejc 3 ปีที่แล้ว

      I assume you already know this, but for others, if you look all the way down, there is "View options", click it and select "Show Plugin Content"

    • @AdrenalineGarage
      @AdrenalineGarage 3 ปีที่แล้ว

      @@vstrejc I did that, but I still don't see that folder in the content window.

    • @AdrenalineGarage
      @AdrenalineGarage 3 ปีที่แล้ว

      You also need to select "Show Engine Content" for the plugin content to be visible.

    • @PERONOOBGAMING
      @PERONOOBGAMING 3 ปีที่แล้ว

      @@AdrenalineGarage did u found any help..im also stuck here

    • @AdrenalineGarage
      @AdrenalineGarage 3 ปีที่แล้ว

      @@PERONOOBGAMING in the "View Options" menu, you need to make sure both "Show Plugin Content" and "Show Engine Content" are checked.

  • @Xdiogokos
    @Xdiogokos 3 ปีที่แล้ว

    someone help me please !!
    hello good night, by the DMX monitor I see that the parameters signal that it is working but the lights do not turn on, what could it be?

  • @knx3696
    @knx3696 4 ปีที่แล้ว

    Hey Lexy. Crazy AMAZING Tutorial!! Thumbs up. Did not see the last one yet, but so far, sooo helpful!!
    Two Questions. Maybe you can help maybe not. The Moving Heads and the Scanners don´t work on Mac. On PC no prob.
    Its always when i switch Maps and Modes from GameInstance to BP_DMXGameInstance. After that Unreal is crashing when Moving Heads or Scanner are in the Map. Any Idea? ... maybe i have to send this to Unreal.
    ... ok. continue to Part4.

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      Hmmm, I pretty much do dev on PC, and use linux for some server stuff. My Mac Mini is potato, that I mainly have to run ShowKontrol, and maybe later QLab. The DMX instance has some setup stuff required for Gobo Wheels and Color Wheels which there might be something platform specific on Mac that it gets angry about. That would be a good question for the Geodesic Games devs if you haven't already, to maybe see if it's possible to pin down the exact culprit in time for a 4.26 patch.

  • @ianvanvliet8649
    @ianvanvliet8649 4 ปีที่แล้ว +1

    Since you’ve listed the gtdf share link, any ideas on how to import the gtdf models? Is it even possible atm? Maybe I’ts something simple I’m missing but I am not having any luck so far, hope you can help!

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      GDTF model import is not yet supported but may come in future releases. Those models also won't necessarily be of the quality for higher end viz that Unreal will ultimately be capable of though. The current fake atmospheric beams out of the box are a good balance of performance and image quality, but it would be possible to enable Unreal's proper frustum-voxel atmospherics and all that other stuff, which is why I discuss the need for a community library of high quality fixture models implemented as Blueprints, including Physically Based Materials in the course intro. I'm looking to spearhead that effort shortly which is why I went ahead and made a placeholder git repo for it which is also linked in the course intro where I discuss the subject further. github.com/LexyVFX/Unreal-DMX-Fixture-Library

    • @neilcarman4002
      @neilcarman4002 4 ปีที่แล้ว

      @@LexyVFX I think you can also download IES profiles from fixture manufacturer websites which are supposed to more accurately simulate the fixture's beam characteristics and apply that profile in the fixture's Details as a texture.

  • @VirtuosoCEO
    @VirtuosoCEO 4 ปีที่แล้ว +1

    So I followed this whole tutorial, but using sACN opposed to ArtNET, as it appears to work on one computer. I see all my DMX Data coming into Unreal, however the lights don't react. Any ideas? Thank you so much for this, this far alone is astounding!

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      Currently the sample fixtures are statically set to receive only ArtNet however if you dive in and edit BP_FixtureLogic, open up the GetDMXCurrentNormalizedData function, and swap the GetDMXFunctionValues node to point to sACN instead of it's default ArtNet selection, you should be able to get them working according to the plugin developers. Caveat: since I've redone my networking to add a 10.x.x.x range lighting VLAN, I've not had a need to test this myself.

    • @brandonrosado9147
      @brandonrosado9147 4 ปีที่แล้ว

      @@LexyVFX I figured this out last night while looking around the blueprints! This does work 100%, can confirm, on one PC, awesome!! Thank you so much for the great tutorial!

  • @SoerenNorgeLauridsen
    @SoerenNorgeLauridsen 4 ปีที่แล้ว

    Thanks for making this series. I can’t seem to find DMXFixtures Content? The list only includes the Game folder. I’m an absolute beginner at Unreal so I might have missed something essential. I have imported the DMX plugins.

    • @Datsuzoku23
      @Datsuzoku23 4 ปีที่แล้ว +2

      View options -> Show plugin content

    • @JustusBradshaw
      @JustusBradshaw 4 ปีที่แล้ว

      How to Save a Life - The Fray

  • @syelchin
    @syelchin 4 ปีที่แล้ว

    How to connect so that Unreal Engine can be 3D visualizer for Sunlight
    Suite-3? I mean, make Sunlight suite-3 a virtual console on the same
    computer for UE4?

  • @nicholasrafael2403
    @nicholasrafael2403 4 ปีที่แล้ว

    Hello!!! Congratulations for the video !!! One question, how do I insert a new Fixture for example BMFL Spot, containing all the geometry of the light fixture?

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      Hey, custom fixtures are the general direction further lighting development is headed. For your specific case, in addition to optionally bringing in custom geometry, you'll also need to modify BP_FixtureLogic with some duplicate copies of the Color Wheel and/or Gobo Wheel functionality to add parameter support for multiple of those if you want to more fully replicate that fixture's capabilities. I'd suggest checking out the Geodesic Games discord server (who developed the DMX integration on Epic's behalf) and ask around in the DMX channel since there's others around there that have needed to do similar modifications.

  • @uncomaaRoxx
    @uncomaaRoxx 2 ปีที่แล้ว

    very useful explain thnx

  • @tecnologiadainformacaoagen5038
    @tecnologiadainformacaoagen5038 3 ปีที่แล้ว

    is it possible connecting with grandMa??

  • @bertomora3895
    @bertomora3895 4 ปีที่แล้ว

    Thanks so Much for this video it got me up and running. Have u experienced any crashes when you stop your playing ur editor? Not sure why but every-time i stop my editor it crashes./

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      I did see some crashes early on when working with the plugin via custom code on beta versions before I yet had documentation or fully knew what I was doing, but by the time we reached the 4.25 gold master release, I gathered a good understanding of the workflow and it's been rock solid for me ever since.

  • @xensorica
    @xensorica 3 ปีที่แล้ว

    can i have a output for unreal to control external lights?

  • @bluedrizzle3237
    @bluedrizzle3237 4 ปีที่แล้ว

    Very cool

  • @knx3696
    @knx3696 4 ปีที่แล้ว

    Hi Lexy. Is there any chance to "record" the DMX infos in unreal to store the project for e.g. Demonstrations for Customers without dot2 or other console?
    And. I'm shooting my Timecode via Reaper. How can i make Unreal to read this to start via Timecode if i want.
    Couldn't found a Solution so far in the www. ;/

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      If you give a look at Matt Workman's Cinematography Database channel and the film end of virtual production, Unreal has a timecode plugin so Unreal can read LTC. It should be possible to combine that with the Take Recorder plugin/Sequencer cinematic editor to record not necessarily DMX, but the final state information of everything. You could also do some dev to record and playback some of this stuff yourself, but I suspect the film tools may work well for this out of the box. As long as Take Recorder works, you should be able to store a show that way and trigger it the same as any other video game cut scene for which there's a boat load of existing resources.

  • @MrMeen
    @MrMeen 3 ปีที่แล้ว

    Hey man. Your videos are great. Do you have any way I can contact you regarding collaboration on a project?

  • @FahriPrananta
    @FahriPrananta 4 ปีที่แล้ว

    Thanks , thats cool , i have question , i want make 2 Universe with protocol art-net and i use MA Dot2 on PC , but the fixture in universe 2 not respond ...... what the solution ???

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      As I believe I mentioned somewhere in the tutorial series, dot2 OnPC software provides one free universe. Beyond that, one would need to invest in other suitable MA hardware for dot2, MA2, or MA3. Alternatively there are some alternative OnPC solutions from competing vendors that have a somewhat steeper learning curve, but I chose dot2 for tutorial purposes because it seems to me to be the most user friendly of the bunch and MA consoles are some of the most common.

  • @brandonrosado9147
    @brandonrosado9147 4 ปีที่แล้ว

    Another question: So I have noticed that all the functions only work in your sample project. I tried to make my own fixtures and it did not work, so I migrated yours to a new project. And they work except the dimmer and Gobos. The position and color work, but no dimmer, shutter, and gobo, any ideas? If I migrate to a fresh project it doesn't work, having not changed anything at all

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      It's somewhat difficult to say, but I ended up building the sample from an empty project a few times between initial R&D and getting a recording workflow figured out, and in the time since, things have been working well for me pulling just a library asset into a fresh project and then setting up a different patch. My best guess would be verifying that function names are all correct if using any non-sample fixtures.

  • @ConsoleTraining
    @ConsoleTraining 4 ปีที่แล้ว

    Hey mate,
    This video is fantastic! Thank you so much for making it

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      Glad you liked it!

  • @ryangregg1916
    @ryangregg1916 4 ปีที่แล้ว

    i need a fixture to be moving head but also RGB control not color wheel how would I set this up ??

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      As I've said, this type of thing entails modifying the blueprint scripts of the sample fixtures, and leans towards custom fixture types as well. I've been tweaking things a bit already but am still figuring out a good approach for dealing with these types of issues and doing custom fixtures more broadly, at which point I'll see about sharing some completed fixtures and workflow details both here and on github github.com/LexyVFX/Unreal-DMX-Fixture-Library

  • @jacobmcglone1602
    @jacobmcglone1602 3 ปีที่แล้ว

    Hey friend, does this work with Hog lighting consoles

  • @FerintoshFarmsPhotography
    @FerintoshFarmsPhotography 3 ปีที่แล้ว

    Thanks, I didn't feel like watching the two-hour live stream from epic, it waaaaaas slow.

  • @ryangregg1916
    @ryangregg1916 4 ปีที่แล้ว

    how would I get the moving head to be using RGB color instead of Color wheel ??

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      Hey, custom fixtures are the general direction further lighting development is headed, but I'd suggest checking out the Geodesic Games discord server (who developed the DMX integration on Epic's behalf) and search the DMX channel for the oldest message mentioning "color mixing" in the search bar and that provides instructions on how to adapt the moving head to support color mixing, as well as providing an example uasset file to pick apart and use.

  • @pck_projectsmotion2518
    @pck_projectsmotion2518 4 ปีที่แล้ว

    when I try to make a render or package the project gives infinite loop error, have some idea how to fix¿

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      As far as I know, this is something of an open problem, relating primarily to using a large number of universes with this first experimental DMX implementation into the engine. Aside from raising the Blueprint iteration count, I'd try to see what I can do to reduce DMX footprint until the DMX integration and fixtures can be better refined and optimized, as there's quite a lot of room for optimization in the first experimental implementations, but that's of course a highly technical process that will need on-going work to improve over time.

  • @nishitparikh265
    @nishitparikh265 4 ปีที่แล้ว

    Hey Lexy, I am not able to run the plugin in Standalone mode. It works pretty well in the viewport as well as new windows but it doesn't recieve inputs in Standalone mode.
    Help appreciated.

  • @marcusmartinez9472
    @marcusmartinez9472 4 ปีที่แล้ว

    Great videos! How does UE know which NIC to listen to? I verified that my MAonPC Computer (with Command Wing) is sending ArtNet and my UE Computer is receiving it using DMX Workshop but I still can't get the UE fixtures to work. I set the the correct IP address in the UE DMX plugin settings as well. Also, I am using your sample project. Is there something I'm missing? Thanks in advance for any help you can throw my way!

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      I've since gotten a better idea on this from the devs at Geodesic Games who made the DMX plugins on Epic's behalf, and the IP setting in the project settings is what selects the network interface. According to them, the default 0.0.0.0 auto-selects the default network interface, or you can manually specify the IP of the NIC that you prefer. It's worth clarifying again that ArtNet software tends to monopolize the network port ID so only one application on the same computer can access it at one time, so I've been using a secondary touchscreen laptop for running dot2 as I discuss in the prior dot2 primer. I can even have dot2 open on my dev machine as well, in-session with that laptop, but the ArtNet will only function correctly if the laptop is the MA session master, and thus is the console sending the ArtNet. Beyond this, you may want to re-verify all of your Windows firewall settings, or have a look at the dot2 video where I go into more detail on the setup, since I presume you know your way around the MA2 part of that setup.

    • @marcusmartinez9472
      @marcusmartinez9472 4 ปีที่แล้ว

      @@LexyVFX Thank you for the advice! What I did was disable my other ethernet NIC and used 0.0.0.0 in the settings as the interface IP. UE picked up the correct NIC and all is working great. This UE project is really incredible! I look forward to learning more and contributing more.

    • @KilledWithKindness
      @KilledWithKindness 4 ปีที่แล้ว

      @@LexyVFX Just to clarify (and from your experience, the 192.x.x.x scheme will not be recognized by Dot2 -> artnet -> UE?
      If I am going to be using 2 desktops anyways for running visuals and DMX should I change my office scheme to the 10.x.x.x scheme?

    • @KilledWithKindness
      @KilledWithKindness 4 ปีที่แล้ว

      @lexyvfx I guess for the MA Dot2 they are only compatible with 2.x.x.x or 10.x.x.x. Artnet itself can use any scheme.

    • @j0n4831
      @j0n4831 4 ปีที่แล้ว

      @@KilledWithKindness This is indeed the case. Resolume's ArtNet support lacks this limitation on the VJ side and I can't speak for other lighting consoles.

  • @kevinwilliams9092
    @kevinwilliams9092 3 ปีที่แล้ว

    how can i get the app

  • @CalebHoernschemeyer
    @CalebHoernschemeyer 4 ปีที่แล้ว

    Is this possible in game mode? And how can I see the rest of that blueprint at 14:10?

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      Yes, this is all intended to work in game mode. The blueprint you're referring to is the BP_MovingHead asset which is sample content that comes with the Engine and as such is not something you need to code yourself for the purposes of the tutorial. We merely reference the Function Name variables inside of it when building the DMX Library assets. That blueprint can be found in the DMXFixtures Content folder as shown at 5:00

    • @CalebHoernschemeyer
      @CalebHoernschemeyer 4 ปีที่แล้ว

      Thanks for the fast response. I don’t have that folder in my content library. I tried to download it and find it in my explorer. How would I obtain that?

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      @@CalebHoernschemeyer Like I said in the voice-over (missed it up front but caught it in the edit), in the lower right, you'll want to make sure to enable "show plugin content" and "show engine content" which can be found in the "view options" menu in the lower right of the content browser.

    • @CalebHoernschemeyer
      @CalebHoernschemeyer 4 ปีที่แล้ว

      Got it now. Thanks so much!

  • @rhynoproject
    @rhynoproject 4 ปีที่แล้ว

    hello, I have an MA on pc, how do I send the MA signal to UNREAL?

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว +1

      I would suggest starting with MA dot2 as in the preceding video in the mini-course playlist first. If I recall correctly, MA2 and MA3 OnPC do not offer the free universe of ArtNet that dot2 OnPC does. In order to output from MA2 or MA3 OnPC, you'll need to connect official MA hardware like the respective Command Wings each for MA2 or MA3 or get a hold of the OnPC variants of the MA3 Node such as the one linked below. From there, you'll need to check the manual for whichever version of MA that you're using to verify you have parameters unlocked and then subsequently adjust settings to enable ArtNet output. www.fullcompass.com/prod/562039-ma-lighting-grandma3-onpc-2port-node-2-port-ethernet-to-dmx-node

  • @pck_projectsmotion2518
    @pck_projectsmotion2518 4 ปีที่แล้ว

    how did you build the structure of the devices?

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      These fixtures so far are sample fixtures provided by Epic and Geodesic Games on Epic's behalf, however I'm working in whatever way I can on simplifying custom fixture workflows. Essentially you get a hold of some models be they CAD files, or more realistically (in terms of asset quality) models included with GDTF files & models created yourself, and then there's some effort involved in setting up the models and coding the virtual fixture, not unlike how fixture manufacturers need to code the micro-controllers used in RL fixtures once they have modeled CAD files to a sufficient point to start having parts manufactured and assembled.

    • @pck_projectsmotion2518
      @pck_projectsmotion2518 4 ปีที่แล้ว

      @@LexyVFX amazing man, i see a site gdtf-share.com/ , but is hard , ma on pc 3 have meshes and fixtures too

  • @chenchen-zx6jy
    @chenchen-zx6jy 3 ปีที่แล้ว

    ue4
    Camera recording dmx lights

  • @rhynoproject
    @rhynoproject 4 ปีที่แล้ว

    ola amigo, entrei no link da biblioteca do PBR e não encontrei a biblioteca, pode me enviar algum link aonde eu possa baixar

    • @LexyVFX
      @LexyVFX  4 ปีที่แล้ว

      Afraid I haven't retained much of highschool spanish, so going purely off context and google translate, the PBR fixture library is a placeholder github repo which I would like to partially crowd-source to populate with fixtures over time, but there is nothing to download there just yet because it's a placeholder git repository. github.com/LexyVFX/Unreal-DMX-Fixture-Library

    • @santi_lux
      @santi_lux 4 ปีที่แล้ว

      @@LexyVFX it's portuguese haha. Excellent data thanks a lot!

  • @mundodeltecnico6620
    @mundodeltecnico6620 4 ปีที่แล้ว

    hola que tal alguien que pueda ayudarme no me figura el pluguin dmx en unreal

  • @chrisfenwick
    @chrisfenwick 4 ปีที่แล้ว +1

    got 45 seconds into this and COULDN'T GO FURTHER because of the audio gate...

  • @adamnugroho9625
    @adamnugroho9625 3 ปีที่แล้ว

    thank for tutorials i have suggested that your voice is not really good to listen that is just like ihear made sleepy couse your gate of sound n i suggested to add as backsound to made your voice much better