Professional Services
“Professional Services” refers to the type of services, which are based on projects. The most common types of services are:
Description of the Technical Service
“Installation and Commissioning Services” includes the necessary activities to make Reality Engine work. This service includes activities related only to the licensed / purchased Reality Engine HW and Reality Engine SW. Anything outside of the Reality Engine HW and SW, such as cabling, cameras, networking, integrations with other HW and SW, etc is out of scope of this service.
Engagement Structure
Installation and Commissioning Services can be delivered on-site or remotely. If on-site, necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made. If remote, only booking a ZD TSS Engineer would be enough.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
Installation and Commissioning Services cover only the ZD products the customer is entitled/licensed to and only the Reality HW the Reality SW the customer uses. Any other peripherals are not in the scope of the Installation and Commissioning Services and the customer is expected to take care of the prerequisites which are needed for a successful Reality Installation and Commissioning Service.
Anything which is not listed here is not in the scope of this service:
- Preparing the Reality HW at the certified levels
- Checking the lights and filters
- Checking the camera outputs and camera set up
- Verifying tracking
- Installing Engine, Editor, Cook, HUB (whatever is licensed) and preparing R-Drive
- Applying licensing
- Verifying the performance of the entire environment using Reality Starter Kit
- Verifying the key quality using Reality Starter Kit
TSS ZD Engineer will need to work with the customer to accomplish the tasks above and the engineer may need help to adjust some of the set up outside the Reality Engine HW and SW from the customer.
Description of the Technical Service
“Reality Training” includes a standard 5-day training who would like to take care of the Reality products. After the training, tasks such as installation, setting up, upgrading the engines, controlling the engines during the broadcast can be done. Please note that Reality and Unreal Engine needs time and expertise to be fluent, but this training gets our customers going in a short time frame.
Engagement Structure
Reality Training can be delivered on-site or remotely. If on-site, necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made. If remote, only booking a ZD TSS Engineer would be enough.
This training is delivered on the customer set-up, and it is a hands-on training. The customer will have the benefit to learn all the key topics on their own systems.
For this service to be delivered effectively, it is recommended to follow the trainer with hands on practices. The collaboration and using the customer studio environment as a “lab” is important. That’s why it is important to book a timeframe for which there won’t be disruptions and the team can use the studio without restrictions. At least 1 week of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
It is highly recommended to book all 5-days at once so that the training can be a continuous process. At most, diving 5 days into two sessions can be a doable setup, such as 2 days + 3 days in a short while.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
Reality Training covers the agenda below and it assumes an already working Reality Engine system is in place. The training is delivered with only 1 camera/engine, using Reality Starter Kit. Custom set up is not acceptable.
This Training is being tailored to fulfill the Primary Requirements of Day-to-Day Graphics Operations and Creative Workflow for any kind of Virtual Production, and that is by using Reality Editor and RealityHub. This training is meant to be delivered to new customers, ideally after Solution installation, Commissioning, and some hands-on with the System.
Note: (This training is aimed at delivering a general agenda in a limited time that helps to overcome most of the initial workflow’s problems and provides a quick kick-start. However, any existing issues related to the Customer’s Graphics or Operations shall not be addressed during the training and advised to re-direct to the official Technical Support and Services Portal)
Engagement Structure: Online (Zero Density’s Zoom account) or on-site
Setup Prerequisites
- High-speed and stable Internet connection that allows broadcasting and receiving HD video and audio streams.
- Microphone and Webcam to communicate with the instructor.
- Each attendee must have his/her laptop or Workstation.
- Minimum System requirement
| Operating System | Windows 10 64-bit version 1909 revision .1350 or higher, or versions 2004 and 20H2 revision .789 or higher |
| Processor | Quad-core Intel or AMD, 2.5 GHz or faster |
| Video RAM | 8 GB RAM |
| Graphics Card | Vulkan 1.2 and DirectX12 compatible graphics card with the latest drivers |
Please follow Unreal Engine’s Guidelines for recommended specs and performance notes.
- RealityEditor and RealityHub must be installed and configured on each Laptop or Workstation along with RDrive and Shared folder structure for RealityHub.
- Training Kit must be downloaded on each Laptop/Workstation (it will be provided prior to the training)
Description of the Technical Service
“Lens Calibration Services” includes the necessary activities to calibrate a lens to work for VS/AR/XR setups.
Lenses can be calibrated by the tracking providers if the tracking system can send the lens information in a way that Reality accepts.
For other tracking providers, if the lens data comes with the position data to the Reality Engines over FreeD, Zero Density TSS Team can calibrate your broadcast lenses.
Note: If you have a prime lens to calibrate, please get in touch with your Business Development Manager for more information.
Engagement Structure
Lens Calibration Services can be delivered on-site or remotely. If on-site, necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made. If remote, only booking a ZD TSS Engineer would be enough.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The customer is expected to take care of the prerequisites which are needed for a successful Lens Calibration Service. It is very important to know that if there is a problem with the track, the problem itself amplifies greatly in the virtual environment; that’s why it is better not to spend lens calibration day in case there are questions regarding the track quality.
Note: If you would like to learn how tracking accuracy can be verified, you can contact the tracking provider or ZD TSS Team to get guidance.
The work includes setting up an AR pipeline with Reality Engine and verifying the position of an AR object against to a defined real object camera sees. That’s why there are lots of camera movements needed in addition to measurements and recording of these measurements on Reality Lens files in a defined format.
TSS ZD Engineer will need to work with the customer to accomplish the tasks above and the engineer may need help to adjust some of the set up outside the Reality Engine HW and SW from the customer.
Description of the Technical Service
On-Site Support Service is delivered to the customer “on-site”, to satisfy specific needs to achieve a specific objective. The best examples are to support our customers with their broadcast / event or helping them do some practices / tests with Reality together or helping our customers to achieve something which is scoped well (such as implementing portal window with a video wall)
Engagement Structure
On-Site Support Service will be delivered to the Customer on-site, thus necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The details of the work to be done can be identified with Business Development Manager or ZD TSS Engineer. Agreement on how to spend the purchased days will be done before the service to be delivered.
Description of the Technical Service
Remote Support Service is delivered to the customer “remotely”, to satisfy specific needs to achieve a specific objective. The best examples are to support our customers with their broadcast / event or helping them do some practices / tests with Reality together or helping our customers to achieve something which is scoped well (such as implementing portal window with a video wall)
Engagement Structure
Remote Support Service will be delivered to the Customer remotely, thus just booking a ZD TSS Engineer needs to be made.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The details of the work to be done can be identified with Business Development Manager or ZD TSS Engineer. Agreement on how to spend the purchased days will be done before the service to be delivered.
Description of the Technical Service
“Project Supervision Service” means to provide a ZD Technical Support Engineer to help the overall Project Manager with leading different parties to achieve a specific event / broadcast.
The best examples are to get in touch with track providers, designers, camera operators, etc to guide them on what is needed to achieve the expected results.
Please note that a Project Manager on the customer site needs to own the overall project success, and ZD TSS Engineer can only be an assistant to the Project Manager.
Engagement Structure
Project Supervision Services will be delivered to the Customer on-site, thus necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The details of the work to be done can be identified with Business Development Manager or ZD TSS Engineer. Agreement on how to spend the purchased days will be done before the service to be delivered.
Reality Training - Course Outline
Reality training is intended for people who needs to use Reality products. The people who take this training are usually responsible of such tasks (but not limited to) :
- Setting Up Reality environment from scratch or according to the changes in the studio environment (such as cyclorama change, video wall additions, lights change, zero point change, etc.. )
- Creating or making changes to the production pipeline (such as changing the broadcast format, resolution, cabling of the engines, modifying the image/video quality and details, setting up the entire pipeline etc..)
- Operating Reality during broadcast (such as pushing some graphics, changing some things within the set, making on-air adjustments, etc)
- Troubleshooting the errors or finding out new use cases with the Reality products
Please note that this is not an Unreal / Design training, there is only one session which outlines the basics to interact with the set / design using Reality Editor, which is just a bit different than Unreal Editor. This difference is only what will be covered.
For design related training, please contact your Business Development Manager.
Program Breakdown – 5 Days
Day 1
The attendees will get an introduction to Reality which covers the configuration and certified HW. Attendees will install the Reality SW on their notebooks and have their Reality up and running. They will also learn about how to use the third-party plug-ins, use ray-trace. They will also be familiar with Unreal native Reality Editor and Reality suite of applications used in everyday workflow
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Day 2
The attendees will learn about tracking basics and importance of genlock. Reality Setup application and most commonly used nodes will be covered and also Projection Volume will also be discussed to get the most photo realistic shots on augmented and virtual studio productions.
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Day 3
The attendees will learn the tips and trick 2D-3D renders to improve the compositing pipeline. They will also improve the AR pipeline skills They will also learn about the physical and virtual elements of keying pipeline.
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Day 4
The attendees will learn how to operate the daily activities on Reality efficiently. They will learn how Reality is operated and how Action Builder can help operators to perform their duties with custom build interfaces for dynamic changes of parameters (color, exposure, animation trigger, or any change of any parameter within the scope of the node-graph), which can later be opened and used in runtime by the operators.
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Day 5
The attendees will learn the details of Reality’s features which are exhibited during the IBC and NAB shows. They will be capable of running shows with minimal help from ZD TSS Engineer.
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Day 6 – OPTIONAL
Day 6 is not included in the original training package. If optional 6th day is requested, it needs to be requested specifically in addition to the original training package.
The attendees will improve their Virtual Studio pipeline skills for custom built project and cycloramas; and learn all about fill-key capabilities of Reality.
Day 6 is recommended for those who has more than 1 year of intensive Reality experience. Day 6 can also be purchased separately.
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Reality Training - Course Outline
Reality training is intended for people who needs to use Reality products. The people who take this training are usually responsible of such tasks (but not limited to):
- Setting Up Reality environment from scratch or according to the changes in the studio environment (such as cyclorama change, video wall additions, lights change, zero point change, etc.. )
- Creating or making changes to the production pipeline (such as changing the broadcast format, resolution, cabling of the engines, modifying the image/video quality and details, setting up the entire pipeline etc..)
- Operating Reality during broadcast (such as pushing some graphics, changing some things within the set, making on-air adjustments, etc)
- Troubleshooting the errors or finding out new use cases with the Reality products
The course is 5 days and each day takes approximately 8 hours depending on audience’s level. The first 2 days of the training is to make the attendees able to work with the Reality Product Suite immediately. The last 3 days will cover the topics that will take the attendees to the level where they can fluently use Reality.
It is also important to know that the training is delivered on customer systems and there are hands-on workshops for the attendees to learn Reality on their very own environment. For this reason, it is important that the installation has been completed and Reality Systems are up and running before this training to be delivered.
Please note that this is not an Unreal / Design training, there is only one session which outlines the basics to interact with the set / design using Reality Editor, which is just a bit different than Unreal Editor. This difference is only what will be covered.
Please also note that the language of the training is English.
For design related training, please contact your Business Development Manager.
Program Breakdown – 5 Days
Day 1
| Morning | Outcomes |
|---|---|
| The attendees will have an overview of the Reality workflow and the configuration of the Reality Applications. They will be able to prepare a new project for launching. |
| Afternoon | Outcomes |
| The attendees will learn the basics of the Reality HUB modules and by the end of this session, they will start using the launched projects for VS/AR productions with the help of the templates. |
Day 2
| Morning | Outcomes |
|---|---|
| In this session, the attendees will start using the Tracked Talent template. Combining this with the action system, they will be able to to do the Fly camera movements. |
| Afternoon | Outcomes |
| By the end of this session, the attendees will know how to request assistance through Zero Density Customer Support Portal. And they will have a hands-on workshop where they will utilize the new skills they achieved. |
Day 3
| Morning | Outcomes |
|---|---|
| The attendees will learn the installation steps of Reality Applications. They will also learn the detailed configuration of RealityHub. |
| Afternoon | Outcomes |
| In this session, the attendees will have a deeper knowledge of Reality Editor and tracking in Reality. |
Day 4
| Morning | Outcomes |
|---|---|
| By the end of this session, the attendees will be able to construct the VS/AR pipelines from scratch and understand custom module system in RealityHub. |
| Afternoon | Outcomes |
| The attendees will learn the logic behind the blueprints inside Reality Examples projects. They will also be able to trigger functions or change a node’s property in Reality. They will be knowledgeable about the other nodes in Reality and the external factors affecting key quality. |
Day 5
| Morning | Outcomes |
|---|---|
| The attendees will learn to construct the teleportation, hybrid studio and portal window pipelines. |
| Afternoon | Outcomes |
| In this last session, the attendees will cover the frequently asked questions about Reality. They will also have the opportunity to get answers to their questions. |
Reality5 Creative Workflow and Graphics Operation Training
Language: English
Duration: 3 DAYS (18 Hours)
Duration / Per Day: 6 HOURS (Two 10 minutes breaks)
As a result of this Training, you will be able to:
- Understand the Reality5 Engine ecosystem
- Efficiently utilize RealityHub and Reality5 Editor
- Identify, locate, and navigate through the RealityHub and Reality5 Editor UI’s.
- Collaborate effectively with colleagues to manage the resources among the Operations and Creative Departments.
- Create and Control basic 3D and 2D Graphics.
- Work with UMG’s, Widget Blueprint, and 3D Widgets.
- Export/expose data types to RealityHub such as String, Texture, Color, Scalar, and Vectors Properties, etc.
- Expose Events and Functions to RealityHub.
- Get a basic overview of data structures, JSON, and Blueprint communication.
- Work with a Node-based environment to manage Creative and Operational Workflow.
- Create Forms/Templates and control them from Playlists.
- Fetch real-time external data from RealityHub’s front end (RealityHub’s REST API and SDK are not in the scope of this Training)
- Develop a basic understanding of Level Optimization
Training Outline
Day 1
| Attendees Profile | Recommended but not restricted to Motion Graphics Artists, Creative Leads, Broadcast Designers, Technical Artists, 3D Generalists and Animators. Day 01 intends to focus on the Reality5 ecosystem. Attendees must have prior Knowledge of Unreal Engine and a fair understanding of Asset import, Level building, Materials, lights, and basic Blueprint visual scripting in Unreal Engine. |
| Topics | Contents Description |
|---|---|
| Reality5 Editor’s Workflow | In this section, we’ll explore the Reality5 Editor, a specialized version of the Unreal Engine Editor enhanced with custom functionalities tailored for Virtual Production and Real-time Graphics workflow. Attendees will receive a comprehensive walkthrough of the Reality5 Editor’s UI and project settings. We’ll cover best practices for organizing assets, setting up project parameters, and utilizing the editor’s advanced features to handle large-scale productions efficiently. |
| Reality Hub Overview | In this section, we’ll provide an overview of Reality Hub, an advanced control application designed for Virtual Production and real-time graphics. Reality Hub centralizes the management and operation of real-time 3D graphics through a modular approach, allowing users to tailor their workflow to specific needs. Key modules include:
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| Using Level Sequencer for Animation | The Level Sequencer in Unreal Engine is a user-friendly tool that facilitates the easy addition of keyframes to animate properties such as position, rotation, scale, and opacity, providing precise control over graphic timing and movement. These sequences can be seamlessly integrated and triggered in real-time within your scene via Reality Hub. |
| Getting Started with Blueprints | In this section, we will explore the foundational concepts of Blueprints in Unreal Engine, which are essential for creating real-time graphics. We’ll start with Functions and Events, learning to develop reusable logic blocks and trigger actions like animations or text updates in response to specific conditions. We’ll then delve into Variables and Data Types, understanding how to manipulate string, Boolean, integer, and vector variables to control graphic elements. Practical applications will include programmatically changing colors and textures, as well as triggering animations for dynamic effects. Finally, we’ll cover how to play external media on geometry, such as displaying video on a virtual screen. By the end, you’ll be equipped to create interactive, visually stunning graphics for broadcast projects. |
| Understanding Flow Control | Flow control in Unreal Engine Blueprints is essential for real-time graphics designers as it allows them to manage the sequence, timing, and conditions of various actions in real-time. By using nodes that control the flow of execution, designers can ensure that graphics are displayed, animated, and updated precisely when needed. This capability is crucial for live broadcasts, where the timely and coordinated presentation of graphics, animations, and media is vital for maintaining a professional and engaging viewer experience. Flow control enables the creation of dynamic, responsive graphics that can adapt to changing broadcast conditions seamlessly. |
| Property Callbacks | In Reality5, Property Callbacks are a powerful feature that allows Realtime graphics designers to create dynamic and responsive graphics. Unlike standard functions and events that require manual triggering, Property Callbacks automatically monitor property changes and trigger associated functions or events. This means whenever a property, such as a variable controlling text or color, is updated, the corresponding function or event is triggered automatically, ensuring real-time updates to the graphics without any additional manual input. This functionality streamlines the workflow for designers and Operators, enabling them to focus on creativity while the system handles the automated updates efficiently. |
Day 2
| Attendees Profile | Recommended but not restricted to Motion Graphics Artists, Creative Leads, Broadcast Designers, Technical Artists, 3D Generalists and Animators. Day 02 intends to focus on the Reality5 ecosystem; attendees must have prior Knowledge of Unreal Engine. They must also have a fair understanding of Asset import, Level building, Materials, lights, and basic Blueprint visual scripting in Unreal Engine. |
| Topics | Contents Description |
|---|---|
| Configuration Module and User Management | Configuring Reality Hub involves key steps like setting up user management, defining engine modules, and configuring hosts and groups. Necessary configurations include setting up channels and managing caches. Shared folders enhance asset management by providing centralized storage, enabling multiple users to access and collaborate on files. This ensures consistency, synchronization, and secure access through credential management, supporting various network protocols and streamlining workflows for efficient integration and retrieval of assets. We will discover some key options that are helpful for Designers and Operators. |
| UMG/Widget Blueprint workflow | In this topic, we will learn UMG/Widget Blueprint workflow in Unreal Engine, which allows designers to create 2D graphics using an intuitive visual toolset. These graphics can be seamlessly integrated into 3D spaces for virtual production, providing a versatile and efficient design process. Widget Blueprints enable dynamic real-time updates, enhancing interactivity and responsiveness in broadcast environments. Additionally, UMG widgets can be spawned directly from Reality Hub, making them ideal for live production settings. |
| Blueprint Communication | Blueprint communication is essential for creating interactive real-time graphics. It allows you to break down complex graphics into manageable pieces and control them from a central blueprint. For example, in creating a scoreboard, you can design individual rows and columns as separate blueprints and then manage their properties from a master control blueprint. This abstraction simplifies the development process, enabling dynamic updates and coordinated behavior of graphic elements, which are crucial for live broadcasts and interactive displays. |
| Node graph / Actions Module | The Nodegraph in Reality Hub allows designers to create interactive workflows using a visual node-based system, enhancing the design of complex graphics and animations. The Actions module provides tools to animate properties and functions with precision, using keyframes and interpolation for smooth transitions. The Form Builder complements these by enabling the creation of customized control interfaces, streamlining the management and execution of animations. Together, these tools facilitate the efficient creation and control of dynamic real-time graphics, which is essential for professional broadcasts. |
| Playout Module | The Playout module in Reality Hub enables efficient distribution and transmission of graphics by creating rundowns and utilizing Form templates. Users can input information manually or import data from external sources. The interface supports filtering forms, viewing and managing created forms, and displaying channel information. This module is essential for real-time control in live broadcasts, allowing for a coordinated display of graphics and animations. |
| Working with JSON | In this topic, we’ll explore Unreal Engine’s JSON Blueprint Utilities, a powerful plugin that simplifies the creation and management of JSON structures within Blueprints. Proper JSON structure is crucial as it ensures seamless integration with live data sources via Reality Hub, enabling real-time updates to your graphics. By matching the JSON structures in your Blueprints with the Form Templates of your graphics, you can efficiently update and manage dynamic content during live broadcasts. This capability is essential for maintaining accuracy and consistency in your graphics display. |
Day 3
| Attendees Profile | Recommended but not restricted to Motion Graphics Artists, Creative Leads, Broadcast Designers, Technical Artists, 3D Generalists and Animators. Day 03 intends to focus on the Reality5 ecosystem; attendees must have prior knowledge of Unreal Engine. They must also have a fair understanding of Asset import, Level building, Materials, lights, and basic Blueprint visual scripting in Unreal Engine. |
| Topics | Contents Description |
|---|---|
| External Data Integration | This topic covers The External Data Component in Reality Hub’s Form Builder, which is a powerful tool that simplifies the process of connecting to external data sources, such as weather, sports, and business feeds, without requiring any coding skills. This component also allows for easy integration of data from spreadsheets like Excel, enabling real-time data updates and seamless integration into your graphics. The best part is that you don’t need to know any programming languages or install additional plugins, making it accessible for designers and operators to enhance their broadcasts with dynamic, data-driven content. |
| Launcher Module | We will explore The Launcher Module in Reality Hub, which is essential for configuring and managing your production environment. It allows you to add and manage engines, select and launch project files, and specify project details such as maps and Graphs/UStates. The interface supports creating and deleting launch configurations, monitoring engine status, and adjusting settings in real-time, ensuring efficient setup and execution of complex broadcast graphics projects. |
| RealityHub’s Unreal Vanilla Control | This topic covers how Reality Hub integrates with Unreal Engine Vanilla for efficient, real-time production. Reality Hub allows users to manage Unreal Engine projects directly, providing seamless project launching, real-time updates, and comprehensive control over maps, actors, Exposed Properties, and functions. |
| Level Optimization | Level optimization in Unreal Engine is crucial for smooth performance and efficient resource management. It involves techniques like geometry optimization, level streaming, and Blueprint optimization to reduce computational load. Proper optimization helps maintain high frame rates, reduce load times, and ensure seamless Production by only rendering necessary parts of the world. Key elements include managing GPU and CPU bottlenecks through effective lighting optimization using Lumen GI (Global Illumination) and utilizing Nanite for high-performance virtualized geometry. These practices are essential for creating large, complex, and visually impressive levels that perform well during live production. |
| Motion Design Mode | Motion Design mode is explicitly tailored for motion graphics designers. It includes specialized tools for creating complex 2D and 3D motion graphics, such as cloners, effectors, modifiers, and animators. Motion Design mode supports non-linear animations and provides a comprehensive suite of features that allow designers to bring their creative visions to life without Understanding the complex nature of a gaming engine. |
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