Render Engine Configurations
You will need to configure your render engine of choice to work with Erizos Studio, to do so:
- Press the settings icon on the Studio top right corner.
- Press “Unlock Advanced Settings”
-
Enter Username & Password
Info
Default Username : admin
Default Password : admin -
Choose the Renderer tab and enter your settings for each render engine you would like to configure by following the stages below.
Vizrt Engine
In order to configure the Vizrt Engine follow those steps -
- Make sure Vizrt GH rest is installed
- Enable Vizrt Engine by turning on the toggle button.
- Fill in GH IP address
- Fill in GH Username
- Enter the GH password, leave empty if no password is set for GH user.
Unreal Engine
To configure Unreal Engine:
- Make sure that the path to the Unreal projects is accessible from all render engines, access via IP address is recommended (e.g. \127.0.0.1\path\to\projects)
- Enable the Unreal Engine by turning on the toggle button.
- Fill in the correct folder path where your Projects are stored.
- Select whether to launch the engine in the editor and if Live Local Editor Preview is needed. see info box below
- Save Settings
Warning
All Unreal Projects that will be control via Erizos Studio should be saved under the folder that is defined as the project folder. make sure the path you provide is the folder where your projects are stored, not the path of the Project itself.
Info
Launch in Editor - if turned on, Erizos Studio will launch the Unreal Engine in Editor mode if no instance of Unreal is running.
Live Local Editor Preview - When activated, Studio will display a preview of the local Unreal Engine. (deprecated)
Unreal Engine Remote
Unreal Engine Remote uses the Unreal Engine Remote Preset API, instead of the Erizos Unreal Plugins, to communicate with the engine.
Warning
This method should only be used when the Erizos Plugins are not available. Please contact support@erizos.tv for more information.
Singular.live
- Enable Singular by turning on the toggle button.
- Fill in Singular Username
- Fill in Singular password
- Save Changes
Info
Use Asset Browser Turn on if you want to use the Singular Storage as the media provider, instead of MediaHub or local storage
CasparCG
This document provides instructions for configuring CasparCG to work seamlessly with Erizos Studio. To enable local preview and media access, specific settings and folder structures need to be established.
Before proceeding, ensure you have the following prerequisites in place:
-
CasparCG Installation: CasparCG should be located at
C:\CasparCG
. Erizos Studio will automatically launch it from this location. -
To allow CasparCG to access media from the Erizos Studio Agent, you need to set the media-path parameter in the CasparCG config file. By default, this path should point to the Agent's cache folder.
<media-path>C:\ProgramData\Erizos\Studio\Agent\Cache</media-path>
-
Templates must be organized within a 'Templates' subfolder located within the root folder for CasparCG in Erizos Studio. For instance, in my setup, all templates are stored in
D:\Projects\Caspar\Templates
.
Note
In Erizos Studio version 3 and later, the default cache folder for Erizos Studio Client has changed to C:\ProgramData\Erizos\Studio\Agent\Cache
.
CasparCG Templates
Each template needs to implement the following functions
- import - (required) defined the template exposed fields
- in - (optional) the commands to be sent when user take in
- out - (optional) the commands to be sent when user take out
- trigger - (optional) the commands to be sent when user clicks an an action
Attached below are example of CasparCG Projects you can test.
You can define a field as "MEDIA" to enable it to accept either images or videos. Alternatively, you can specify it as one of "IMAGE," "VIDEO," or "AUDIO" to restrict it to only one type of media.
OSC
To Setup OSC integration in Erizos Studio, users only need to provide the Folder where the OSC based templates are located. users can define the directory in the Settings of Erizos Studio under Settings -> Renderers -> OSC.
Users can define UI to control more than one OSC devices.
To send OSC commands directly using Erizos Studio. users can utilize the UI Builder Send Command API. it supports sending of single values or arrays.
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OSC Templates are basically JSON files describing the exposed fields, id and the type Each property in the json has the following interface:
interface IOSCProperty {
id: string;
title: string;
type: string;
value: any;
min?: number;
max?: number;
caps?: boolean;
maxCharacters?: number;
options?: string[];
}
Attached below is a example of OSC Template you can test.