RenderStream and Unreal Engine
RenderStream is the proprietary Disguise protocol for controlling third party render engines from Disguise software. This topic covers the steps needed for configuring Unreal Engine for use with RenderStream.
Warning: For cluster rendering it's recommended to use render nodes from the same Disguise product range, e.g. all rx series machines. Mixing of machines from different product ranges is untested and unsupported.
Once the RenderStream plugin has been configured in the Unreal Engine project, the UE project can be controlled from withing Disguise software using the RenderStream layer.
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Create a new RenderStream Layer.
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Select Asset and choose your Unity executable.
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Right-click the Asset to open its editor:
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Set Source Machine to the machine with the asset (used for syncing content).
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Select Cluster pool and create a new cluster.
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Within the Cluster Pool, add the desired machines.
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Select Cluster assigner and create a new Cluster Assigner.
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Within the Cluster Assigner:
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Select the Asset.
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Select Create Channels.
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Within each Channel’s Cluster Assigner and/or the default Cluster Assigner:
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Select the distribution strategy and video transport options (changes to transport settings require the workload to be restarted).
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Expand the Default separator and right-click MultiChannelMap to open its editor:
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Select Create Channels.
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Assign one or more Mapping (regular Disguise mapping) to each Channel (e.g. frontplate). Each unique Channel-Mapping combination creates a new workload.
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Right-click Workload to open its editor:
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If the machines in the cluster pool do not have the content or the project has changed, press Sync.
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Ensure all Sync Tasks are marked completed.
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Press Start.
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Wait for Workload status to switch to Running.
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