You can download Lightact 3.6.0 beta from this link:
We also created an nDisplaySample project which should allow you to export nDisplay configuration files for projection mapping on a simple cube.
nDisplaySample.la (41.2 KB)
Process of setting up nDisplay through LightAct
If you open the sample project, you’ll see one cube and 2 projectors.
Every projector that you want to use with nDisplay needs to have Include in nDisplay
Then, you’ll want to open UnrealLink
Here, you can set up everything LightAct needs in order to replicate projection mapping properties in nDisplay.
UE version tells UE which UE version nDisplay was made for. I found that it’s easier to write 4.23 even if you are using newer versions, because for some reason, nDisplay Launcher always wants to convert your configuration file if you enter 4.25.
File name: the name of the .cfg nDisplay configuration file.
MPCDI projection policy: determines if you want to use MPCDI or Simple projection policy. Leave this checked
Overwrite: if unchecked it will create a new nDisplay file everytime you click on Create nDisplay config file and increment the filename.
- In the Blend Masks section you tell LightAct which Texture variable should serve as a blend mask for each projector (more about this below).
For every project included in nDisplay you need to create a Texture variable. Then, in projector’s layout, you need to connect AutoBlend’s blend mask to it.
Saving & Using the files
Once you click on Create nDisplay config file button in the UnrealLink window, LightAct will create nDisplay folder in the project folder where all of the required files are saved.
If you are running your project from one server, you need to point nDisplay Launcher to this configuration file and you should be set. If you are running a multi-server project, you need to copy all of the files to the exact same path on the other computers. More detailed tutorials are available on Unreal’s documentation pages.
Let me know how it goes