Here is a link to two projects, along with supporting files: https://we.tl/t-AOKvmSNcQG
The Dome project is one of your samples from the UEprojectionMappingStarterPack. I have included the full LA project, including the assets and nDisplay folder. Also included are screenshots of the UnrealLink window and the nDisplay Launcher window. You can see I am using the packaged version of the matching UE4 project.
The output shows what I am seeing on screen when I run the nDisplay launcher. If the alpha masking and image warping was working I would expect this to look different. Surely there should be no visible projection of light around the dome itself.
I have also included the Mannequin project, which is my first attempt at doing this with the asset we will be using for our client.
For this project, I am just using the a standard UE nDisplay test project (based on their template) as the application in the Launcher. But in theory this shouldn’t make a difference – we could use any UE project that outputs using a UE DisplayClusterRootComponent or DisplayClusterActor, right?
With this project, I noticed that the alpha file produced is just a full-screen version of the texture that is being fed to the model. The dome project does at least produce alpha images, even though they don’t seem to actually work with nDisplay.
The only difference is that I am using a test image to feed to the Texture Setter in this project. Will an alpha mask only be produced if we use an image as an input to the texture setter? Or is this because the mannequin model lacks the relevant UV info?
I really appreciate your help with this. LightAct looks like a great solution - it’s quite straightforward to use, and seems very powerful. However, we need the image warping and masking/blending to work via nDisplay. I hope I am missing something simple!