The system uses a browser-based Mediahub to manage graphics assets, offering streamlined control of multiple graphic elements on a single production, as well as multi-studio capability. bMR offers users the ability to create simple custom interfaces for populating graphic templates, for attaching real-time data sources to graphic templates, or for manual control of graphic elements.
New studio build - where both on-air graphics system and a LED virtual studio are installed at the same time. Upgrade transition plan - where either the on-air graphics system or the LED content server are installed first, and used with the existing on-air graphics system or green screen studio until these are upgraded.
bMR can drive any size/shape/pixel pitch LED virtual studio (equipped with sufficient render nodes), with the base system able to drive an LED studio with up to 8million pixels.
bMR’s on-air graphics system offers three ways of displaying templated data-fed graphics; standard 2D keyed graphics, keyed 3D graphics, or 3D ‘in-scene’ Unreal element graphics. The system conforms to MOS protocol and can be controlled by commonly available newsroom computer systems (NRCS) such as Octopus, ENPS, or other popular NRCS.
Set extensions with simultaneous augmented reality (AR) are also possible, with the delay between the Unreal graphics perspective displayed on the LED wall, and the camera’s actual position, the lowest on the market today.
bMR contains 2 Mo-Sys VP VFX virtual studio compositing licences (more can be added), for an upgrade transition scenario where a broadcaster needs to deploy bMR as initially an on-air graphics replacement to work with an existing green screen virtual studio, before upgrading this to an LED virtual studio.
bMR is based on web browser technology and uses a fully redundant server/client architecture. Importantly, it is an on-premise solution and is not cloud-based.
bMR offers local and remote preview, where remote preview is enabled via temporary agents to avoid copying, which in turn reduces remote preview latency.
The system offers multi-camera switching capability, up to UHD4K resolution, enabling multiple cameras to be used with an LED volume, where switching between cameras is orchestrated with the LED wall updating correctly.
- LiveLink: FREE from the Unreal Marketplace
- Mo-Sys tracking data into Unreal for CG-only and basic nDisplay setups
- Basic: FREE version of VP Pro for artists
- Review performance, render Mo-Sys VFX takes and for tweak lenses
- Live: VP Pro for broadcast
- Multi-camera, multi-engine, external keying and other helpful tools
- VFX: VP Pro for narrative
- Record data and enable NearTime and traditional VFX workflows
- XR: VP Pro for LED
- Set extensions, multi-camera and more tools specific to XR workflows
Products Features
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Mo-Sys tracking data over LiveLink
Supports StarTracker Classic, StarTracker Max, encoded heads and handwheels, and extends to all future robotics and tracking hardware.
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nDisplay for LED volumes
Receive tracking and lens data in nDisplay.
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Live video I/O
Automatic configuration of compositing pipeline.
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Drag-and-drop virtual camera
Pre-fabricated camera for basic compositing.
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Artist review
To enable Unreal artists to review the performance of the scene
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Rendering
Movie Render ueue rendering of takes recorded with VFX licenseQ
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Lens distortion
Entirely automated distortion and depth of field for calibrated fixed and zoom lenses.
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AR
Particle effects, glow, depth of field and shadows and reflections with Epic's latest compositing.
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StarTracker control
Detect and configure StarTrackers directly from Unreal.
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Mo-Sys data transmitter
Control Mo-Sys robotics from Unreal.
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System status monitor
See at a glance the state of the VP system.
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Mo-Sys keyer
Enhanced internal chromakeyer
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External keyer integration
'Pre-Keyer' and 'Post-Keyer' modes of operation enabling compositing in-engine or in-keyer
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Garbage mattes
3D mattes for a 360 virtual environment beyond the greenscreen.
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VP layouts
Custom editor layouts for different production situations.
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Animation triggers
Interface for triggering Level Sequence animations on keypress on multiple engines.
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Multi-engine interface
Low-level fast customisable interface for multi-camera/engine
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Stage manager
Easily move the physical 'stage' around the virtual space.
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Data recording with timecode
Synchronous multi-source tracking and lens data recording.
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StarTracker internal recording
Automatic high frame-rate recording in StarTracker
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VFX sample bundle
Project/media/data bundle that demos how to use the recorded data in Maya, Houdini and Nuke.
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FBX data export
Virtual camera and lens distortion export to traditional pipelines.
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Take management
Metadata tools for managing, modifying and exporting takes.
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External SDI recorder integration
Fire record on Blackmagic Hyperdeck recorders automatically with timecode and metadata.
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Arri, Sony Venice and RED camera interfaces
Gather metadata, and trigger recording from multiple cameras..
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Cinematic XR focus
Automatic motor control to enable pulling focus from the real into the virtual world
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LED volume set extensions
Configure XR extensions to your LED wall with feathering.
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Automated XR geometry correction
Store and read geometry corrections for multiple camera positions
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Dynamic XR colour correction
Apply different colour corrections based on camera position
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LED test patterns
Test patterns for aligning XR and LED volume
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LED Multicam
Switched and interleaved modes of multi-camera
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Switcher integration
Cut cameras on Blackmagic / Sony XVS / Grassvalley switchers.
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Hardware keyer integration
Switch presets on Blackmagic Ultimatte from Unreal blueprints.
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Studio mode
Multi-camera support for StarTracker Studio.
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Support and maintenance
Comprehensive support and maintenance, including regular updates with new features as they are developed.
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