Hey there and welcome to the Resolume Slice Importer manual! Don’t worry, it’s not a long manual, because the process is actually very simple. If you know your way around Resolume, importing slices to Unreal is a matter of a single button press.
Still, if reading is not your thing and you’re more of a visual type, here’s a video that shows you exactly what to do in 40 seconds:
Still here? Awesome! The process consists of just two steps:
In Resolume, make your pixel mapping like you’re used to. The standard rules of pixels maps apply, i.e. each slice should live in its own little area of the output. Aside from that, you can use both regular and polygon slices, and there is no limit to the resolution of the slice, the resolution of the output or even the number of outputs.
To be fully compatible with capture card workflows, the Slice Importer works with the output map.
Once done, hit Save and Close or choose Save from the drop down to save the output setup under its own name.
Switch to Unreal and from the menu bar, hit the Import Slices icon. The importer will now find the currently active Resolume output setup file for you. It will then import each slice as a fully UV’d mesh, completely automatic.
In the World Outliner, the output setup will appear as a named Actor, with child Actors for each screen, which in turn contain all the slices as individual Actors.
At this point, it’s all you, baby! Get creative with the meshes. Position them in your 3d environment and apply materials with realtime Spout, NDI or streaming texture inputs.
To get started quickly with using Unreal and Resolume together using Spout, check the following video:
Or check out this excellent tutorial courtesy of Matt Osborne