- If you like this asset, consider liking and reviewing it for the community
- Read the description, read the ingame help if you have any trouble. I will not answer private messages asking questions about things that are actually explained in the documentation/help.
How to use
- Open or create a scene.
- Create a two new empty atoms
- On the first empty and go in the plugin tab
- Add the plugin vamlive_camera.cslist
- On the second empty atom, go in the plugin tab
- Add the plugin vamlive_screen.cslist
What is this ?
VAMLive is a plugin that allows you to have one or more camera in your scene, and display the feed of the camera to a screen.
The plugin will allow you to control the size of the texture to render the screen and the appearance of the screen. Pushing further the ability of having several cameras in a scene with a smaller cost on the performances depending on your needs.
The most important part is the texture width/height. This where you control how much "costs" ( in terms of performance ) a camera. You can reduce the cost by sizing the texture somewhat close to your ratio.
The screen options are mostly cosmetic options.
You can tweak the with of the screen ( only, because it will preserve the ratio ), and you can tweak the ratio manually. But you can also click "Use source camera ratio" to automatically adapt the screen to the camera ratio.
Options below are only for the appearance, it's pretty useless to detail everything since it's really straightforward. That said, keep in mind that using masked screen can help you improve the "perceived" quality of a screen even if the camera is set to a really low resolution.
The plugin perform extremely well with a single screen. The more you add, the higher the cost is. There is no way to improve a realtime render to texture besides reducing its size.
With more cameras, play with the resolution and use masked materials to "fake" a led screen and hide the fact that it is low resolution.
So always consider players when you use it in a scene, not everyone has crazy GPUs and CPUs.