Looking Glass Documentation
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      • โœจUsing Looking Glass Bridge
      • ๐ŸชŸDisplay Settings on Windows
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      • ๐Ÿ“šUsing Looking Glass Studio
      • RGB-D Photo / Video
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      • โฌ†๏ธUploading, editing and sharing Quilts
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    • ๐Ÿ”‘Hologram 101
      • ๐ŸŽ‰Making great holograms
      • ๐ŸŒŽHolograms in the real world
      • ๐Ÿ‘พHolograms, but virtual
    • ๐Ÿ”How does Looking Glass Work?
    • ๐Ÿ“ธVirtual Camera
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    • ๐Ÿ’กQuilts
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      • โšกLinear Light Field Capture
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    • ๐ŸŽจOverview
    • ๐Ÿ”ŒUnity
      • โšกUsing Unity with Looking Glass
      • Setting up your Development Environment
      • Example Scenes
      • Prefabs
        • Hologram Camera
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      • Script Reference
        • HologramCamera.cs
        • LKGDisplaySystem.cs
        • QuiltCapture.cs
        • Cursor3D.cs
        • OrbitControls.cs
        • BlockUploader.cs
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        • iOS Sample Scene Scripts
          • ChangeInteractionModality.cs
          • XYSlider.cs
          • XYSpotlight.cs
          • AudioRotateControl.cs
          • ModelController.cs
          • DemoIOSUIController.cs
          • PageHandler.cs
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          • PageCalibrateHandler.cs
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          • DynamicAlcove.cs
      • Package Integrations
        • Built-in Render Pipeline Post-Processing
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      • Developing for Ultraleap Hand Tracking on Looking Glass
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      • Change Log
    • ๐ŸนBlender
    • ๐Ÿ”ŒUnreal Engine
      • ๐Ÿ—’๏ธChange Log and Old Versions
      • ๐Ÿ’ฝInstalling the Unreal Engine plugin
      • ๐ŸŽฅUsing the Unreal Engine Plugin
        • Using the HoloPlay Capture
        • Exporting Quilt Images and Video with Sequencer
      • Accessing HoloPlay Data with Blueprint Scripting
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          • Using the HoloPlay Capture
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      • ๐Ÿ”ถPlayCanvas
      • 3๏ธโƒฃ3๏ธโƒฃ Three.JS
      • โš›๏ธReact-Three-Fiber
      • ๐ŸŒˆSpline
  • Tutorials
    • ๐Ÿ“ฑRunning Looking Glass Displays with iOS Devices
    • โ“‚๏ธCapturing Light Fields in Maya
    • ๐Ÿง‘โ€๐Ÿ”ฌUsing ShaderToy with Looking Glass
    • ๐ŸŽจSculpting with Adobe Medium and Looking Glass
    • ๐Ÿ”Turn Videogames Holographic with Refract
    • ๐Ÿ–๏ธBuilding with Leap Motion
  • Developer Docs
    • โš™๏ธLooking Glass Bridge SDK
      • ๐Ÿช›Web Application Integration
      • ๐Ÿ”ŒIntegrating Native Applications
      • ๐Ÿ““Native Function Reference
    • ๐ŸฆLooking Glass Core Migration Guide
  • Third Party Software
    • ๐Ÿ—ก๏ธ3D Slicer
    • ๐Ÿ”ฌVTK (Visualization Toolkit)
    • ๐Ÿ—บ๏ธParaView
    • ๐Ÿ”ฉCommunity Made Tools & Projects
  • Legacy Software
    • ๐Ÿ“ก3D Model Importer
      • 3D Model Importer App Guide
      • 3D Model Importer App Reference
    • ๐ŸŽญDiorama
      • Change Log
    • ๐ŸŽž๏ธDepth Recorder
    • ๐Ÿ“ธLightfield Photo App
    • ๐ŸLooking Glass Core Overview
    • ๐Ÿฝ๏ธLooking Glass Core SDK
      • C API Overview
        • HoloPlayCore.h
          • State Functions
          • General-Query-Functions
          • Device-Query-Functions
        • libHoloPlayCore.h
        • HoloPlayShaders.h
    • ๐Ÿ”ฐLooking Glass Core JS
      • API
        • HoloPlayCore.Client
        • HoloPlayCore.Message
        • HoloPlay Service Related
        • examples
  • Legacy Hardware
    • ๐Ÿ”ปLooking Glass 8.9"
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    • ๐Ÿ”ปLooking Glass 8K
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    • ๐Ÿ”ปLooking Glass 32"
    • ๐Ÿ”ปLooking Glass Pro
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  • ๐Ÿ› ๏ธFAQ & Troubleshooting
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  • Size
  • Field of View (FOV)
  • Depth of Field Adjustment
  • Multi-View Mode
  • Near and Far Clip

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  1. Creator Tools
  2. Unreal Engine
  3. Using the Unreal Engine Plugin

Using the HoloPlay Capture

PreviousUsing the Unreal Engine PluginNextExporting Quilt Images and Video with Sequencer

Last updated 7 months ago

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There are two ways to add a HoloPlay Capture to your scene. You can use a HoloPlay Capture Actor, or a HoloPlay Capture Component. The HoloPlay Capture Component allows you to add the HoloPlay Capture to any existing actor, including pawns & characters.

The following settings are shared between both the HoloPlay Capture Actor and HoloPlay Capture Component. The HoloPlay Capture Component is meant to be used inside of a blueprint like a pawn, character or actor, while the HoloPlay Capture Actor is meant to be placed directly in the level.

You can find the settings on the right hand side in the details panel when you have the HoloPlay Capture selected. The main settings here you'll want to keep in mind are Size and FOV.

Size

Editing the Size variable changes the size of the HoloPlay Capture Actor, this is useful when you want to change the scale at which the HoloPlay Capture Actor can focus on.

Field of View (FOV)

Editing the field of view changes the amount of the scene visible by the HoloPlay Capture Actor. Note, however, that the default of 14 degrees is intended to ensure that the scene's parallax closely matches real-world parallax. Changing the field of view doesn't break the effect, but it does add some distortion.

Depth of Field Adjustment

You can override the depth of field set by the post processing volume by enabling the "override DOF" flag in the Post Processing settings of the HoloPlay Capture, however this will also adjust how the camera responds to light depending on your project settings, so keep that in mind as you adjust it.

Multi-View Mode

By default, we render in what we call "Single View Mode" meaning each view is captured in a single pass. If you untoggle this setting, the plugin will render multiple views in a single pass. This can improve performance, however many advanced rendering features will no longer work, like ray tracing, Nanite, and Lumen.

Near and Far Clip

The near and far clip planes allow you to control how much of the world is visible to the HoloPlay Capture. This can be especially useful if you want to keep areas that are too far away or too close to the camera from being shown on your Looking Glass.

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