Solved RTT hud background extraction
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Hi guys,
I’m trying to use a 7" monitor as hud, placed over the icp and I was wondering if there is a way to extract the background as well.
I use helios in order to manage a multimonitor configuration and I not managed to find there a profile parameter for this purpose.
Thank you for any suggestion…
Fabio -
@magoo not sure what you mean by “hud background” … the actual outside world? No.
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Yes @airtex2019 the actual outside world…
The goal is to reproduce something similar to the real hud, without using a complicate mirror/lens system.
Thank you for the quick reply -
There is a HUD texture component in Helios that you can adjust the transparency so a background will show through. Not sure if that is what you are referring to. There is also another component in Helios that will allow you to mirror an area on one of your monitors to another location such as, the HUD area in the 3D pit to a second monitor location. Maybe that would work for you. Obviously if you use a head tracking device this will reflect that area of the screen as well when you turn your head.
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Thank you @Wheelchock , I will search that Helio’s component wich mirrors the 3D HUD area in order to do some tests…
Not sure the outcomes, I’m searching a way to avoid the ghosting issue, projecting the monitor image on a semitransparent HUD glass…
So I thought to put the monitor vertically over the ICP toward the pilot
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@magoo while this is a great idea, this wont work as the light coming from the screen isn’t collimated like a real HUD. So as you move your head the HUD will move in comparison to the background.
A real hud, because it uses collimated light feels like it’s at infinity. It doesn’t move in relation to the outside world when you move your head.
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@SOBO-87 I agree with you, when I move the head the scenario should move behind the hud image, but that is a minor problem because is also true that you look at the hud symbols only when you look ahead.
The collimation instead , could be a problem , but since I have a surplus 7" lcd monitor, I would be courious to obtain a good HUD image in order to verify how big is that issue. -
@SOBO-87 maybe I’m wrong … but in the real life we have to focus at infinity, instead in our case the distance from the HUD image and the scenario image is less than 1 meter…
What do you think ? -
@magoo This is true. But regardless without a collimating lens a HUD won’t be accurate. Targetting symbology for things like CCIP or Guns will be way off with any head movement.
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First test using Helios miscellaneous/screen replicator component and Falcon textures/HUD; the first one allows to cupture a monitor’s area, given the x,y top/left pixels, the width and height of the area.
This way I can replicate on the 7" monitor the HUD area we have on the scenario.
The Falcon textures HUD, extract the transparent HUD area that I placed on the 7" monitor “on top” the previous view.Now I have on the 7" monitor two overlapped views
as you can see on the pic the two views are a little bit staggered, but if I adjust the x,y coordinates of screen replicator area I’m able to perfectly overlap the HUD symbols on the scenario with those on the HUD extraction.
In my humble opinion this way the collimation is pretty good.
Last step is to disable the HUD rendering on the scenario.
Let me know your comments