To access the Shield Settings, simply click within unreal on the general “Settings” icon and click on “Shield Settings”.

General Shield Plugin Settings

Setting Description Change in play SP control
License Info Shows the actual status to Stage Precision.
If connected, Shield is activated
Enable Shield Widget Enabled the Shield Widget within the viewport rendering.
Hide Passes from Viewport If checked, all objects which are defined as “special objects for passes” will be hidden within the viewport during editing.
This includes objects like:
Live Link Mode Defined the default “Evaluation Mode” for the Live Link connection.
Live Link connection must be removed and added again so that the settings are accepted.

Rendering

Render Options

Resolution:

Setting Description Change in play SP control
Format Choose the supported project resolution:
  • NTSC SD (720×486)
  • PAL SD (720×576)
  • HD 720 (1280×720)
  • HD 1080 (1920×1080)
  • 2K DCI (2048×1080)
  • 2K Full (2048×1556)
  • 4K UHD (3840×2160)
  • 4K DCI (4096×2160)
  • 8K UHD (7680×4320)
  • 8K DCI (8192×4320)

Render Passes:

Setting Description Change in play SP control
Viewport Define which pass should rendered by the viewport:
  • None (none pass will be rendered from the viewport. Not recommended! Means all passes will be rendered addtionally to the viewport)
  • Background (the Background pass will be rendered from the viewport)
  • Foreground (the Foreground pass will be rendered from the viewport)
Background enable/disable the Background render pass
Can´t be choosen if pass is rendered from viewport.
Foreground enable/disable the Foreground render pass.
Can´t be chosen if pass is rendered from viewport.
Garbage Matte enable/disable the Garbage Matte render pass.
HoldOut Matte enable/disable the HoldOut Matte render pass.

Occlusion:

Setting Description Change in play SP control
Enable enable/disable occlusion in general
Background enable/disable occlusion for the background.
Foreground enable/disable occlusion for the foreground.

Background options:

Setting Description Change in play SP control
FG shadow if checked the foreground objects will create shadow within the background pass.
FG reflection if checked the foreground objects will appear in planar reflections within the background pass.

Foreground options:

Setting Description Change in play SP control
Atmosphere use atmosphere show flag for the foreground pass.
This effects among other things “Volumetric Clouds”.
Keep in BG Foreground objects stays also in BG.
Simple mode Don´t create shadow clones from the background environment into the foreground if enabled.
This could effect the look of the foreground objects but needs less performance.
If disabled, the foreground objects fit better into the background pass. (default)
Alpha Stencil By default enabled, use the alpha stencil for foreground objects like the UE default.
If disabled, the alpha pass will be also effected by post fx.

Lens Distortion:

Setting Description Change in play SP control
Background Enable/disable lens distortion for background render pass
Foreground Enable/disable lens distortion for foreground render pass
Matte passes Enable/disable lens distortion for matte render passes

Compositing Options

Setting Description Change in play SP control
Order
  • BG Input FG
  • Input BG FG
  • BG FG Input
Blend Modes
  • Add Alpha
  • ScreenAlpha
  • LightenAlpha
  • Add
  • Screen
  • Lighten

Rendering Advanced

Setting Description Change in play SP control
Draw Timecode Draws the timecode into all render passes
Draw Distortion grid Draws a grid into all render pases

Live Input

Source

Input:

Setting Description Change in play SP control
Source Type Type which will be used as Live Input.
  • Texture
  • Media Source
  • Media Bundle
Reopen On Error If a source lost the signal, the engine tries to reconnect until the signal is back.
This only have an effect for the Media Source and Media Bundle
Can effect the engine performance if the signal lost continuously
G-Matte effects Input If checked, the Garbage Matte render pass will be used as alpha stencil for the live input.
For combined render pass only!

Input Alpha Channel:

Setting Description Change in play SP control
Source Type Type which will be used as Live Input Alpha Channel.
  • Texture
  • Media Source
  • Media Bundle
Reopen On Error If a source lost the signal the engine tries to reconnect until the signal is back.
This only have an effect for the Media Source and Media Bundle
Can effect the engine performance if the signal lost continuously
*Invert * If checked, the alpha channel will be inverted.

SourceFX

Post FX for Live Input:

Setting Description Change in play SP control
Enable Enable the use of post effect materials to effect the live input
Parameter Name The parameter name wich needs to match a “TextureSampleParamter2D” within the choosen material.

SDI Out

SDI Routing:

Setting Description Change in play SP control
Define the SDI output slot for the different render passes
  • None
  • Out 1
  • Out 2
  • Out 3
  • Out 4
  • Out 5
  • Out 6
  • Out 7
    An output can´t be chosen if any other pass is used these.

NDI Out

Single NDI Output:

Setting Description Change in play SP control
Checkbox for each render pass enable/disable the NDI stream
Textfield for each render pass Changed the name of the NDI stream
Frame Rate
  • 23,976
  • 24
  • 25
  • 29,97
  • 30
  • 50
  • 59,94
  • 60

NDI Multiview Output:

Enable/Disable the 2×2 NDI multiview.
A custom stream name can be defined.
Up to four different passes can be selected for each “corner” of the multiviewer.

Setting Description Change in play SP control
Enable enable/disable the NDI multiview stream
Stream Name Changed the name of the NDI multiview stream
Frame Rate
  • 23,976
  • 24
  • 25
  • 29,97
  • 30
  • 50
  • 59,94
  • 60

Optional Render Targets

These are optional slots to get access to the render passes within a render target.
Must be defined before play.

Remote Control

Remote Material Parameter Collections

Array with slots for different “Material Parameter Collections” to remote control these from Stage Precision.

Remote Control Preset

Slot for a “Remote Control Preset” to remote control any parameter from Stage Precision.
Must be defined before play.