disguise Launches New Unreal Engine 5 Plugin

Following the launch of Epic Games’ Unreal Engine 5, users of visual storytelling platform disguise can, with the help of disguise’s new RenderStream plugin, immediately benefit from the game engine’s next-generation photorealistic visual capabilities.

disguise has been working closely with Epic Games to develop and launch the latest version of their free, open-sourced proprietary RenderStream plugin that allows its user community to seamlessly integrate Unreal Engine into their disguise workflow with minimal configuration. Through RenderStream, disguise users can create output streams on Unreal Engine projects allowing them to make real-time content changes directly from disguise’s software interface Designer.

The new plugin also enables users to unlock new features in Unreal Engine 5 such as the Nanite virtualised micropolygon geometry system and a new Virtual Shadow Map system, allowing them to create virtual scenes in extended reality (xR) with massive amounts of geometric detail.

To benefit from the latest features in Unreal Engine 5 within their disguise productions, users will need to have access to the latest disguise software release, r21. Released just a week before UE5, r21 brought significant improvements to the disguise software UI and overall system performance, as well as new tools for colour workflows. Developed with the help of disguise’s Live and Colour Insider groups and software beta testers, r21 addresses common user challenges and requirements across both live and virtual production environments, also unlocking a most streamlined user experience.

For the past two years, disguise and Epic Games have been partnering to democratise the delivery of 3D graphics across all types of industries including virtual production, broadcast, corporate events and beyond. Where Unreal Engine continues to push the boundaries in photorealistic 3D graphics, disguise offers a seamless way to deliver this real-time generated content into LED volumes, projection setups and any sort of physical display configuration - at any scale.

“Unreal Engine 5 unlocks the most photorealistic real-time content we have ever seen, and, with the help of disguise, users can implement it into their productions with minimal setup requirements so they can focus on delivering their best creations,” says disguise Technical Solutions Director Peter Kirkup. 

You might also like...

Designing IP Broadcast Systems - The Book

Designing IP Broadcast Systems is another massive body of research driven work - with over 27,000 words in 18 articles, in a free 84 page eBook. It provides extensive insight into the technology and engineering methodology required to create practical IP based broadcast…

Demands On Production With HDR & WCG

The adoption of HDR requires adjustments in workflow that place different requirements on both people and technology, especially when multiple formats are required simultaneously.

NDI For Broadcast: Part 3 – Bridging The Gap

This third and for now, final part of our mini-series exploring NDI and its place in broadcast infrastructure moves on to a trio of tools released with NDI 5.0 which are all aimed at facilitating remote and collaborative workflows; NDI Audio,…

Designing An LED Wall Display For Virtual Production - Part 2

We conclude our discussion of how the LED wall is far more than just a backdrop for the actors on a virtual production stage - it must be calibrated to work in harmony with camera, tracking and lighting systems in…

Microphones: Part 2 - Design Principles

Successful microphones have been built working on a number of different principles. Those ideas will be looked at here.