Uploaded February 2026 | Updated September 2026, 1 day ago
Continuing from part 1 of this series, we will now create an nDisplay setup by exporting the stage from Live FX, and importing it into Unreal. This will also use the textureshare, but now with a real outer frustum display. Lastly, we'll continue colorgrading the scene.
Chapters:
00:00 Intro & nDisplay Workflow overview
00:44 Prepping the Unreal project & exporting the stage from Live FX
01:30 Configuring nDisplay in Unreal
03:35 Create projection setup in Live FX
04:56 Node tree and projection setup explained
06:05 Pipeline delays explained
08:00 Resolutions in the node tree
09:54 Switcher node explained
10:20 Stage Manager: Mapper tab explained
11:38 Stage Manager: Previs tab explained
12:05 Colorgrading & Versioning
12:45 Using Matchbox shaders (to e.g. add snow to a scene)
Continuing from part 1 of this series, we will now create an nDisplay setup by exporting the stage from Live FX, and importing it into Unreal. This will also use the textureshare, but now with a real outer frustum display. Lastly, we'll continue colorgrading the scene.
Chapters:
00:00 Intro & nDisplay Workflow overview
00:44 Prepping the Unreal project & exporting the stage from Live FX
01:30 Configuring nDisplay in Unreal
03:35 Create projection setup in Live FX
04:56 Node tree and projection setup explained
06:05 Pipeline delays explained
08:00 Resolutions in the node tree
09:54 Switcher node explained
10:20 Stage Manager: Mapper tab explained
11:38 Stage Manager: Previs tab explained
12:05 Colorgrading & Versioning
12:45 Using Matchbox shaders (to e.g. add snow to a scene)










