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Node Based Compositing & Logic

Node Based Compositing & Logic

Node-Based Compositing and Logic gives production teams a visual environment for building and managing the real-time processing pipeline behind Reality 5. Video I/O, media playback, keying, tracking, lens correction, compositing, Unreal Engine process, and control logic are represented as connected nodes, making the complete signal flow easier to understand and manage.

Because NODOS runs separately from Unreal Engine, media processing and compositing do not have to compete directly with the engine’s graphics-rendering workload.

Node Based Compositing Logic

What it enables

  • Visual production pipelines See how sources, engines, processing stages, and outputs are connected throughout the production.
  • Real-time compositing Combine live video, keyed talent, graphics, masks, render passes, and virtual environments into a controlled final composite.
  • Isolated from Unreal Engine rendering Keep video I/O, playback, keying, and compositing outside the Unreal rendering process and shared textures with Unreal in GPU memory with zero-copy architecture to eliminate any performance impact in the game engine.
  • Production logic Connect properties, functions, conditions, and processing operations to support custom production behavior.
  • Reusable nodegraphs Save and reuse processing structures across shows, studios, and recurring production configurations.
  • Easier troubleshooting Identify how signals move through the pipeline and isolate issues without relying on hidden processing stages.

The visual nodegraph gives engineers detailed access to the production pipeline while allowing operational controls to be exposed through Reality Hub.