# Dark Lab # About the Dark Lab The Dark Lab is located on the Ground floor of Greencoat Building, in GB\_G05. # Opening Hours
OpenStaffed
Weekdays09:00–21:0009:00–19:00
Saturday10:00–18:00Unstaffed
SundayClosedClosed
# Staff
![Photo of Lieven van Velthoven](https://wiki.cci.arts.ac.uk/uploads/images/user/2024-04/vwt6XTcZ380EVwF5-lieven-lidar-scan-01-cropped-2.png)
Lieven van Velthoven
Creative Code Specialist Technician
he/him
# Dark Lab Equipment # Virtual Reality # Microsoft Kinect (3D depth camera with full-body tracking) # VR trackers # VR trackers # The Dark Lab has Virtual Reality motion tracking set up in both main truss grid area and the VR corner, making pretty much the entire lab trackable using our 'Vive VR trackers'. These are little plastic things that you can attach to whatever you want to track. They can send both their position and orientation wirelessly, with super high accuracy, in real-time to your computer. You do not need a VR headset to use them! ### How to use them ### The Vive tracking system is compatible with some of the main PC-based VR protocols like SteamVR and OpenVR/OpenXR. They can basically work with any software that supports (one of) these protocols, like Unity, Unreal, TouchDesigner, WebXR, etc., and most programming languages. You'll need to have SteamVR running and logged in. ### Using trackers without a VR headset ### Thankfully, all our Vive VR trackers can be used even when you do not have a VR headset attached to your computer. For this you will need to edit two text files in your SteamVR folder, as described here: https://github.com/username223/SteamVRNoHeadset or here: https://github.com/n1ckfg/ViveTrackerExample (step 3-9) ### To take home ### We also have a few VR trackers that you can take home - these do not need any 'base stations' to work! This means you can use them anywhere, including outdoors. They rely on two little built-in cameras to function properly, so they do need some light. Also, just like the 'normal' VR trackers, you cannot block their view of the environment. ### What do we have? ### 10x Vive Tracker 3.0 https://www.vive.com/uk/accessory/tracker3/ 2x 3-Pack HTC VIVE Ultimate VR Tracker and Wireless Dongle # DMX lights # DMX (stage) lights # ### What is DMX? ### DMX (Digital Multiplex), aka DMX512, is the industry standard protocol for controlling lighting and effects in clubs, theatres and tons of other places. DMX-enabled devices At its core, the actual DMX data consists of a list of 512 numbers between 0 and 255, usually referred to as 'channels'. This data gets sent through an XLR-style cable from the lighting controller to the lights.
Most light fixtures (and other DMX-enabled devices) usually have both a DMX-in and DMX-out port. This allows them to be daisy-chained together, meaning you can control multiple lights through just one cable. Each light has a function to set its 'DMX address', indicating which of the 512 channels Some lights might have one function (e.g. dimmer), while others might have a whole range of controllable functions like Red, Green, Blue, White, Dimmer, Strobe, Pan, Tilt, etc.. The lights On the hardware side, it allows plugging in mainly Each light ### In the Dark Lab ### We have a selection of professional stage lights mounted in the Dark Lab truss grid. There are available for use in the Dark Lab.
Some of them are permanently mounted in the truss grid: those are ready and waiting for you to plug in and use!
If you would like to project anywhere else in the Lab, please ask Lieven van Velthoven (Dark Lab / Code technician), and he will see if it is possible to mount one for you. (no guarantees, but do ask!)
Our projectors vary in brightness, throw ratio, zoom, lens shift, imaging technology, etc.. We can have a chat about which one might best suit your project.
(these terms are explained below if you would like to learn a bit more!) ### To take home ### We also have a few projectors that you can take home - namely the BenQ ones listed below. These are bookable through [ORB](https://orb-arts.siso.co), our online loan store and equipment booking system. ### What DMX equipment do we have? ### Arduino / USB / Ethernet Wolfmix, Eurolight desk Lights: moving heads battens other ### How to use the Dark Lab lights ### The permanently mounted stage lights in the lab are all daisy-chained together. There is a little switch box where you can select what controls the lights: i.e. the lighting desk, wireless DMX receiver, or cable. ### Projector terminology ### #### Throw ratio #### The so-called 'throw ratio' of a projector specifies how narrow or wide the projection angle of the lens is. In other words, it tells you how big the image will be, depending on the distance from the screen or wall.
Throw ratio is the projector distance divided by the image width. So for example, a throw ratio of 0.5 means that from one meter away it will 'throw' an image of 2 meters wide onto the wall (or 1 meter wide from 0.5 meter distance, etc.). #### LCD vs. DLP #### There are a few different types of projectors, in the sense of how they actually create the pixels on screen. Each technology has its own strengths and weaknesses: 1. LCD projectors
Pros: Amazing colours. No artifacts when taking photos or videos.
Cons: Black levels aren't the best (dark grey instead of black). 3. DLP projectors
Pros: Black levels are usually better than LCD. Native support for 3D through DLP-Sync 3D glasses. Cons: Depending on the shutter speed, problems might arise when trying to take photos or videos (rainbow effect). Some people's eyes are sensitive to this, too. Colour reproduction is often not as good as with LCD. #### Brightness #### When it comes to brightness; more is usually better! Thankfully, we have some really bright ones at CCI (up to 7000 lumen). The light output of the projector will get spread over the whole image; so if you make the image bigger (by placing the projector further away from the screen), that means it will become less bright. When using cameras, it sometimes helps to dial the brightness down a little, in order not to overexpose or blind the camera. #### Lens shift and mounting #### Our more fancy projectors like the Epsons, Panasonics and NECs have a feature called 'lens shift' (both horizontal and vertical). This allows them to shift the image up/down or left/right without physically moving the projector or distorting the image. Very handy! Most 'simpler' projectors that do not have lens shift tend to project slightly upward - in the sense that if you put them flat (horizontally; level) onto a floor or table, they will project a rectangular image slightly upward onto the wall. This means that if you want to mount one of those projectors from the ceiling, you can place them upside down so that they project slightly downward onto the wall or screen. # 3D scanning # Sound system # MIDI controllers # DJ controller # Leap Motion (hand & finger tracking) # Cameras and tripods # Projectors # Our Projectors # ### In the Lab ### We have a number of different video projectors available for use in the Dark Lab.
Some of them are permanently mounted in the truss grid: those are ready and waiting for you to plug in and use!
If you would like to project anywhere else in the Lab, please ask Lieven van Velthoven (Dark Lab / Code technician), and he will see if it is possible to mount one for you. (no guarantees, but do ask!)
Our projectors vary in brightness, throw ratio, zoom, lens shift, imaging technology, etc.. We can have a chat about which one might best suit your project.
(these terms are explained below if you would like to learn a bit more!) ### To take home ### We also have a few projectors that you can take home - namely the BenQ ones listed below. These are bookable through [ORB](https://orb-arts.siso.co), our online loan store and equipment booking system. ### What do we have? ### Here are the models we currently have. Click on the links to fnd out more!
2x [Epson EB-L635SU](https://www.epson.co.uk/en_GB/products/projectors/installation/eb-l635su/p/31708#tech-specs) (6000 lumen, LCD, 0.8:1 medium short throw) (these are the two main projection screens)
1x [Panasonic PT-VMZ60](https://www.projectorcentral.com/Panasonic-PT-VMZ60U.htm#specs) (6000 lumen, LCD, 1.09-1.77 throw ratio)
1x [Panasonic PT-VMZ71](https://www.projectorcentral.com/Panasonic-PT-VMZ71WU.htm#specs) (7000 lumen, LCD, 1.09-1.77 throw ratio)
2x [NEC P525UL](https://www.sharpnecdisplays.eu/p/datasheet/en/datasheet/rp/p525ul.xhtml) (5000 lumen, LCD, 1.23-2.0 throw ratio)
1x [Optoma EH460ST](https://www.optoma.co.uk/ContentStorage/Documents/5ddee23d-0294-49eb-90fd-5a116be7417c.pdf) (4200 lumen, DLP, 0.5:1 short throw)
8x [BenQ TH671ST](https://www.benq.eu/en-uk/projector/cinema/th671st.html) (3000 lumen, DLP, 0.69-0.83 short throw) ### How to use the Dark Lab projectors ### The permanently mounted projectors all have an HDMI cable (with USB-C adapter) that you are free to plug into whenever no one else is using them. The two main screens (Area 1 and Area 2) are also hooked up to the two corresponding PC's. Those have a little switch on the desk to choose between input from the PC or your own laptop. The HDMI cables are labeled as 'Projector 1 (HDMI 1)', etc.; telling you which projector it is connected to, and which input to select on the projector itself.
On (or next to) the screens you will find remotes to turn the projectors on and select the correct HDMI input.
(Please make sure to turn them off when you're done, and stick the remote back where to where it was!) ### Projector terminology ### #### Throw ratio #### The so-called 'throw ratio' of a projector specifies how narrow or wide the projection angle of the lens is. In other words, it tells you how big the image will be, depending on the distance from the screen or wall.
Throw ratio is the projector distance divided by the image width. So for example, a throw ratio of 0.5 means that from one meter away it will 'throw' an image of 2 meters wide onto the wall (or 1 meter wide from 0.5 meter distance, etc.). #### LCD vs. DLP #### There are a few different types of projectors, in the sense of how they actually create the pixels on screen. Each technology has its own strengths and weaknesses: 1. LCD projectors
Pros: Amazing colours. No artifacts when taking photos or videos.
Cons: Black levels aren't the best (dark grey instead of black). 3. DLP projectors
Pros: Black levels are usually better than LCD. Native support for 3D through DLP-Sync 3D glasses. Cons: Depending on the shutter speed, problems might arise when trying to take photos or videos (rainbow effect). Some people's eyes are sensitive to this, too. Colour reproduction is often not as good as with LCD. #### Brightness #### When it comes to brightness; more is usually better! Thankfully, we have some really bright ones at CCI (up to 7000 lumen). The light output of the projector will get spread over the whole image; so if you make the image bigger (by placing the projector further away from the screen), that means it will become less bright. When using cameras, it sometimes helps to dial the brightness down a little, in order not to overexpose or blind the camera. #### Lens shift and mounting #### Our more fancy projectors like the Epsons, Panasonics and NECs have a feature called 'lens shift' (both horizontal and vertical). This allows them to shift the image up/down or left/right without physically moving the projector or distorting the image. Very handy! Most 'simpler' projectors that do not have lens shift tend to project slightly upward - in the sense that if you put them flat (horizontally; level) onto a floor or table, they will project a rectangular image slightly upward onto the wall. This means that if you want to mount one of those projectors from the ceiling, you can place them upside down so that they project slightly downward onto the wall or screen. # Virtual Reality We have a number of VR headsets available to students including access to high spec gaming PCs for use with them where necessary. # Which VR headsets does CCI have? ![Photo of VR area](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2024-01/scaled-1680-/jHIRtkyqxrxWFERI-vr.webp) - [Valve Index VR headset](https://store.steampowered.com/valveindex) - [Vive Pro Eye Wireless](https://www.vive.com/uk/product/vive-pro-eye/overview) - [Vive Focus 3](https://www.vive.com/uk/product/vive-focus3/overview/) # New Page # Using the VIVE Pro 2 Full Kit [![](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/scaled-1680-/MnMj9OIuCeYkZHFX-image-1739874864498-34-18.png)](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/MnMj9OIuCeYkZHFX-image-1739874864498-34-18.png) We got the [VIVE Pro 2 headset](https://www.vive.com/uk/product/vive-pro2/overview/) and base stations, controllers (HTC Vive Controllers and VALVE INDEX Controllers), and trackers in the lab. ## Setup *For the full official tutorial, please refer to: [VIVE Pro 2 Setup Video](https://www.youtube.com/watch?v=VAcPyq6UTws)* --- ## 1. Hardware Connections & Power Check **Before powering on your PC: Ensure all devices are powered and connected** - Headset, controllers, Lighthouse base stations, and the Vive link box should all be connected and displaying a solid green light. - *Link box connections:* - **DisplayPort cable** → Graphics card port - **USB 3.0 cable** → PC USB port - **Power adapter** → Mains socket (requires 9V/1.5A or above) --- ## 2. Software Setup ### Essential Installations 1. **Steam & SteamVR** - Download and install the Steam client. - Search for and install **SteamVR** from your Steam library. 2. **Room Tracking Configuration** - Open SteamVR > **Room Setup** - Base stations should be mounted at a height of at least 2m, positioned diagonally across the play area. - *Controller pairing:* Press and hold the system button until the LED flashes blue → complete pairing via the SteamVR interface. --- ## 3. Unreal Engine 5 Integration ### Initial Project Setup 1. **Create a New VR Project** - Template: `Games > Virtual Reality` - Select `Blueprint` and `Starter Content` (for quick testing) - **Tip:** Begin with a simple scene (e.g., an empty template) and gradually increase complexity. 2. **Enable Key Plugins** - Go to `Edit > Plugins` and enable the following: - **OpenXR** (recommended for SteamVR compatibility and future-proofing) - **OpenXR Hand Tracking** - **OpenXR Vive Tracker** (if using external trackers) - **SteamVR** (required for the Vive Pro 2) - **Oculus VR** (if Oculus headset compatibility is needed) - **VR Expansion Plugin** (for advanced interaction features) - *Restart UE5 to apply changes.* 3. **Optimise Project Settings** - Open `Edit > Project Settings` and adjust the following: - **Rendering**: Enable Forward Rendering and disable Mobile HDR. - **XR Settings**: Tick `Start in VR` and enable `Motion Controller Support`. These settings improve performance and ensure VR input responsiveness. --- ## 4. Testing & Troubleshooting ### Launching VR Preview 1. Click the dropdown next to the **Play** button (⚠️ not the default **Play** mode) and select **VR Preview**. 2. Put on the headset to test real-time scene rendering. --- ### ❗ Common Issues & Checks - **Device Not Detected:** - Confirm cables are securely connected and devices are powered. - Restart SteamVR or the PC if necessary. - **Tracking Issues:** - Ensure base stations are unobstructed and correctly positioned. - Check for reflective surfaces or direct sunlight interfering with the sensors. - **Performance Lag:** - Lower rendering resolution or disable unnecessary plugins. - Update graphics drivers and Unreal Engine to the latest stable version. With these steps completed, your HTC Vive Pro 2 should be ready for Unreal Engine 5.2+ # Connecting Vive Trackers to Unreal Engine For the full official tutorial, please refer to: - [Pairing Vive Trackers (3.0)](https://www.vive.com/us/support/tracker3/category_howto/pairing-vive-tracker.html) - [Fixing Live Link XR in Unreal Engine 5.2 and 5.3](https://www.youtube.com/watch?v=GKsPjufVPwg) ### 1. Get Your Trackers Ready First things first—make sure each Vive Tracker is turned on and paired through SteamVR. **SteamVR Settings > Devices > Pair Controllers > I want to pair a different type of controller.. > HTC Vive Tracker**. You’ll know it’s good to go when the LED light is solid green. - Click the 3 little lines on the top left of the SteamVR desktop dashboard window to open the **SETTINGS**. [![](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/scaled-1680-/50L9XXJ2ig0Kd3z3-image-1739880267531.png)](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/50L9XXJ2ig0Kd3z3-image-1739880267531.png) - Then go to Devices, chose pair your contrllers, click on I want to pair a different type of controller, then select HTC Vive Tracker. [![](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/scaled-1680-/T0EQKDHBkbdhzwwH-image-1739879352796-49-04.png)](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/T0EQKDHBkbdhzwwH-image-1739879352796-49-04.png) - Turn on the Tracker. [![](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/scaled-1680-/M1quu2QzCA6pzmD8-image-1739879396953-49-48.png)](https://wiki.cci.arts.ac.uk/uploads/images/gallery/2025-02/M1quu2QzCA6pzmD8-image-1739879396953-49-48.png) --- ### 2. Set Up the Plugin - Double-check that SteamVR is running. - Open Unreal Engine and go to **Edit > Plugins**. - Find and enable **OpenXR Vive Tracker**. --- ### 3. Assign Tracker Roles After pairing your trackers you will need to **assign them to the correct body part** in SteamVR's Manage Trackers section, Left foot, Right Foot, ect. Its best to do them one at a time and label the tracker in some way so you know which body part is paired with that tacker. Now let’s tell SteamVR which tracker does what: - **SteamVR Settings > Controllers > Manage Trackers** - Assign the roles like this: - **Waist** → `waist` - **Left Foot** → `left_foot` - **Right Foot** → `right_foot` --- ### 4. Integrate with Unreal Engine - Open your project’s blueprint. - Locate the **Motion Controller** component. - Add a **Live Link** component to stream tracker data. - Make sure the **Role** matches the SteamVR assignments. --- ### 5. Find and Link the Prawn Asset - Connect the prawn’s motion controllers to the corresponding trackers. You could check here for more details [Fixing Live Link XR in Unreal Engine 5.2 and 5.3](https://www.youtube.com/watch?v=GKsPjufVPwg) - Open the **Content Browser**. - Search for **prawn**, and follow the tutorial video. --- ### 6. Test and Calibrate - Run your project in **VR Preview**. - Do some basic movements to check if everything tracks correctly.