Professional Services
“Professional Services” refers to the type of services, which are based on projects. The most common types of services are:
Description of the Technical Service
“Installation and Commissioning Services” includes the necessary activities to make Reality Engine work. This service includes activities related only to the licensed / purchased Reality Engine HW and Reality Engine SW. Anything outside of the Reality Engine HW and SW, such as cabling, cameras, networking, integrations with other HW and SW, etc is out of scope of this service.
Engagement Structure
Installation and Commissioning Services can be delivered on-site or remotely. If on-site, necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made. If remote, only booking a ZD TSS Engineer would be enough.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
Installation and Commissioning Services cover only the ZD products the customer is entitled/licensed to and only the Reality HW the Reality SW the customer uses. Any other peripherals are not in the scope of the Installation and Commissioning Services and the customer is expected to take care of the prerequisites which are needed for a successful Reality Installation and Commissioning Service.
Anything which is not listed here is not in the scope of this service:
- Preparing the Reality HW at the certified levels
- Checking the lights and filters
- Checking the camera outputs and camera set up
- Verifying tracking
- Installing Engine, Editor, Cook, HUB (whatever is licensed) and preparing R-Drive
- Applying licensing
- Verifying the performance of the entire environment using Reality Starter Kit
- Verifying the key quality using Reality Starter Kit
TSS ZD Engineer will need to work with the customer to accomplish the tasks above and the engineer may need help to adjust some of the set up outside the Reality Engine HW and SW from the customer.
Description of the Technical Service
“Reality Training” includes a standard 5-day training who would like to take care of the Reality products. After the training, tasks such as installation, setting up, upgrading the engines, controlling the engines during the broadcast can be done. Please note that Reality and Unreal Engine needs time and expertise to be fluent, but this training gets our customers going in a short time frame.
Engagement Structure
Reality Training can be delivered on-site or remotely. If on-site, necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made. If remote, only booking a ZD TSS Engineer would be enough.
This training is delivered on the customer set-up, and it is a hands-on training. The customer will have the benefit to learn all the key topics on their own systems.
For this service to be delivered effectively, it is recommended to follow the trainer with hands on practices. The collaboration and using the customer studio environment as a “lab” is important. That’s why it is important to book a timeframe for which there won’t be disruptions and the team can use the studio without restrictions. At least 1 week of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
It is highly recommended to book all 5-days at once so that the training can be a continuous process. At most, diving 5 days into two sessions can be a doable setup, such as 2 days + 3 days in a short while.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
Reality Training covers the agenda below and it assumes an already working Reality Engine system is in place. The training is delivered with only 1 camera/engine, using Reality Starter Kit. Custom set up is not acceptable.
This Training is being tailored to fulfill the Primary Requirements of Day-to-Day Graphics Operations and Creative Workflow for any kind of Virtual Production and that is by using Reality Editor and RealityHub. This training meant to be delivered to the new customers and ideally after Solution installation, Commissioning and some hands-on with the System.
Note: (This training is aimed to deliver a General Agenda in a limited time, that helps to overcome most of the initial workflow’s problems and provides a quick kick-start, however any existing issues related with the Customer’s Graphics or Operations shall not be addressed during the training and advised to re-direct to the official Technical Support and Services Portal)
Engagement Structure: Online (Zero Density’s Zoom account)
Setup Prerequisites
- High Speed and stable Internet connection that able to broadcast and receive HD video and audio streams.
- Microphone and Webcam to communicate with the instructor.
- Each attendee must have his/her own laptop or Workstation.
- Minimum System requirement
- Windows 10 64-bit
- 8 GB RAM
- DirectX 11 or DirectX 12 Compatible Graphics Cards (NVIDIA GeForce RTX 2080 or Up Recommended)
- Quad-core Intel or AMD, 2.5 GHz or faster
- RealityEditor and RealityHub must be installed and configured on each Laptop or Workstation along with RDrive and Shared folder structure for RealityHub.
- Training Kit must be downloaded on each Laptop/Workstation (it will be provided prior to the training)
Description of the Technical Service
“Lens Calibration Services” includes the necessary activities to calibrate a lens to work for VS/AR/XR setups.
Lenses can be calibrated by the tracking providers if the tracking system can send the lens information in a way that Reality accepts.
For other tracking providers, if the lens data comes with the position data to the Reality Engines over FreeD, Zero Density TSS Team can calibrate your broadcast lenses.
Note: If you have a prime lens to calibrate, please get in touch with your Business Development Manager for more information.
Engagement Structure
Lens Calibration Services can be delivered on-site or remotely. If on-site, necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made. If remote, only booking a ZD TSS Engineer would be enough.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The customer is expected to take care of the prerequisites which are needed for a successful Lens Calibration Service. It is very important to know that if there is a problem with the track, the problem itself amplifies greatly in the virtual environment; that’s why it is better not to spend lens calibration day in case there are questions regarding the track quality.
Note: If you would like to learn how tracking accuracy can be verified, you can contact the tracking provider or ZD TSS Team to get guidance.
The work includes setting up an AR pipeline with Reality Engine and verifying the position of an AR object against to a defined real object camera sees. That’s why there are lots of camera movements needed in addition to measurements and recording of these measurements on Reality Lens files in a defined format.
TSS ZD Engineer will need to work with the customer to accomplish the tasks above and the engineer may need help to adjust some of the set up outside the Reality Engine HW and SW from the customer.

On-Site Support Service is delivered to the customer “on-site”, to satisfy specific needs to achieve a specific objective. The best examples are to support our customers with their broadcast / event or helping them do some practices / tests with Reality together or helping our customers to achieve something which is scoped well (such as implementing portal window with a video wall)
Engagement Structure
On-Site Support Service will be delivered to the Customer on-site, thus necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The details of the work to be done can be identified with Business Development Manager or ZD TSS Engineer. Agreement on how to spend the purchased days will be done before the service to be delivered.
Description of the Technical Service
Remote Support Service is delivered to the customer “remotely”, to satisfy specific needs to achieve a specific objective. The best examples are to support our customers with their broadcast / event or helping them do some practices / tests with Reality together or helping our customers to achieve something which is scoped well (such as implementing portal window with a video wall)
Engagement Structure
Remote Support Service will be delivered to the Customer remotely, thus just booking a ZD TSS Engineer needs to be made.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The details of the work to be done can be identified with Business Development Manager or ZD TSS Engineer. Agreement on how to spend the purchased days will be done before the service to be delivered.

“Project Supervision Service” means to provide a ZD Technical Support Engineer to help the overall Project Manager with leading different parties to achieve a specific event / broadcast.
The best examples are to get in touch with track providers, designers, camera operators, etc to guide them on what is needed to achieve the expected results.
Please note that a Project Manager on the customer site needs to own the overall project success, and ZD TSS Engineer can only be an assistant to the Project Manager.
Engagement Structure
Project Supervision Services will be delivered to the Customer on-site, thus necessary travel arrangements on top of booking a ZD TSS Engineer needs to be made.
For this service to be delivered effectively, at least 2 weeks of lead time is needed for ZD TSS Engineer to make necessary preparations and deliver a quality service during the time booked.
All the prerequisites needed to deliver the service will be shared by the TSS Engineer before the service itself.
Service Details:
The details of the work to be done can be identified with Business Development Manager or ZD TSS Engineer. Agreement on how to spend the purchased days will be done before the service to be delivered.
How Can We Help?
Reality Training - Course Outline
Reality training is intended for people who needs to use Reality products. The people who take this training are usually responsible of such tasks (but not limited to) :
- Setting Up Reality environment from scratch or according to the changes in the studio environment (such as cyclorama change, video wall additions, lights change, zero point change, etc.. )
- Creating or making changes to the production pipeline (such as changing the broadcast format, resolution, cabling of the engines, modifying the image/video quality and details, setting up the entire pipeline etc..)
- Operating Reality during broadcast (such as pushing some graphics, changing some things within the set, making on-air adjustments, etc)
- Troubleshooting the errors or finding out new use cases with the Reality products
Please note that this is not an Unreal / Design training, there is only one session which outlines the basics to interact with the set / design using Reality Editor, which is just a bit different than Unreal Editor. This difference is only what will be covered.
For design related training, please contact your Business Development Manager.
Program Breakdown – 5 Days
Day 1
The attendees will get an introduction to Reality which covers the configuration and certified HW. Attendees will install the Reality SW on their notebooks and have their Reality up and running. They will also learn about how to use the third-party plug-ins, use ray-trace. They will also be familiar with Unreal native Reality Editor and Reality suite of applications used in everyday workflow
MORNING | AFTERNOON |
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Day 2
The attendees will learn about tracking basics and importance of genlock. Reality Setup application and most commonly used nodes will be covered and also Projection Volume will also be discussed to get the most photo realistic shots on augmented and virtual studio productions.
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Day 3
The attendees will learn the tips and trick 2D-3D renders to improve the compositing pipeline. They will also improve the AR pipeline skills They will also learn about the physical and virtual elements of keying pipeline.
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Day 4
The attendees will learn how to operate the daily activities on Reality efficiently. They will learn how Reality is operated and how Action Builder can help operators to perform their duties with custom build interfaces for dynamic changes of parameters (color, exposure, animation trigger, or any change of any parameter within the scope of the node-graph), which can later be opened and used in runtime by the operators.
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Day 5
The attendees will learn the details of Reality’s features which are exhibited during the IBC and NAB shows. They will be capable of running shows with minimal help from ZD TSS Engineer.
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Day 6 – OPTIONAL
Day 6 is not included in the original training package. If optional 6th day is requested, it needs to be requested specifically in addition to the original training package.
The attendees will improve their Virtual Studio pipeline skills for custom built project and cycloramas; and learn all about fill-key capabilities of Reality.
Day 6 is recommended for those who has more than 1 year of intensive Reality experience. Day 6 can also be purchased separately.
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Reality Training - Course Outline
- Setting Up Reality environment from scratch or according to the changes in the studio environment (such as cyclorama change, video wall additions, lights change, zero point change, etc.. )
- Creating or making changes to the production pipeline (such as changing the broadcast format, resolution, cabling of the engines, modifying the image/video quality and details, setting up the entire pipeline etc..)
- Operating Reality during broadcast (such as pushing some graphics, changing some things within the set, making on-air adjustments, etc)
- Troubleshooting the errors or finding out new use cases with the Reality products
The course is 5 days and each day takes approximately 8 hours depending on audience’s level. The first 2 days of the training is to make the attendees able to work with the Reality Product Suite immediately. The last 3 days will cover the topics that will take the attendees to the level where they can fluently use Reality.
It is also important to know that the training is delivered on customer systems and there are hands-on workshops for the attendees to learn Reality on their very own environment. For this reason, it is important that the installation has been completed and Reality Systems are up and running before this training to be delivered.
Please note that this is not an Unreal / Design training, there is only one session which outlines the basics to interact with the set / design using Reality Editor, which is just a bit different than Unreal Editor. This difference is only what will be covered.
Please also note that the language of the training is English.
For design related training, please contact your Business Development Manager.
Program Breakdown – 5 Days
Day 1
Morning | Outcomes |
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The attendees will have an overview of the Reality workflow and the configuration of the Reality Applications. They will be able to prepare a new project for launching. |
Afternoon | Outcomes |
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The attendees will learn the basics of the Reality HUB modules and by the end of this session, they will start using the launched projects for VS/AR productions with the help of the templates. |
Day 2
Morning | Outcomes |
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In this session, the attendees will start using the Tracked Talent template. Combining this with the action system, they will be able to to do the Fly camera movements. |
Afternoon | Outcomes |
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By the end of this session, the attendees will know how to request assistance through Zero Density Customer Support Portal. And they will have a hands-on workshop where they will utilize the new skills they achieved. |
Day 3
Morning | Outcomes |
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The attendees will learn the installation steps of Reality Applications. They will also learn the detailed configuration of RealityHub. |
Afternoon | Outcomes |
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In this session, the attendees will have a deeper knowledge of Reality Editor and tracking in Reality. |
Day 4
Morning | Outcomes |
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By the end of this session, the attendees will be able to construct the VS/AR pipelines from scratch and understand custom module system in RealityHub. |
Afternoon | Outcomes |
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The attendees will learn the logic behind the blueprints inside Reality Examples projects. They will also be able to trigger functions or change a node’s property in Reality. They will be knowledgeable about the other nodes in Reality and the external factors affecting key quality. |
Day 5
Morning | Outcomes |
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The attendees will learn to construct the teleportation, hybrid studio and portal window pipelines. |
Afternoon | Outcomes |
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In this last session, the attendees will cover the frequently asked questions about Reality. They will also have the opportunity to get answers to their questions. |
Reality Creative Workflow and Graphics Operation Training
Language: English
Duration: 5 DAYS
Duration / Per Day: 4.5 HOURS (Two 10 minutes breaks)
As a result of this Training, you will be able to:
- Understand Reality Engine ecosystem.
- Utilize RealityHub and Reality Editor in an efficient manner.
- Identify, locate, and navigate through the RealityHub and Reality Editor UI’s.
- Collaborate effectively with colleagues to manage the resources among Operations and Creative Departments.
- Create and Control basic 3D and 2D Graphics.
- Work with UMG’s, Widget Blueprint, and 3D Widgets.
- Export/expose data types to RealityHub such as String, Texture, Color, Scalar and Vectors Properties etc.
- Expose Events and Functions to RealityHub.
- Control logic execution flow of graphics from RealityHub.
- Export custom nodes from Reality Editor and control them in RealityHub.
- Get basic overview of data structures, JSON, and Blueprint communication.
- Work with Node-based environment to manage Creative and Operational Workflows.
- Create Forms/Templates and controlling them from Playlists.
- Fetch real-time external data from RealityHub’s front-end (RealityHub’s REST API and SDK are not in the scope of this Training)
Training Outline
Day 1
Attendees Profile | Recommended but not restricted to Motion Graphics Artists, Creative Leads, Broadcast Designers, Technical Artists, 3D Generalists and Animators.
Day 01, intend to be focused on Reality Engine ecosystem, attendees must have prior Knowledge of Unreal Engine, its mandatory to have fair understanding of Asset import, Level building, Materials, lights, and basic Blueprint visual scripting in Unreal Engine. |
Topics | Contents |
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Reality Editor’s System Workflow |
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ZD Components |
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Working with Blueprints |
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Day 2
Attendees Profile | Recommended but not restricted to Motion Graphics Artists, Creative Leads, Broadcast Designers, Technical Artists, 3D Generalists and Animators.
Day 02, intend to be focused on Reality Engine ecosystem, attendees must have prior Knowledge of Unreal Engine, its mandatory to have fair understanding of Asset import, Level building, Materials, lights, and basic Blueprint visual scripting in Unreal Engine. |
Topics | Contents |
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Callbacks |
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Blueprint Communication |
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UMG/Widget Blueprint workflow |
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Level Sequencer |
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Day 3
Attendees Profile | Recommended but not restricted to Motion Graphics Artists, Creative Leads, Broadcast Designers, Technical Artists, 3D Generalists and Animators.
Day 03, intend to be focused on Reality Engine ecosystem, attendees must have prior Knowledge of Unreal Engine, its mandatory to have fair understanding of Asset import, Level building, Materials, lights, and basic Blueprint visual scripting in Unreal Engine. |
Topics | Contents |
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Working with JSON |
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Reality Exports |
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Day 4
Attendees Profile | Recommended but not restricted to Graphics Operators, Studio Managers, Producers, and all job roles mentioned in Day 01, Day 02, and Day 03.
There is no prior software skills required for Day 04. |
Topics | Contents |
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RealityHub’s System Workflow |
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Configuration Module |
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Launcher Module |
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Nodegraph/Actions Module |
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Playout Module |
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Day 5
Attendees Profile | Recommended but not restricted to Motion Graphics Artists, Creative Leads, Broadcast Designers, Technical Artists, 3D Generalists and Animators.
Day 02, intend to be focused on Reality Engine ecosystem, attendees must have prior Knowledge of Unreal Engine, its mandatory to have fair understanding of Asset import, Level building, Materials, lights, and basic Blueprint visual scripting in Unreal Engine. |
Topics | Contents |
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Nodegraph/Actions Module |
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System nodes to manage Creative and Operations logic |
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RealityHub’s Unreal Vanilla Control |
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