Channel Types
Nodos Channels
Nodos Channels are designed for Nodos Form Templates and are primarily used to drive Unreal Engine blueprint-based logic, node properties, and events. They are suitable for workflows that are not based on motion design graphics templates. In other words, if a project does not rely on Motion Design Graphics Templates, Nodos Channels provide a dedicated graphics pipeline centered around blueprints, node properties, and the Form Builder.
Nodos Channels operate directly on engine logic and blueprint execution. Each Nodos Channel has its own execution lifecycle, data, and state, fully isolated from other channels. Unlike motion design channels, Nodos Channels require the Form Builder to develop and expose graphics logic.
Nodos Channels are controlled and triggered through Lino Playout, allowing them to participate in the same rundown and operational workflow as template-based graphics.
Viewport Channel (AR Channel)
The Viewport Channel, also referred to as the AR Channel, is dedicated to camera-based, tracked rendering inside a viewport, rather than a conventional output. It is used exclusively in scenarios where Motion Design Graphics Templates are rendered as Augmented Reality graphics.
A Viewport Channel is created automatically when a Reality Camera is added, which activates the AR Channel during creation. Each Viewport Channel is tied to a specific camera and its associated tracking input.
Viewport Channels follow the same multi-channel execution principles as other channel types. The difference lies in the input context, not the underlying architecture. Each Viewport Channel maintains its own logic, data, state, and timing, isolated from all other channels.
For example, in a virtual studio setup with keying and a cyclorama, you create a dynamic scoreboard using the Engine’s Motion Design module and render it directly into the scene as an AR graphic that respects camera tracking. Viewport Channels provide the most suitable workflow for this type of setup.
AR Channels can be previewed through a Dynamic Preview Channel.
Dynamic Channels
Dynamic Channels are created, configured, and controlled at runtime through the nodegraph. They are primarily used for motion design template–based graphics and are designed to support multiple instances of the same template.
Each Dynamic Channel has its own logic, data, state, and timing, fully isolated from other channels. Dynamic Channels can be executed in Program and Preview modes, either on the same engine or on separate engines. They support both Fill & Key and Fill-only output configurations, which are commonly used for real-time on-air graphics and physical or virtual video wall outputs.
Project Channels
Project Channels are defined at the project level and remain fixed during runtime. They are used for template-based graphics where resolution, format, and behavior are predetermined and do not change during live operation.
Project Channels are saved with the project and restored exactly as authored. Core settings such as resolution and format are defined at creation time and remain constant at runtime. Each Project Channel has its own logic, data, state, and timing, fully isolated from other channels.