SONY ELF-SR1 15.6 Inch 4K Spatial Reality Display Instruction Manual

August 31, 2024
Sony

SONY ELF-SR1 15.6 Inch 4K Spatial Reality Display

Introduction

About the Spatial Reality Display Plugin for Preview
The Spatial Reality Display Plugin for Preview is a plugin for displaying Autodesk Maya content in real time on the Spatial Reality Display (referred to as “SR Display” below). The plugin provides a user interface and functions that allow creators to work on Maya projects in live 3D stereoscopy.

Required computer environment

  Recommended specifications
CPU i5-6 core or faster

GPU

| PassMark – G3D Mark score 18,000 or higher

(GeForce RTX2070 SUPER equivalent)

Memory| 16GB or larger
Storage| SSD
OS| Windows10(64bit) / Windows11

Compatible Spatial Reality Display models

The plugin can be used with the following SR Display models.

  • ELF-SR1
  • ELF-SR2

The plugin can be used with these Maya versions

The plugin is compatible with the following versions of Autodesk Maya.

  • Maya 2020
  • Maya 2023
  • Maya 2022
  • Maya 2024

Setup procedure

Installation procedure

Run SRDforPreviewMaya-x.x.x.xxxxx.msi in a computer environment with a compatible version of Autodesk Maya installed. (The “x.x.x.xxxxx” varies depending on the version of the plugin to be installed.) Please accept the terms of agreement to install.

Notes

  • Log in with an administrator account to perform installation.
  • The Software License Agreement will be displayed during installation. Make sure to read it and accept the terms of the agreement.

Autodesk Maya settings

Follow the procedure below to load the plugin into Autodesk Maya.

Step 1: Start Autodesk Maya.
Step 2: In the menu tab, select “Windows” → “Settings/Preferences” → “Plug-in Manager” to start Plug-in Manager.
Step 3: In Plug-in Manager, select the “Loaded” checkbox for “SRDViewerPluginMaya.mll”.

Make sure you have 4 viewports open in the Maya editor. You should now see a “SR Display Plugin” in the top menu bar.

Basic screen configuration and operations

Menu
You can select “SR Display Plugin” in the Maya menu tab to open the drop down for plugin-specific actions.

Menu Drop-Down Contents
From the drop down you can see the following actions.

List of functions on the SR Display menu

Label Description
Create Gizmo Adds a camera to the viewport and outliner with an attached

display guide “Gizmo box”

that indicates the view area of the SR Display.

Delete Gizmo| Deletes the Gizmo.
Spatial Clipping| Restricts the display of objects outside the view area of the SR Display.
Reset to Actual Size| Reset the gizmo size so that its size in maya units is the same as the SR Display’s real-life

dimensions on.

Details of each function

Gizmo Camera
Add a camera to determine the display position of the SR Display. Click “Create Gizmo” to add a gizmo box and associated camera to the viewport. These determine the position and perspective of maya that you see on the SR Display. It is necessary to have one created to see your models on the SR Display.

You should now see a “gizmoCamera1_group” object in the Maya outliner and a rectangular box and camera in the Maya viewport. When you move the camera, the view area also moves accordingly. Moving the camera away from its gizmo box will scale the box up and moving it to the side will rotate it.

Notes: Please select “SR Display Plugin” -> “Delete Gizmo” to delete it before unloading the plugin.

Viewing on SR Display with Render Override

Change any viewport panel’s renderer to Sony SR Display to start displaying content on the SR Display.

How to start
In one of the four viewports, go to the viewport’s menu bar and select “Renderer” -> “Sony SR Display”. That viewport will now render to the SR Display. You can only turn on the SR Display renderer for one viewport panel at a time. A Gizmo is needed to render on the SR Display. If a Gizmo has not been created already, one will be created automatically. If the gizmo is deleted, rendering will automatically turn off.

How to exit
Either turn the renderer back to any other renderer or delete the gizmo.

Reset to Actual Size
Display the model at actual size in SR Display. Gizmo will be created in the size of the working unit you are in: (in meters your gizmo will be very large)

You can reset the gizmo back to its actual dimensions from any unit:

Spatial Clipping
From here you can clip 3D objects so that any parts that extend beyond a certain amount in front of the view area of the SR Display are not shown. To activate Spatial Clipping please choose the item from the menu drop-down. This tear off menu will then appear.

Clipping at 100% will clip exactly at the front edge of the SR Display Gizmo view space, clipping at 150% will allow the objects to pop out slightly beyond that.

Notes

Visual Discomfort Notice: Make sure to read this information, as it is important for the user’s health. When objects are positioned outside the view area of the SR Display, the user may experience discomfort or adverse health effects. In general, position the objects so that they do not extend beyond the view area of the SR Display, or use this function to clip and hide the parts that protrude.

UI/Animation Settings
Joints, Locators, Manipulators, Grid, Pivots and Cameras will not be visible in the SR Display by default. To turn on joints and locators, please go to the overridden viewport and select “Show” – > “Viewport” -> “Rigging & Animation”.

The animation set for a scene can be displayed in the SR Display. In order to see animation on the SR Display, please make sure to change your time slider settings to update view on all viewports.

Gamepad controller and Keyboard On-Display Controls

Basic Controls to move models on the SR Display

You can change the position, angle, etc. of the displayed model according to this guide. Supported peripherals are keyboard, gamepad, Xbox controller, DUALSHOCK4, and DualSense. The operation guide for the connected device appears at the bottom of the SR Display viewer.

Keyboard controls are as follows:

The following is a detailed explanation of how to perform of the keyboard controls:

Action name Subcategory Operation
Move Move to the back or front Press W or S
Move left or right Press A or D
Move up or down Press E or Q
Rotate Rotate to the Back or Front

(X axis rotation)

| Press K or I
Rotate Left or Right

(Y axis rotation)

| Press U or O
Rotate Left or Right

(Z axis rotation)

| Press J or L
Zoom| Expand, Shrink| Press N or V
Menu| Switch between display/hide| Press space
Reset| Reset Move, Rotate, and Zoom| Press R

The following details how to use gamepad and Xbox controller.

Action name Subcategory Operation
Move Move to the back or front Press RB or LB
Move left or right Push the L-stick to the left or right
Move up or down Push the L-stick up

or down

Rotate| Rotate to the Back or Front

(X axis rotation)

| Push the R-stick up or down
Rotate Left or Right

(Y axis rotation)

| Push the R-stick to the left or right
Rotate Left or Right

(Z axis rotation)

| Press LT or RT
Zoom| Expand, Shrink| Press the four-way controller up or down
Menu| Switch between display/hide| Press Menu(START)
Reset| Reset Move, Rotate, and Zoom| Press R-stick

The following details how to use DUALSHOCK4 and DualSense.

Action name Subcategory Operation
Move Move to the back or front Press R1 or L1
Move left or right Push the left stick to the left or right
Move up or down Push the left stick up

or down

Rotate| Rotate to the Back or Front

(X axis rotation)

| Push the right stick up or down
Rotate Left or Right

(Y axis rotation)

| Push the R-stick to the left or right
Rotate Left or Right

(Z axis rotation)

| Press L2 or R2
Zoom| Expand, Shrink| Press the four-way controller up or down
Menu| Switch between display/hide| Press Option
Reset| Reset Move, Rotate, and Zoom| Press R3

Notes

  • Move into the foreground SR Display window when using the keyboard.
  • When using the Xbox controller, DUALSHOCK4, or DualSense, connect the console to the PC or SR Display via wired connection.
  • Xbox controller, DUALSHOCK4 and DualSense do not guarantee all operations.
  • The gamepad supports only the Windows Direct Input standard.

Other

Version information
The plugin version is v2.0.0.

Plugin update information
You can check the update information for the plugin at the websites below.

App Select
https://www.sony.net/app-srd

Trademarks

  • Autodesk, the Autodesk logo, Maya are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.
  • Microsoft, Microsoft Windows, Microsoft Windows10, Microsoft Windows11, Microsoft DirectX, Xbox are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
  • GeForce RTX is a trademark and/or a registered trademark of NVIDIA Corporation in the U.S. and/or other countries.
  • DUALSHOCK and DualSense are trademarks or registered trademarks of Sony Interactive Entertainment Inc.

NOTICES AND LICENSES FOR SOFTWARE USED IN THIS PRODUCT

glad
Copyright (c) 2008-2018 The Khronos Group Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and/or associated documentation files (the “Materials”), to deal in the Materials without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Materials, and to permit persons to whom the Materials are furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Materials.

THE MATERIALS ARE PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. Khronos platform-specific types and definitions.

The master copy of khrplatform.h is maintained in the Khronos EGL Registry repository at https://github.com/KhronosGroup/EGL-Registry The last semantic modification to khrplatform.h was at commit ID: 67a3e0864c2d75ea5287b9f3d2eb74a745936692 Adopters may modify this file to suit their platform. Adopters are encouraged to submit platform specific modifications to the Khronos group so that they can be included in future versions of this file. Please submit changes by filing pull requests or issues on the EGL Registry repository linked above.

See the Implementer’s Guidelines for information about where this file should be located on your system and for more details of its use: http://www.khronos.org/registry/implementers_guide.pdf
This file should be included as #include <KHR/khrplatform.h> by Khronos client API header files that use its types and defines.

The types in khrplatform.h should only be used to define API-specific types.

Types defined in khrplatform.h:

  • khronos_int8_t signed 8 bit
  • khronos_uint8_t unsigned 8 bit
  • khronos_int16_t signed 16 bit
  • khronos_uint16_t unsigned 16 bit
  • khronos_int32_t signed 32 bit
  • khronos_uint32_t unsigned 32 bit
  • khronos_int64_t signed 64 bit
  • khronos_uint64_t unsigned 64 bit
  • khronos_intptr_t signed same number of bits as a pointer
  • khronos_uintptr_t unsigned same number of bits as a pointer
  • khronos_ssize_t signed size
  • khronos_usize_t unsigned size
  • khronos_float_t signed 32 bit floating point
  • khronos_time_ns_t unsigned 64 bit time in nanoseconds
  • khronos_utime_nanoseconds_t unsigned time interval or absolute time in nanoseconds
  • khronos_stime_nanoseconds_t signed time interval in nanoseconds
  • khronos_boolean_enum_t enumerated boolean type. This should only be used as a base type when a client API’s boolean type is an enum. Client APIs which use an integer or other type for booleans cannot use this as the base type for their boolean.

Tokens defined in khrplatform.h:

  • KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
  • KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
  • KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.

Calling convention macros defined in this file:

  • KHRONOS_APICALL
  • KHRONOS_APIENTRY
  • KHRONOS_APIATTRIBUTES

These may be used in function prototypes as:

  • KHRONOS_APICALL void KHRONOS_APIENTRY funcname( int arg1, int arg2) KHRONOS_APIATTRIBUTES;

glew
The OpenGL Extension Wrangler Library

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  • Copyright (C) 2002, Lev Povalahev
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Mesa 3-D graphics library
Version: 7.0

Copyright (C) 1999-2007 Brian Paul All Rights Reserved. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Copyright (c) 2007 The Khronos Group Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and/or associated documentation files (the “Materials”), to deal in the Materials without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Materials, and to permit persons to whom the Materials are furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Materials.

THE MATERIALS ARE PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

glm

================================================================================
OpenGL Mathematics (GLM)
——————————————————————————–
GLM is licensed under The Happy Bunny License or MIT License

The Happy Bunny License (Modified MIT License)
——————————————————————————–

Copyright (c) 2005 – G-Truc Creation. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Restrictions: By making use of the Software for military purposes, you choose to make a Bunny unhappy.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

The MIT License ——————————————————————————–

Copyright (c) 2005 – G-Truc Creation
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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