Venue Previz
An Unreal walkthrough of an unbuilt lobby, its LED wall running live TouchDesigner content, so artists and client can judge it at real scale.
You cannot judge a wall this size on a monitor. Content that reads beautifully at 100% zoom thins out to nothing across the LED wall, and on a normal schedule nobody finds that out until the wall is installed and the building is finished.
The wall plays the real thing
The virtual wall is fed by NDI, straight out of TouchDesigner. An artist picks their own feed and walks the lobby while the piece they are working on plays at the size it will actually be. Nothing is baked, so there is no version to keep in sync.

Daylight is the other axis
A lobby wall competes with the sun. The same content is confident at 10 PM and gone at 2:30, so the tool carries four times of day and an LED intensity slider, and brightness can be judged before the panels are bought.


Two builds, one scene
Desktop for daily checks, VR for walking the space at scale. Same scene, same feeds, same preset positions: lobby, front door, outside, front road, side road. The client build is the same tool with the artist controls left out; it has been used to show the building at sales events.
Where the building comes from
The architecture arrives as USD. Environment and set dressing come from Houdini Solaris and Blender as USD assets, one format from authoring to engine.
- Role
- Creator. Unreal application, USD asset pipeline, NDI content path, VR build
- Built with
- Unreal Engine · USD · Houdini Solaris · NDI · TouchDesigner
- Used on
- 23Springs, for Granite Properties, and as the previz step on later installations
- Used by
- Studio artists checking content at scale · the client, for building and sales events
- Studio
- Volvox Labs