Check out the following examples:

  • PixotopeVSSample level in the Pixotope Calibration project included in the installer
  • Advanced example project, which can be downloaded from → Pixotope Cloud

For functionality specific to the Unreal Editor and some in-depth knowledge, check out https://docs.unrealengine.com/en-us/Engine/Editor.

Pixotope XR tools are currently in Experimental stage.

Preparation

Follow the initial steps from 1.4 | Setting up a VS level:

  1. Create a new project
  2. Make sure you are working in Video space (Director: SETUP → Configure → Video I/O → Compositing color space)

  3. Launch level
  4. Go to Editor
  5. Create new empty level
  6. Create a virtual scene
  7. Add or import your 3D assets

XR set extension

If you plan an additional XR set extension, separate the graphics and XR content using a level streaming setup.

Learn more about 1.4 | Setting up an XR set extension with translucent holdouts

Add XR wall

Add XR wall actors for all real world screens.

  1. Add an "XR wall" to the level which can be found in Place Actors → Pixotope
  2. Position and scale the XR wall to align with the real world LED walls
    • Enable WYSIWYG to make aligning the walls easier

      Learn more about WYSIWYG and the Edit mode in general.

Choose output position

  1. Select the XR wall and go to the "XR" section in the "Details" panel
  2. Set “Output Position” to how the rendering of this XR wall should be output. These are the options:
    • Full screen
    • One of the four corners
    • Custom - specify exactly where to output to (location available as CustomOutputPositionMin and CustomOutputPositionMax)

Enable XR rendering

  • Go to the "Pixotope XR Compositing" section in the "World Settings"
  • Enable "Output XR to SDI"

To output the XR wall texture(s) also in the viewport and the computer monitor when in live mode, change the "Visualization Mode" in World Settings → Pixotope World from "Normal" to "Off-axis texture"

Advanced settings

World settings → Pixotope XR Compositing

Disable TonemapperChecked by default as one usually does not want tonemapping on XR Walls.
(The tonemapping is handled by the display gamma of the output device)
XR OverscanBlends between inside and outside camera view - 1 is no blend
Automatically Optimize Camera Rotation and FOVPixotope will take control of the virtual camera to optimize the view for the output
Maximum FOV Used When Automatically OptimizingDecides the max FOV it is allowed to use when "Automatically Optimizing ..." is enabled
Render Outside Camera ViewRenders an environment quality version of the areas of the scene which are outside the camera's view (frustum)
Update Frequency Of Outside Camera View1 is every frame, 5 is update disabled
Use Only Outside Camera View Renderingfor debug use
Sample Outside Frustum ColorReplacement color for the outside rendering pixels (can be set if "Render Outside Camera View" is disabled)

Per XR Wall

Color gradingCompensate color discrepancies of the physical planes

Previous implementation with Off Axis plugin

How to use the Pixotope Off Axis plugin
  1. Enable the plugin
    1. Open the "Plugins" window via Edit → Plugins in the window menu
    2. Click on the "Pixotope" category and enable "Pixotope Off Axis"
    3. Restart the Editor
  2. Add a Pixotope Off Axis Window from the Place Actors panel → Pixotope
  3. Place and scale the window where you want your virtual window to be
  4. Set the Local Player Class to "OffAxisLocalPlayer" in Project Settings → Engine - General Settings → Default Classes - Local Player Class
  5. Save and restart the Editor

If your camera system uses a lens file, disable lens distortion in Director → Configure → Tracking → Lens Tracking → Advanced → Disable Distortion