1.4 | Setting up an XR level (virtual window)
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:
- Create a new project
Make sure you are working in Video space (Director: SETUP → Configure → Video I/O → Compositing color space)
- Launch level
- Go to Editor
- Create new empty level
- Create a virtual scene
- 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.
- Add an "XR wall" to the level which can be found in Place Actors → Pixotope
- Position and scale the XR wall to align with the real world LED walls
Enable WYSIWYG to make aligning the walls easier
Choose output position
- Select the XR wall and go to the "XR" section in the "Details" panel
- 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 Tonemapper | Checked 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 Overscan | Blends between inside and outside camera view - 1 is no blend |
Automatically Optimize Camera Rotation and FOV | Pixotope will take control of the virtual camera to optimize the view for the output |
Maximum FOV Used When Automatically Optimizing | Decides the max FOV it is allowed to use when "Automatically Optimizing ..." is enabled |
Render Outside Camera View | Renders an environment quality version of the areas of the scene which are outside the camera's view (frustum) |
Update Frequency Of Outside Camera View | 1 is every frame, 5 is update disabled |
Use Only Outside Camera View Rendering | for debug use |
Sample Outside Frustum Color | Replacement color for the outside rendering pixels (can be set if "Render Outside Camera View" is disabled) |
Per XR Wall
Color grading | Compensate color discrepancies of the physical planes |
Previous implementation with Off Axis plugin
- Enable the plugin
- Open the "Plugins" window via Edit → Plugins in the window menu
- Click on the "Pixotope" category and enable "Pixotope Off Axis"
- Restart the Editor
- Add a Pixotope Off Axis Window from the Place Actors panel → Pixotope
- Place and scale the window where you want your virtual window to be
- Set the Local Player Class to "OffAxisLocalPlayer" in Project Settings → Engine - General Settings → Default Classes - Local Player Class
- 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