Pixotope supports adding multiple additional SDI video feeds (Input Media) as textures in addition to the tracked camera feed.

Video tutorial - Input Media - video material.

Setup in Director

To access Input Media inside the Editor, the Media Inputs must be configured in the Director:

  • Add Media Input in SETUP → Configure → Video I/O
  • Route Media Input in SETUP → Configure → Routing

Preview in Editor

When correctly configured, the Media Inputs can be previewed using the "Utilities" panel.

Add texture to object

To add the media input texture to an object:

  • Select the object in the World Outliner
  • In the "Details" panel, click "+ Add Component"
  • Add "Media Video Component" to the object

Route Input Media to texture

  • In the "Details" panel, enter the correct zero-based index for your media:

Verify result

  • Click "Preview Live", as the Media input will not show up while in Edit mode

Learn more about 1.5 | Edit, Preview Live and LIVE mode in the Pixotope Editor.

Options

There are a couple of options of interest on the media video component:

  • "Use Mip Maps" – whether to use mip maps on the component or not. This will give a blurrier but less "grainy" result at long distances. Enabled by default.
  • "Use Unjittered Projection" will move the media video component past Unreal Engine TAA, giving a much sharper result. However, it will only work correctly on flat or almost flat surfaces. Enabled by default.
  • "Gamma shift in Video Mode" – in Video mode the media video component will be affected by the Unreal Engine filmic tonemapper (unless moved past post-processing). Enabling this option compensates for this so that the resulting output is in the correct gamma space. Enabled by default.

And in world settings:

  • "Move Media Inputs Past Tonemapping" will make media inputs unaffected by post-processing and tonemapping. This requires them to have "Use Unjittered Projection" enabled. Disabled by default.