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.

Creating a new project

For information about creating a new project, see 1.5 | Setting up a Pixotope project.

Launching a level

In the Director

  1. Go to the "Launch" page
  2. Expand the current project
  3. Open the resultant PixotopeVSTemplate level by clicking "Launch in Editor"

Learn more about the different ways to launch a level: Edit/Play/Simulation Modes.

Go to Editor

Creating a new empty level

Reuse the PixotopeVSTemplate, or create a new empty level:

  • Right-click in the Content Browser and choose "Level"
    1. Name your level
    2. Open it by double-clicking the level icon
    3. In the "Save Content" dialog that appears, click "Save Selected"

In the "Save Content" dialog that appears, click "Save Selected"

  • Or choose "New Level..." from the "File" menu
    1. Choose the "Empty Level" template
    2. Save the level by clicking "Save current" from the "File" menu
    3. Name your level

Pixotope automatically adds the following objects to the level:

  • CameraRoot - your virtual reference point for the studio origin - See 1.5 | Setting up a Pixotope machine
  • TrackedCamera - your real tracked camera transferred into virtual space
  • PostProcessHandler - enables post-processing effects like camera effects and color correction
  • MaterialHandler - runs essential shaders for compositing

If you are a first-time user of the Pixotope Editor, check out 1.5 | Preparing levels in Pixotope Editor.

Setting up a color-managed viewport

If using a color-managed workflow, you can enable a color-managed viewport in the Editor to preview your work in the correct output color space.

  1. Make sure you are working in Linear space (Director: SETUP → Configure → Video I/O → Compositing color space)
  2. In the OCIO menu in the viewport, click "OCIO Viewport Enabled" in the OCIO
  3. The color space of the viewport is now linked to the color space selection of the chosen (routed) output (Director: SETUP → Configure → Video I/O)
    • To manually override the color space, just select any other ACES color space

Color-managed working in the Editor is currently only possible using a single viewport.

The color-managed viewport does not affect the SDI output.


Creating a virtual studio

Add or import your 3D assets.

Scaling

When you add or import assets, remember to work in scale. The Unreal unit system is 1 unit = 1 meter.

Place asset

If your CameraRoot was matched correctly with the Studio origin, placing your asset in the scene is as easy as entering the measured values where the asset should be seen in the real world.

Video tutorial - Importing Assets.

Adding an internal compositing plane

Add a VS Internal Compositing Plane from the Pixotope Editor → Modes → Pixotope panel.

  • The Virtual studio template already has a compositing plane included, so this step can be skipped

Internal compositing planes are special objects that allow the TrackedCamera to project the video onto a specific depth in the scene. This allows you to place the video at the correct depth in the scene for correct reflections, refraction, shadows, occlusions, etc.

They can:

  • rotate with the camera
  • cast virtual shadows

For details, check PRODUCTION → Adjust → Composite → Plane specific.

Check to see whether the video input is shown on the compositing plane.

  • If you do not have a video live feed, turn on "Debug Video Input" in World Settings → Pixotope World → Debug Configuration

No backplate visible on the SDI output?

In SETUP → Configure → Routing, check to see whether there is a camera system routed to the machine. Media inputs do not work as an input of an internal compositing plane, as they lack tracking data.

Keying the video

Go to 1.5 | Using video keyer.

Adjusting your level to match video and 3D graphics

Continue to 1.5 | Adjusting compositing, effects and color grading.