Set up an AR level
Check out the following examples:
PixotopeARSample level in the Pixotope Calibration project included in the installer
Pixotope example projects, which can be downloaded from the Pixotope cloud → login.pixotope.com
For functionality specific to the Unreal Editor and some in-depth knowledge, check out https://docs.unrealengine.com/en-us/Engine/Editor.
Academy Tutorial - Setting up an AR level
Step by Step Walkthrough of on how to set up an AR level, place and light an AR object
Create a new show
If you already have a show you work on you can skip this step.
Go to START > Storage > Shows
Click on "Create new show" and select "from template"
Select the project type "AR Project"
Select the location where the new project should be created
Enter a name for the show and click on "Create new show"
Click on "Open show”
Launch a level
In the Director
Go to SETUP or PRODUCTION > Show > Launch
Open the PixotopeARTemplate level by clicking on "Launch in EDITOR"
Create a new empty level
You can reuse the PixotopeARTemplate level, or create a new empty level:
Right-click in the Content Browser and choose "Level"
Name your level
Open it by double-clicking the level icon
In the "Save Content" dialog that appears, click "Save Selected"
Or choose "New Level..." from the "File" menu
Choose the "Empty level" template
Save the level by clicking "Save current" from the "File" menu
Name your level
Pixotope automatically adds the following objects to the level:
CameraRoot - your virtual reference point for the studio origin
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
Set up a color-managed viewport
If you are 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.
Make sure you are working in Linear space
In Director check: SETUP > Show > Show settings > Compositing color space
In the OCIO menu in the viewport, click "OCIO Viewport Enabled" in the OCIO
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/NDI output.
Enable the backplate
In the Editor: Select "Enable AR" in World Settings > Pixotope AR Compositing
Or in the Director: Enable "Backplate" in PRODUCTION > Adjust > Composite > 3D Graphics
On the video output (or when clicking "Preview Live" in the Editor) you should see your video input passed through onto the backplate.
If you do not have a video live feed, enable "Debug Video Input" in World Settings > Pixotope World > Debug Configuration
No backplate visible on your video output?
Check SETUP > Configure > Routing, to see whether there is a camera system routed to the machine. Media inputs do not work as backplate, as they lack tracking data.
Add 3D assets
Any actor that you add to the scene will automatically be considered a foreground object and be composited on top of the video.
Add your 3D assets, or as an example choose "Pixotope Text Mesh" from the Modes > Pixotope panel
When you add or import assets, remember to work in scale. The Unreal unit system is 1 unit = 1 meter.
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.
Set up lighting
Add a directional light
Place and rotate the light so it matches the key light in your studio
Make sure that "Cast Shadows" is enabled (Details panel > Light)
If your objects are moving, set the Mobility of the light to "Movable" (Details panel > Transform)
Set up shadows, reflections and lights
Add a shadow, reflection and light catcher
A shadow, reflection and light catcher only renders shadows, reflections and light that are cast onto it. The object itself is not visible.
Add a plane
Scale and place it to cover the floor and the shadows that the assets will cast
Right-click the plane and under Pixotope > Convert it to the "AR Shadow, Reflection & Light Catcher" object type
To cast reflections from video onto virtual objects, you can add the AR Reflected Plane actor from the "Pixotope" actor panel. This will play back the same video as the background, but on a plane that can be positioned in the scene.
If you choose to disable screen space reflections (as we recommend), a planar reflection actor should be added to the scene. You can learn more about setting up planar reflections in the Unreal documentation.
Planar reflection actors will add cost to the scene rendering and should be optimized. (To speed up processing, use the include list to choose which objects are rendered.)
Continue to Making adjustments
Or go directly to Adjust composite to match video and 3D graphics