Set up a VS level
Check out the following examples:
PixotopeVSSample 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 - Introduction to Virtual Studios
Learn how to create Virtual Studios in Pixotope including camera input, key, comp plane, and shadows workflows.
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 "VS 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”
Learn more about how to Create, open and manage shows
Launch a level
In the Director
Go to SETUP or PRODUCTION > Show > Launch
Open the PixotopeVSTemplate level by clicking on "Launch in EDITOR"
Learn more about how to Run levels in Edit, Preview Live and LIVE mode
Create a new empty level
You can reuse the PixotopeVSTemplate 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
If you are a first-time user of the Pixotope Editor, check out Preparing levels in Pixotope Editor.
Set 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.
Learn more about how to Configure your color pipeline
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 output.
Learn more about Color managed preview in Editor
Create 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
Add an internal compositing plane
Learn more about compositing planes in Compositing and rendering
Add a VS Internal Compositing Plane from the Pixotope Editor > Place Actors > Pixotope panel
The Virtual studio template already has a compositing plane included, so this step could be skipped
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
To avoid clipping of the compositing plane with the floor, convert the floor object to "VS floor"
Learn more about Object types in Pixotope
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.
Key the video
Learn more about how to Use the video keyer
Position and scale the compositing plane
Position the compositing plane in-depth
Scale it to cut away surrounding unkeyed garbage areas
Tweak the Z-position so the keyed video intersects nicely with the floor and realistic shadows are cast on it
If no shadows appear, make sure you have a directional light set up and the compositing plane has "Cast virtual shadows" activated
Adjust compositing
Adjust how video and graphics are composited together.
Go to the "General" tab in PRODUCTION → Adjust → Video Composite
Fine-tune the compositing plane
This can also be done directly in the Editor.
Learn more about how to Adjust compositing
Next step
Continue to Making adjustments