XR Wall
An XR license is needed for
Rendering XR Walls
Showing World settings > Pixotope XR Compositing
With XR you can extend your physical set beyond its borders or create a virtual window into another world. This is done by rendering the virtual scene onto for example LED screens using the perspective of the camera.
The XR Wall is a special Pixotope actor which is used as the representation of the physical display screen within the virtual environment.
Learn more about how to Set up an XR level (virtual window)
Learn more about how to Adjust XR
Settings in Engine/Editor
Per XR Wall
Render to Output | Enable XR rendering for this wall |
Output position | Choose how to place this XR Wall on the render output. Options are
|
Output | The name of the Output routed to this machine, onto which the XR Wall should be rendered to. Internal Buffers can be used for visualizing while there are no outputs routed yet. |
Visualize | Preview the output directly on the XR wall (WYSIWYG) |
Add Border | Renders a border around the XR wall in the viewport |
Custom Output Position Min/Max | When the Output position is set to "Custom", use these parameters to specify the exact position of the XR Wall on the render output. |
Flip XAxis/YAxis | Flips the X/Y axis of the output |
Machines | Entering one or more windows machine names, enables selective rendering for an XR wall, so it only renders on the specified machines. |
Color grading | Compensate for color discrepancies of the physical planes. |
Global
World settings > Pixotope XR Compositing
Enable XR | Enable XR rendering |
XRCalibration Mode | Experimental feature to help with position/rotation calibration of XR walls |
Disable Tonemapper | Checked by default as one usually does not want tone mapping on XR Walls. |
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 |
Render Outside Camera View | Renders an environment quality version of the areas of the scene which are outside the camera's view (frustum) NOTE: Disabled when "Automatically Optimize Camera Rotation and FOV" is enabled |
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) |
XR From Current Camera | Uses the current camera position to project XR. Enable this when using virtual camera moves. |
Disable Custom Depth | Gain performance by disabling Custom Depth rendering (disables AR and VS) |
Disable Motion blur in XR | Disables motion blur in the render output. Checked by default. |
Tracked camera > Camera Tracker Component > XR Frustum Optimization
Auto Algorithm | Algorithm used to find the best viewing angle when using Automatically Optimize Camera Rotation and FOV |
Use Center | If enabled, only the XR wall centers are used instead of the corners to find the best viewing angle |
Use Roll | If enabled, the camera is also rotated around its X axis. By default Automatically Optimize Camera Rotation and FOV only rotates the camera around Y and Z. |
Optimize Aspect Ratio | Also optimizes the aspect ratio when using Automatically Optimize Camera Rotation and FOV |
Instant Adjustment | If enabled, the camera is moved instantly to the position. |
Roll Step | Defines the accuracy of the roll, if Use Roll is enabled |
Use Zoom Momentum | To avoid rapid zoom changes, a momentum to the zoom is added. |
Zoom Momentum | Speed of zoom changes, if Use Zoom Momentum is enabled |
World settings > Pixotope World
DLSS Quality | Uses NVIDIA's DLSS to increase the quality of the XR rendering. For supported graphics cards and more details see Using NVIDIA DLSS |
World settings > Pixotope Compositing
Custom Debug Texture XROutside Frustum | Set a custom texture for the outside camera view |