How to set up an XR production with set extension
An XR production with set extension consists of
one or more XR machines
to render the graphics for your LED volume
one Set extension machine
to render the set extension and output your final image
Setting it up is a 4-step process
Multi-machine setup
Give your machines names that make them easy to identify
Example: PIXOTOPE-XR1, PIXOTOPE-XR2, PIXOTOPE-EXTENSION1Choose the machine you want to be the server machine and go to START > Storage > Machine settings and set its role to SERVER
We recommend using one of your XR machines for this.Set the other machines to CLIENT and connect all of them to the server
On the server machine: Open the show you want to use
Level setup
We will set up
One XR level containing
XR walls - used on XR machines
XR holdouts - used on the Set extension machine
One or more Graphics levels containing
your graphics
Feel free to use our XR sample level or an example level in case you need content to test with.
Set up the XR level
Create an empty level
with only the Pixotope essential actors (TrackedCamera, CameraRoot, MaterialHandler, PostProcessHandler). If you do not see these actors in your level, enable "Auto-spawn essential actors" in World settings and click Play in Editor to spawn them
Go to World settings to
enable XR
disable VS and AR
Create XR walls to match your LED volume
If you are using Pixotope Tracking and want to use the Digital Twin functionality to automatically generate and map your XR actors, go to Automatic XR alignment
If you are using a different tracking system, you will need to align and map your XR wall actors manually go to Manual XR alignment
Create holdouts from the XR walls
If you are using Digital Twin, select the Digital Twin actor and click "create XR holdout" button in the details panel
If you are not using Digital Twin: select all your XR walls, right click and select "create XR holdout"
Copy the
SettingsBasedOnPCName
blueprint into your project and add it to your sceneCan be found in the LVL_PixotopeXRSample level of the preinstalled Calibration project
Add the machine names of your Set extension machines to the "AR machines" variable on that actor. Add one entry for each machine
This actor will change World settings when in Live or "Play in Editor" mode.
Set up your graphics level
Set up your graphics level(s) to be level streamed into your XR level
In Pixotope Editor with the XR level open, go to Windows > Levels, and add your graphics level(s)
Right click the added level(s) and change the streaming method to "always loaded" if you want them to always be visible and not manually loaded from blueprints
With your graphics level open, disable "Auto-spawn essential actors" in your World settings
Delete the PostProcessHandler, MaterialHandler, TrackedCamera and CameraRoot from your graphics level if they are present
Syncing
In Pixotope Director, go to SETUP > Show > Show settings and set Multi-machine syncing to "Timecode"
Go to SETUP > Calibrate > Syncing and set the timecode source on all machines to match where you should be receiving timecode on your machines
Verify that you have timecode coming in by clicking "Get all timecodes" or the stopwatch icons
Find a Set extension delay that looks like the image you see in your holdout is in sync with your set extension level
To verify this, you can try triggering any animation that moves between the intersection between camera footage and the virtual graphics, and if it is smooth then you can assume you have the correct value. Keep in mind that the Set extension delay only applies at the initial triggering of that animation, so if you change the value, you will have to re-trigger it to see if the value is correct.
If you have any level sequences or actor sequences, you should implement sequence frame drop protection through "Set playback position" in Event Tick for all of the sequences that will be played in your scene
Make sure all materials and particle effects are using deterministic seeds and no per-machine randomness. For particle effects, go to your emitter properties, enable determinism, and make sure you are using the same random seed number across all your machines
Learn more about how to Set up timecode synchronized levels
To use randomly generated numbers in blueprints, you can create a random stream variable and manually set the seed of all randomness derived from that variable, so that the "randomness" is in sync between all of your engines. You can read more about how random streams work here: https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/UserGuide/RandomStreams/
Learn more about how to Configure and calibrate multi-machine syncing
Color Matching
Now you should perform color matching, to match the colors between your LED volume and your set extension
Learn more about how to Calibrate color matching