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Set up an XR level (virtual window)

An XR license is needed for

  • Rendering XR Walls

  • Showing the XR panel

  • Showing World settings > Pixotope XR Compositing

For functionality specific to the Unreal Editor and some in-depth knowledge, check out https://docs.unrealengine.com/en-us/Engine/Editor.

Preparation

Follow the initial steps from Set up a VS level:

  1. Create a new show

  2. Make sure you are working in Video space

    • In Director check: SETUP > Show > Show settings > Compositing color space

  3. Launch the level

  4. Go to the Editor

  5. Create a new empty level

  6. Create a virtual scene

  7. Add or import your 3D assets

Virtual set extension

If you plan an additional virtual set extension, separate the graphics and XR content using a level streaming setup.

Learn more about how to Set up a virtual set extension with translucent holdouts

Add XR wall

Add XR wall actors for all real world LED screens.

  1. Add an "XR wall" to the level from Place Actors > Pixotope

  2. Position and scale the XR wall to align with the real world LED walls

    • Enable WYSIWYG to make aligning the walls easier

Learn more about WYSIWYG and the Edit mode in general


Academy Tutorial - XR Manual Alignment

  • Learn how to align the XR walls in Pixotope with the physical LED wall


Convert pre-made meshes to XR walls

Often aligning the 3D XR wall with the physical LED wall is difficult. Our creative engineers have created a tool that allows you to convert any mesh, or multiple meshes, into XRWall actor(s). Technically we create an XR wall for each mesh quad.

If your mesh is properly measured to represent your physical LED setup (from a CAD drawing or .obj file for example), the setup should only take minutes.

  1. Import mesh(es) into your level

  2. Right click the selection

  3. Select “Generate XR walls from Actors”

  4. Use the following menu to fine-tune the generation

    1. if your XR walls are facing the wrong way, toggle “Flip Normals”

    2. “Optimize Faces” will collapse faces that share vertices and have a similar normal direction. See the following gif for an example

    3. “Optimize Threshold” is for the normals' value. By default this value is almost touching, but can be manipulated if the normals are at all shifted

Choose output position

From Director

  1. Go to the "XR wall settings" tab in PRODUCTION > Adjust > XR

  2. Select the XR wall

  3. Set the "Output position"

OR from Editor

  1. Select the XR wall

  2. G to the "XR" section in the "Details" panel

  3. Set the "Output Position"

Learn more about XR Walls and their settings

Enable XR rendering

From Director

  1. Go to the "General" tab in PRODUCTION > Adjust > XR

  2. Enable "Output XR"

OR from Editor

  1. Go to the "Pixotope XR Compositing" section in the "World Settings"

  2. Enable "Enable XR"

To output the XR wall texture(s) also in the viewport and the computer monitor when in live mode, change the "Visualization Mode" in World Settings > Pixotope World from "Normal" to "Off-axis texture".

When using virtual camera moves, make sure to enable "XR From Current Camera" in World Settings > Pixotope XR Compositing.

To increase image quality using NVIDIA's DLSS go to PRODUCTION > Adjust > Effects > Image up/down sampling.

For supported graphics cards and more details see Using NVIDIA DLSS

Adjust XR

Learn more about how to Adjust XR

Enable multi-machine syncing

In multi-machine setups with

  • more than 1 XR machine

  • a virtual set extension

enable multi-machine syncing.

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