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XR Wall - Digital Twin XR

An XR license is needed for

  • Rendering XR Walls

  • Showing Pixotope World settings > XR

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 Digital Twin XR actor allows to generate your physical setup using XR walls

    • Automatic Digital Twin using Pixotope Tracking

    • Manual Twin

  • The XR Wall actor displays the physical LED screen within the virtual environment

    • It renders the off axis texture instead of regular fill

    • One XR wall usually represents a single LED tile

Learn more about how to Set up an XR level (virtual window)

Learn more about how to Adjust XR

Digital Twin XR settings

XR Wall settings

Render to Output

Enable XR rendering for this wall

Output position

Choose how to place this XR Wall on the render output. Options are

  • Full screen

  • One of the four quadrants (Upper left, Upper right, Lower left, Lower right)

  • Custom - see Custom Output Position Min and Max

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 settings

Pixotope World Settings > XR

Outside Camera View

Choose the outside camera frustum rendering depending on your needs

Render a custom color

Renders a custom color

Render extended view (optimized)

Renders an extended view of the camera view (inner frustum)

Render separate view

Renders a separate view using the XROutsideFrustumPoint’s viewpoint

Choose this option, if you need a static outside frustum for lighting and reflections.

The XROutsideFrustumPoint actor can be found next to the TrackedCamera under the CameraRoot.

Sample Outside Frustum Color

Used when Outside Camera View is set to Render Color

Color to use when trying to sample outside of frustum view

Render Outside Type

Used when Outside Camera View is set to Render Separate View

  • Auto Capture - renders an expanded view (180º)

  • Cube - renders the six sides of a cube (360º)

Auto Capture Optimize Aspect Ratio

Auto Capture Size X

Auto Capture Size Y

Used when Outside Camera View is set to Render Separate View

Set a specific render resolution

  • Optimize Aspect Ratio - when enabled, Size Y (output height) will be calculated based on the output width and its aspect ratio

  • Size X - specify output width

  • Size Y - specify output height

Input

Export outside frustum

Use to render the outside frustum on a separate machine.

  1. Enable Export outside frustum on one machine

  2. Choose it as an Input on the other machine

Update Frequency Of Outside Camera View

Used when Render Outside Type is set to Cube

Lower values mean better FPS in outside frustum capture but higher performance demands. 1 = update every frame, 5 = update disabled

Use Only Outside Camera View Rendering

Use the Outside Camera View rendering even inside the camera view (frustum). Reduces the quality but removes any seams.

Mostly useful for testing

Use Uniform Color for Inner Frustum

Inside Frustum Color

Set a static color for the inside camera view allowing for post production workflows.

XR Overscan

Blends between inside and outside camera view. 1 = no blend

Disable Custom Depth

Gain performance by disabling Custom Depth rendering (disables AR and VS)

Disable Motion Blur In XR

Disable Motion Blur when outputting

Disable Tonemapper

Checked by default as one usually does not want tone mapping on XR Walls.
The tone mapping is handled by the display gamma of the output device.

Calibration mode

Customize the AR/XR colors used in the Calibrate Display Mode.

Learn more about how to Check alignment

Advanced

 

XR From Current Camera

Uses the current camera position to project XR.

Enable this when using virtual camera moves

Pixotope World Settings > General

Compositing type

XR → Output off axis textures instead of regular fill

DLSS > 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

Debug > Textures > Custom Debug Texture XROutside Frustum

Set a custom texture for the outside camera view

Tracked camera > Pixotope Tracked Camera

Outside Frustum Camera Position

Manually set the position from which the outside frustum is rendered from

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.
Needs to be enabled when using Camera input switching.

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.
Needs to be disabled when using Camera input switching.

Zoom Momentum

Speed of zoom changes, if Use Zoom Momentum is enabled

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