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Rendering 2D media on XR Geometry

Rendering media from file or input flatly on top of an LED wall is a fairly common need in broadcast. From Pixotope 24.1 and onwards we offer a dedicated workflow for this.

When doing XR rendering it is possible to use standard Pixotope media components and render flatly on a plane or something else in the scene, as is common in Pixotope VS and AR. This has a couple of pros and cons.


  • Works the same as a VS or AR scene, can easily be used in either setup.

  • Can be translated in the world in any desired way.

  • Naturally blends between XR walls and Set extension.


  • Affected by TAA, not pixel perfect sampling.

  • Confusing and unintuitive to align if the XR geometry is not perfectly flat. Not always possible to place without any video distortion.

For those scenarios when the Cons outweigh the Pros, continue with the steps below:

  1. Set up your XR geometry using Pixotope Digital Twin (either manual or automatic), refer to the Digital Twin guide for help in setting this up.

  2. Go to details → 2D Media.

  3. Set up your 2D media, it can use either an UE texture (which could be driven by UE media player) or a Pixotope Media input.

  4. On Min and Max UV Specify the coordinates of this media on your wall (in pixels).

  5. Your media should render both on output and in the editor preview.

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