All settings global to a Pixotope level are available in the "Pixotope World Settings" Window in the Pixotope Editor.
Unreal’s World Settings ≠ Pixotope World Settings
Pixotope related World Settings have been moved into its separate window named Pixotope World Settings. To open
Click on the Pixotope World Settings button on the top right
OR go to Window > Pixotope > Pixotope World Settings
The settings are separated into sections which can be filtered on clicking the section buttons on the top of the window.
Most of the settings are accessible through the Adjustment panels in the Pixotope Director.
Learn more about Making adjustments - PRODUCTION
All properties can be controlled via the control panel.
Learn more about How to create a custom control panel
Defines which objects of a level are rendered and how they are composited.
Enable a preview output while working in the Editor.
Learn more about the WYSIWYG broadcast workflow
Define multiple outputs from a single engine.
Learn more about how to Route more than one output per machine
Optionally output intermediate buffers from before the output image is completed
Visualization with Alpha
Include alpha channel in intermediate buffers
Use Debug Video Input
Use a debug image instead of the external video input. Optionally set your own Custom Debug Textures (see below).
Debug Camera Tracking
Use debug tracking instead of the external tracking input
Debug tracking can be found on:
Use Actor Transform for Camera Tracking Debug
Allows to manually move the TrackedCamera using its transforms
Enable Lens Distortion in Editor
AR as Key
Custom Debug Textures
Replace Existing Volume on Auto Spawn
Convert the first unbound Post Process Volume, if one exists, with a Post Process Handler
Learn more about PostProcessHandler vs PostProcessVolume
Auto Spawn Essential Actors
Make sure these essential Pixotope actors exist, when this level is opened
Auto Possess Tracked Camera
Start with viewing the level through the main tracked camera, when playing this level
Anti Aliasing Method
Choose the anti aliasing sampling method:
AA Alpha Override
Learn more about Using NVIDIA DLSS
Enable Custom Screen Percentage
Learn more about Screen percentage
Note: When using Custom Screen Percentage Unreal’s screen percentage is disregarded
Custom Screen Percentage Value
Apply Convolution Bloom to Video
Apply Convolution Bloom from Video
Add Gaussian Blur
Gaussian Blur Strength
Mask Out After Blur
Apply Refraction to Video
If you don't use refraction in front of the video, turn it off to save performance.
Note: Materials with refraction also distort the video
Send camera Preview
Send this engines camera position to other machines.
Learn more about Showing cameras of other engines
Show All Camera Previews
Show all camera positions in this Editor viewport
Switch between Internal and External compositing mode.
Learn more about Compositing modes
Move Media Inputs Past Tonemapping
When enabled together with "Use unjittered projection" on the Media input component, the media input will not be affected by tone mapping.
When enabling "Use unjittered projection", this setting will be enabled by default.
Render AO With Lumen
Force Ambient Occlusion rendering when using Lumen for Global Illumination
Enable AR WYSIWYG
Render the input video on the AR backplate in the Editor viewport
Fade out graphics
When using Lumen check the Render AO With Lumen setting in General > Advanced
Enable Ambient Occlusion
Change the intensity
Enable Colored Shadows
Switch between using black or colored shadows
Shadow Color Intensity
Multiplier for shadow colors
Advanced Colored Shadows
Samples the video texture for shadow color calculation, giving more realistic results
Shadows Use Luma Mask
Use the video luma mask to change the intensity of the shadows, for example in order to avoid awkward real-world/digital shadow overlaps
Luma Mask Multiplier
Enables the multiplication by the video luma mask. Used with new shadows
Luma Mask Power
Luma Mask Power factor
Global shadow strength control
Shadow Power AR
Global shadow power factor
Shadows Ambient Offset
Sets a maximum intensity for shadows which can be useful to simulate ambient light
Change the color intensity of the reflections
Change how visible the reflections are
Light Wrap on Graphics
Enable Light Wrap AR
Background Blur Level
Alpha Blur Level
Enable Light Wrap Blur Adjustments
Light Wrap Fade Distance
Light Wrap Gain
Light Wrap Color Blur Scatter Size
Light Wrap Alpha Blur Scatter Size
Enable Light Catcher
Learn more AR Shadow, Reflection & Light Catcher
Use Catcher Material
Light Multiplicative Power AR
Light Additive Power AR
Add Global Illumination to light catcher.
Note: When using Ray Tracing Global Illumination (Post Process Handler) the Shadow/Reflection/Light catcher material must be non black!
Mask Out Holdout
Support Virtual Shadow Maps
Multiply Fill with Key
Multiply the input fill with the input key inside the engine
Render Fog on to VS
Enable, if volumetric fog should be visible on top of the compositing plane
Light Wrap on Video
Enable Light Wrap VS
Adds a light wrap around the edges of the image using the environment
Light Wrap Multiplier
Shadows onto Comp Plane
Cast Shadows On VS Plane
Allows scene objects to cast shadows on to Compositing planes.
Learn more about Compositing Planes
Shadow on VSPlane Power
Shadow on VSPlane Cutoff
Shadow Dilation Steps
Light Up VS Plane
Light Up VS Plane
Light Multiplicative Power VS
Light Additive Power VS
DOF VS Correction
Add Video Before DOF
Video in Focus
Before DOF Translucency
Skip Mask Out VS
Capture Scene on Movement
When enabled, the Respill scene capture will automatically update on plane movement.
Note: This decreases performance while plane is moving
"Backplane" is geometry placed just behind the video plane, which can cast shadows and might be necessary for certain effects.
Try to avoid using it, as it can cause issues with DOF and AO
Backplane Alpha Threshold
Try to Fix Antialiasing Edge
This smoothens the edge of the video on the compositing plane. Try disabling it when you are
Allows the compositing plane to cast Screen Space Reflections even with Backplane disabled
Custom Lumen Reflections
Similar to Custom SSR but for Lumen
Camera Tracking Source
Switch between tracking sources
Record Camera Tracking Data
Start to record tracking data.
Learn more about Recording and playback of tracking data
Use Today's Directory
Tracking Recording Source
Recorded Timecode Offset
Learn more about how to Set up Body Pose Estimation (BPE)
Learn more about how to Set up TalenTrack
TalenTrack Use Incoming Rotations