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Pixotope World Settings

All settings global to a Pixotope level are available in the "Pixotope World Settings" Window in the Pixotope Editor.

Unreal’s World SettingsPixotope 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

Screenshot 2023-06-21 at 14.33.45.png

Sections

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

General

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General


Compositing type

Defines which objects of a level are rendered and how they are composited.

  • AR - Render the input video behind the graphics

  • VS

  • XR

This setting can be controlled if a machine is part of a render group. Learn more about Render groups - AR, VS, AR+VS, XR

Enable WYSIWYG

Enable a preview output while working in the Editor.

Learn more about the WYSIWYG broadcast workflow

Video Outputs

Define multiple outputs from a single engine.

Learn more about how to Route more than one output per machine

Debug


Visualization Mode

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:
TrackedCamera > CameraTrackerComponent > Debug Camera State


Use Actor Transform for Camera Tracking Debug

Allows to manually move the TrackedCamera using its transforms

Enable Lens Distortion in Editor


AR as Key


Textures


Custom Debug Textures


Startup


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

  • CameraRoot

    • TrackedCamera

    • XROutsideFrustumPoint

  • MaterialHandler

  • PostProcessHandler

Auto Possess Tracked Camera

Start with viewing the level through the main tracked camera, when playing this level

Anti Aliasing


Anti Aliasing Method

Choose the anti aliasing sampling method:

  • NVIDIA DLSS

  • TSR - Temporal Super Resolution

  • TAA - Temporal Anti Aliasing

  • FXAA - Fast Approximate Anti Aliasing

  • None

AA Alpha Override


DLSS


DLSS Quality

Learn more about Using NVIDIA DLSS

Screen Percentage


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


Bloom


Apply Convolution Bloom to Video


Apply Convolution Bloom from Video


Blur


Add Gaussian Blur


Gaussian Blur Strength


Mask Out After Blur


Refraction


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

Preview


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

Advanced


Compositing Mode

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

AR

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AR


Enable AR WYSIWYG

Render the input video on the AR backplate in the Editor viewport

Fade Out

Fade out graphics

Ambient Occlusion

When using Lumen check the Render AO With Lumen setting in General > Advanced

Enable Ambient Occlusion


Ambient Occlusion

Change the intensity

Shadows


Enable Shadows


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

Difference Shadows

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

Reflections


Enable Reflections


Reflections

Change the color intensity of the reflections

Alpha Reflections

Change how visible the reflections are

Translucency


Translucency


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


Light Catcher


Enable Light Catcher

Learn more AR Shadow, Reflection & Light Catcher

Use Catcher Material


Diffuse Override


Specular Override


Light Multiplicative Power AR


Light Additive Power AR


Add GI

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!

Advanced


Mask Out Holdout


Support Virtual Shadow Maps


Learn more about how to Set up an AR level

VS

Screenshot 2023-11-17 at 15.51.28.png

VS


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 Correction


DOF VS Correction


Add Video Before DOF


Video in Focus


Before DOF Translucency


Skip Mask Out VS


Advanced


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 Enabled

"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

  • not using the video keyer

  • using multiple compositing planes

  • OR there is nothing in front of the compositing plane

Custom SSR

Allows the compositing plane to cast Screen Space Reflections even with Backplane disabled

Custom Lumen Reflections

Similar to Custom SSR but for Lumen

Learn more about how to Set up a VS level

XR

Screenshot 2023-11-17 at 15.51.41.png

Learn more about Pixotope World Settings > XR

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

Tracking

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Tracking


Camera


Camera Tracking Source

Switch between tracking sources

Record Ptrk


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


Talent


BPE Scale

Learn more about how to Set up Body Pose Estimation (BPE)

TalenTrack Port

Learn more about how to Set up TalenTrack

TalenTrack Use Incoming Rotations


Learn more about how to Configure camera tracking

Change world settings via blueprints

  1. Set the blueprint nodes up as seen below

    Screenshot 2024-05-30 at 09.25.36.png


  2. Select the "Set members in PixotopeSettingsStruct"

  3. In the Details panel, enable the World Settings properties you want to expose

    Screenshot 2024-05-30 at 09.22.06.png


    Screenshot 2024-05-30 at 09.25.18.png