Create mappings - Digital Twin XR
Create mappings to define which LED panels/XR walls render to which video outputs. This step connects your physical LED setup to Pixotope's rendering system.
Key Concepts
Mappings work identically for manual setups and digital twins
Mapping is a 2D process, independent of physical LED body shapes
Without mappings, XR and digital twin patterns won't output
Mapping example
The following example LED bodies

can be output in different ways:
Render each LED body by a single machine. Check out LED wall smaller than a single output | ![]() |
Split up the large LED body and render it by multiple machines. Check out LED wall larger than single output | ![]() |
Render all LED bodies by a single machine. | ![]() |
Prerequisites
Complete the body generation
Know your LED body sizes and resolutions
Determine your required number of outputs
Create mapping: LED wall smaller than single output
When your LED wall has a lower resolution than a single Pixotope output, you can create a straightforward one-to-one mapping.
Example LED Wall Configuration
Consider an LED wall with 9 × 5 panels. If each panel has a resolution of 384 × 384 pixels, the total wall resolution would be 3456 × 1920 pixels.

In the Digital Twin actor, LED panels (XR walls) are named starting from the bottom left panel of the LED body.

XRWall-[BodyNumber]-[ColumnNumber]-[RowNumber]
Create single mapping
Since the resolution of this LED wall (3456 × 1920) is smaller than a single Pixotope UHD output (3840 × 2160), you can create a single mapping with these steps:
Open the Details panel of the Digital Twin XR Actor
Click "Create Single Mapping"

Add to Mapping: Leave blank (-)
Give the mapping a name
Body: Select the LED Body you want to creating a mapping for
Keep All Columns and All Rows selected
Graphics Scale: Choose "Pixel Perfect"
this ensures pixel-to-pixel display on the LED
Double check the Needed Resolution on the bottom.
Click "Create mapping"

A single mapping is created.

Route output
In Director: Go to SETUP > Configure > Routing
In the XR Mapping dropdown of that machine, select "Mapping 1"

Make sure that the machine has an XR render group tag.
Learn more about Render, feature and custom groups - AR, VS, AR+VS, XR
Verify output
After creating the mapping, your XR output will display the texture with the following characteristics:
The XR texture will occupy only part of the output (3456 × 1920 pixels)
The unused portion of the output will appear black
The LED processor needs to extract the relevant pixels and display them on the physical LED wall
Display mode: XR | Display mode: Identify |
|---|---|
![]() | ![]() |
Learn more about how to identify your mappings below
Create mapping: LED wall larger than single output
Example LED Wall Configuration
Consider an LED wall with 11 × 6 panels. If each panel has a resolution of 384 × 384 pixels, the total wall resolution would be 4224 × 2304 pixels. This exceeds the size of UHD.

For larger LED walls with resolutions exceeding a single Pixotope output, you have 2 options:
Option 1: Scale to Fit
Allows you to use a single output but sacrifices resolution quality
Can work well for testing or demonstrations but may not be ideal for production
Open the Details panel of the Digital Twin XR Actor
Click "Create Single Mapping"

Body: Select the LED Body you want to creating a mapping for
Keep All Columns and All Rows selected
Add to Mapping: Leave blank (-)
Graphics Scale: Choose "Scale to Fit"
Set Width and Height of the mapping
Click "Create mapping"

Verify output
After creating the mapping, your XR output will display the texture with the following characteristics:
The XR texture takes up the entire output image
It reduces the XR engines at the cost of resolution loss
In our example we lost 14.77% resolution
Depending on the aspect ratio difference, the output image can look squeezed compare to the pixel perfect output
Don’t worry! The texture will be stretched back to the normal size when displayed on the LED wall

You can see the XR texture takes the entire output image but the sphere is slightly squeezed compared to the one on the right side which is the sphere in a pixel perfect output.
Option 2: Pixel Perfect with Multiple Outputs
For best quality
Divide your LED body into sections that can each fit within an output
For optimal performance
Distribute pixels evenly across outputs to balance rendering load
Uneven distribution can cause frame drops on heavily loaded machines
Note: This can be ignored if all outputs come from the same machine
Manual division
Example division

Example mapping layout

For every single section, it starts with opening the Create Single Mapping dialog
Open the Details panel of the Digital Twin XR Actor
Click "Create Single Mapping"

Add to Mapping: Leave blank (-) for the first section
For the next sections, select the mapping it should be added to

Body: Select the LED Body you want to create a mapping for
Set the columns, rows and offset based on your section layout
Mapping | Columns | Rows | Offset x | Offset y | |
|---|---|---|---|---|---|
Mapping 1 | Section 1 (red) | 0-6 | 0-4 | 0 | 0 |
Mapping 2 | Section 2 (yellow) | 7-10 | 0-4 | 0 | 0 |
Section 3 (blue) | 0-5 | 5-5 | 1536 | 0 | |
Section 4 (green) | 6-10 | 5-5 | 1536 | 384 |
Graphics Scale: Choose "Pixel Perfect"
Click "Create mapping"
Repeat for each section
Now we have both mappings with the XR texture. Let’s see how they look.

Remember to correctly position and crop each part on the LED processor.
Route outputs
In Director: Go to SETUP > Configure > Routing
Select the correct mapping for each machine using the XR Mapping dropdown

Make sure that the machine has an XR render group tag.
Learn more about Render, feature and custom groups - AR, VS, AR+VS, XR
Identify your mappings
To check that your mappings have been setup and output correctly.
In Editor
Expand Display Mode
Choose "Identify" for the XR Wall Texture

In Director
Go to PRODUCTION > XR > General
Choose "Identify" for the Display mode for digital/manual twin

Be sure to read from the XR machine to enable the settings in the Production page.






