Upgrading to 26.2

We do not recommend that you upgrade your Pixotope machines in the middle of a production or pre-production phase.

When choosing to upgrade, we recommend that you back up your existing Pixotope projects, so that you will be able to go back if you need to.

Engine

Custom Depth Stencil

In Pixotope 26.2 we are creating our own separate Pixotope Custom Depth Stencil. This way we do not interfere anymore with Unreal Engine’s Custom Depth Pass.

Default value

All Pixotope specific actors will automatically start using the new stencil system. Their default Pixotope Custom Depth Stencil is 1.

The global default can be adjusted in the Project Settings

image-20260602-070149.png

We no longer have Use Custom Depth By Default in Project Settings. Similar can be achieved by disabling Render Pixotope Custom Depth in Default Pixotope Component Settings and then restart the project.

Where to set

Pixotope Custom Depth Stencil can be found on the actor in Pixotope Component Settings.

image-20260601-073028.png

In Blueprints

Pixotope Custom Depth can be adjusted in plugin using the Pixotope Component Settings Manager. It should be done on construction or begin play.

Avoid using it every tick.

Avoid adjusting Pixotope Custom Depth settings in Details for Components in Blueprints. Use blueprint nodes as shown below.

image-20260528-153930.png

Migration

All actors that were converted before will need to be reconverted or will need stencil adjustments.

To ease conversion of projects that used multiple actors with Pixotope specific stencils we provide a one click conversion:

  1. Open the Utilities tab

  2. Click "Convert Static Meshes to use Pixotope stencil"

    image-20260601-072847.png


  3. The conversion

    • reads Unreal’s CustomDepth Stencil Value and copies it to Pixotope Custom Depth Stencil

Only Static Meshes are converted. Other mesh actors like the Skeletal Mesh Actor have to be converted manually.

Visualize Pixotope Custom Depth Stencil

To confirm the stencils are correct, change Debug > Visualization Mode to
Pixotope Custom Depth Stencil

image-20260602-070402.png

Disable for XR without inputs

Pixotope Custom Depth is enabled by default and needed for most of our compositing pipeline. It can be disabled if needed (Ex. XR without any inputs) with Pixotope.PixotopeCustomDepthEnabled false.

Artist license

Using an Artist license now allows to route inputs and outputs. However, in that case a watermark will appear. Without routing the viewport/outputs no watermark will be shown.

Collisions

Collisions are now disabled by default on all newly created meshes. Existing geometry is not affected.

This can be changed in the Project settings

AR Shadow, Reflection & Light Catcher

The Shadow/Light catcher material now uses the AR video as Base Color.

Director

Camer input switching

Camera input switching Groups are now called Sets.

Learn more about how to Configure camera input switching

Setup > Adjust > XR > Angle correction

Sliders have been swapped.

Learn more about how to Calibrate color matching

Migrating show files

To carry over show files and machine settings from an old installation, you can

  • Click "Copy folder" at the start of the installation

  • OR manually copy the files into the Local storage folder of the new installation

Pixotope_Installer.tmp_2024-11-19 at 15.10.44.png

Migrating projects

When opening a project from Unreal or an old Pixotope version:

  1. When prompted in the Editor, click "Update"

    • This will update your .uproject file

      2020-06-16 11_42_25-Window.png


  2. Restart the Editor

Unreal projects can be used in Pixotope right away and do not need any migration steps.