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PIXERA 25.2 Overview and Changelog

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Pixera 25.2 INTER 38 is the next PIXERA VERSION
 

In the following article you will find a compact summary of all the important updates and also the changelog at the bottom of this article.

 

25.2 Features & Improvements
 

Hybrid Mode

Use Presence for Local Live System - 

 

With this option enabled the local system starts without launching a render engine or offering any outputs.
Rather, a presence.exe can be started on the same system and then used as the local engine for that machine. 

This decouples project editing and preview from output rendering on that machine. 

In the context of multi-user, the machine can fulfill a “hybrid” role in that, depending on which kind of replacement is needed for a failing machine, either the Director or the Presence instance on the machine can be used as a failover.

 

IMPORTANT NOTE

This feature is not available in the first 25.1 Release since some issues in the area of resource distribution appeared which need to be fixed at first.
As soon as those issues are fixed, the feature gets unlocked in release versions. Till this point it is hidden and needs to be enabled manually.
Please contact AV Stumpfls Pixera Support to provide further information.

 

 

 

 

If this feature has been activated, a manager backup and a playout backup can be set up in the same way as in the familiar multi-user and backup workflow.

Please find more information about those workflows in PIXERA Backup and Usage Presets and Manager Backup 

 

Pixera 25.1 INTER 2 | 25. January 2025 | FE

 

 
 

Timeline Move to Top at Play

Timeline Move to Top at Play

 

The "Render on Top at Play" feature allows you to ignore the hierarchy structure of Timelines and play the selected timeline over the top of all others.  The feature can be enabled on a per timeline bases, allowing you more control and creative flexibility.


How to enable "Render on Top at Play"

The feature is enabled within the Compositing Tab.  Navigate to the Timelines library and select a timeline.  The feature can then be enabled/disabled using the option within the inspector window:
 


 

When the feature is enabled, the Timeline will play on top when triggered to play.
 

These indicators show on which timeline this feature is enabled and which timeline is currently the top most timeline
 

 


Known Issues and current limitations
 

  • There are currently no API commands to access this feature.
     
  • IMPORTANT: A timeline with this option enabled, gets set to play at top if a jump cue is triggered within this timeline - fixed in 25.1 R4
     

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 

 
 

Layer Groups

Layer Groups

Layer Groups is a new feature in version 25.2 that allows the user to group layers together in order to more easily manage their timeline organization.

Note

As of version 25.2, this is strictly for Timeline organization. There is not yet a way to move layers in renderspace together, or apply effects to a layer group.

 

 


Create a Layer Group

To create a layer group, right click in the layer heading and then select ‘Add Group’, or click on the ‘Add Layer’ Icon in the Timeline Tool bar and select ‘Add Group’

 

 


Add Layers to Group

You can add a layer to the group in a couple of ways:

1- Click and drag a layer (or layers) into the created Group

2- Right click into the Group in the Layer header and ‘Add Layer to Group’

 


Group Multiple Layers

You can Group Multiple Layers together by shift or control selecting layers in the Layer Header, then right clicking in the header and selecting ‘Group Layers’

 


Group Inspector

You can rename a group by selecting the group and renaming it in the Inspector. You can also change the color of the group here

 


Moving Groups on the Timeline

You can select the group in the timeline to move all the clips in the group together. If you select a Clip within the group and move it, it will separate out the Group selection in the Timeline.

 

 

PIXERA 25.2  | 24. July 2025 | MB

 

 
 

Mask in Composting

Masks in Compositing

Quick Overview

 


Create Mask

Via the context menu, you can go to “Add Resource" and select “Mask”

this will create a new mask resource in you selected directory,

This can be used like any other Resource in PIXERA, as default it contains a square Mask element.

This mask resource can now directly be used in a container on a timeline or in the Mask effect, See → Mask RGB Effect 

To use this mask element and to behave with the expected behavior of a mask, you need to set the clip or layer where it is assigned to, to Blending→Mode→Multiply
 

possible alternative of this is to set the background color to alpha:
 


Modify Mask

Resource Resolution

After the mask is defined in a resource, it must also include a resolution.
 

The size defined here specifies the dimensions of the element on the layer and is used for scaling in cases where different aspect ratios are applied. Subsequently, all layer parameters refer to the rectangular dimensions defined by this resource resolution.

Mask Element

A Mask Resource can contain multiple Mask Elements
These can be edited within the inner compositing.

After selecting the resource, the Mask points can be edited.
 

Background Color

Specifies the background color of the mask. By default, it is white, but an alpha value (transparency) can also be configured.

Mask Color

Allows adjustment of the mask color. When 'multiply' is selected as the blending mode, this enables easy creation of a colored highlight over the area.


Limitations

Currently, it is not possible to animate the mask points, but It is possible to animate the movement of the Mask Resource.
Export and Transfer of the Mask resource is currently not possible.


PIXERA 25.2 INTER 30  | 22. July 2025 | J.B.

 

 
 

Real Time Color Correction

Real Time Color Correction for Screens, LED's and Displays

Projectors, Displays and LED's can be color corrected in real time besides adding color correction via LUT. The real time color correction also includes the brightness per display. 

Known issue: no API/Control integration as of now

We are currently working on integrating the real time color correction in PIXERA Control via API. The sole interaction currently is either manual control in the GUI or via DMX. 

 

The feature can be found in the Mapping tab. Depending on the device, choose selection “screens” for Displays and LED's. 

Projection Screens need to be Real Time Color Corrected by the Projector('s) and not on the physical screen

 

 If you want to real time color correct projection screens, select selection projectors.

Select the display/LED/projector you need to color correct.

In the inspector's setup tab, you can find the color correction real time setup.

Adjust the settings as needed. The eye will mute and unmute the settings done on a parameter. The reset icon will bring back that parameter to its default state.

Below the Color Correction Real Time settings, you can find the DMX patch settings for the real time color correction.

Auto patch will patch all the parameters to the next available Universe/channel.
Patch Screen will open the DMX patch window, as described in detail in this article.


 

Pixera 25.2 RC22 | 23.July 2025 | O.K.

 

 
 

CUE CSV Import/Export 

Import/Export Cues via CSV 

How to import/export cues via CSV


Import/Export all cues from a timeline

Create and edit cue lists in Excel, Google Sheets and Reaper. 


Timeline Inspector

The inspector > Cues setting has been extended with two buttons: Import Cues and Export Cues.
 


Export Cues

If you click the Export Cues button, you will get asked which Cue Values you want to export. “Basic” and “All” is available. The "All" setting will export every parameter of the cues while "Basic" holds a limited set of parameters:

Basic File

All File




Basic:

Cue Number

Time (ss:ms)

Label

Note

Color

Operation

Is Active

Timeline Name

Timeline ID


 

All:

Cue Number

Time (ss:ms)

Label

Note

Color

Operation

Is Active

Wait Duration (ss:ms)

Spontaneous

Triggers Inner Loop Outro On Leave

Exclude From Cue Lists And Countdown

Jump Mode

Jump Goal (ss:ms)

Jump Fade Duration

Timeline To Trigger

Timeline To Trigger ID

Timeline Trigger TriggerMode

Timeline Trigger TimeMode

Timeline Trigger Goal

Timeline Trigger Fade Duration

Timeline Trigger Show

Network Cmd Api Output

Network Cmd Data

Timeline Name

Timeline ID
 


Import Cues

A pop-up will appear on clicking the import cues button. 
Mode asks you if you want to merge the CSV with your current cues on the timeline. Replace will remove all existing cues first. 
Destination lets you choose the current timeline (the one you have accessed to press import on) or the original timeline, that is stored in the CSV.

If 


Workflows/tips:

Google or your favorite AI will gladly create a breakdown of the best possible way to open and convert CSV files in Google Sheets, Excel or Apple Numbers.
Great prompts:
how to open a CSV with Google sheets
how to open and convert a CSV with Excel

Besides the usual suspects, there are countless other CSV Viewers/Editors that can be found online.
 

Reaper

Reaper will only export CSVs to Pixera. Currently, we have no option to generate a CSV that fits the Reaper import standard.

 

 

GrandMA

Currently, we have no option to export our Cue list to GrandMA consoles

 


Reaper Setup (Generated with AI)

To export markers from Reaper, navigate to the Marker/Region Manager, export the markers to a file (e.g., CSV), and then import the file into the desired application. Specifically, set the timeline to HH:MM:SS:FF, open the Marker/Region Manager, right-click inside the window, select "Export regions/markers...", choose a file format (like CSV), and save the file. 
Here's a more detailed breakdown:

  Set the timeline format: In Reaper, ensure the timeline is displayed in Hours:Minutes:Seconds:Frames (HH:MM:SS:FF). You can do this by going to View > Time unit for ruler and selecting the appropriate format.

Open the Marker/Region Manager: Access this window by going to View > Marker/Region Manager. 
Export the markers: Right-click inside the Marker/Region Manager window and select "Export regions/markers...". 
Choose a file format and location: Select a destination to save the file and choose a file format, and choose export format CSV (Comma Separated Values). 
Save the file: Click "Save" to export the markers to the chosen file


Current Known Issues:

  • All time values shown as ss:ms. This is being worked on.

PIXERA 25.2  | 15 July 2025 | OK

 

 
 

Unreal 5.6 Implementation YES

Unreal Engine (5.2.1) Setup

Note

This article was written and uses Unreal 5.2.1 for its examples and descriptions. To find all supported versions, please visit this article: Supported Unreal Engine Versions 

To download the latest files for each supported version, please visit our downloads page: Pixera Downloads

 

 

Disclaimer

 

Virtual Production is a complex topic. It is mandatory to understand the basic setup to be able to advance to the advanced techniques (For example, Set Extension and Multi-Pos warp).
Furthermore, it is mandatory to understand all the basic principles of PIXERA.

Here is a list of the essential VP related documentation in chronological order:

XR System Design 

Unreal Engine (5.2.1) Setup 

Unreal Engine PIXERA Setup 

Unreal 5.2.1 Tips and Tricks (Performance and Testing) 

PIXERA Connect, an Unreal Plugin - General Usage 

PIXERA Texture Sharing to Unreal 

Studio Camera (Virtual Production) 

Set Extension (Virtual Production) 

Multi-Pos Warp 

 


 

Introduction

 

Starting with PIXERA 2.0, Unreal Engine 5.2.1 can be used as a resource in the compositing tab. 

Prior to starting the setup, please check the following prerequisites:

  • Unreal Engine (compositing resource) only works with a Server License or official PIXERA Servers
     
  • Unreal Engine 4.27 is NOT working with PIXERA 2.0.
  • Unreal is extremely demanding. We recommend using a dedicated powerful director as well as a playout server (e.g. PIXERA 4RS. In case of a homebrew, we recommend using a RTX A6000)
     
  • Download Unreal from the EPIC Games store from this URL: Epic Games Store DOWNLOAD
     
  • Install the .NET 4.8 SDK. .NET is a Microsoft platform used to build and run applications. It is open-source, free, secure, reliable, and high-performance. .NET is required when installing and using Unreal. 
     
  • Optional for Packaged Projects:
    • Install Visual Studio including following Options (only necessary if you want to package a project):
      • Add Game development with C++ (under Workloads) and following options:
        • C++ profiling tools
        • C++ Address Sanitizer
    • Windows 10 SDK (10.0.18362 or newer)

 


 

Unreal Engine Installation Guide

 

Create an account or log in with an existing account. Navigate to the Unreal Tab and install the correct build version, 5.2.1:

Warning

Sometimes the selection bugs, therefore it is necessary to install the wrong version first to access 5.2.1. Simply hit install and abort immediately

 

 

 

Uninstall unwanted versions by choosing remove. 

 

Warning

Install Epic Games and Unreal Engine on the D - Drive. When installed on the C - Drive, PIXERA might not be able to access certain files. Furthermore, after a reimage of the system, the installed files will still be accessible.

 

Go to options and change the install options:

 

 


 

Unreal Engine Setup

 

New Project

 

Start Unreal Engine via the Epic Games launcher. In the welcome menu, select Film / Video & Live Events and open the default nDisplay project:

1: Select Film / Video Live Events

2: Select the nDisplay project

3: Warning: define the correct project location. We recommend choosing the same drive as the installation path.

4: Create project

 


 

Warning

Start once and compile shaders:

 

 


 

Created Project

 

If you already have a project and want to make it work inside PIXERA, you will need to manually set up the following for nDisplay.

 

You must first enable the nDisplay plugin by going to “Edit\Plugins” and activating nDisplay in the “Built-in” section.

 

nDisplay must now be turned on in the project itself. This can be done by going to “Edit\Project Settings” in the “Plugins\nDisplay” section and checking the Enabled box on.

 

Lastly, some Unreal Projects, such as the ones downloaded from the Marketplace, may not have a “Windows\WindowsEngine.ini” Directory in their Config folder. If this file is not available, then PIXERA will be unable to open the project. This folder and file can be copied from an Unreal Project that does contain it, such as the nDisplay template project.

 


 

Unreal Executable Setup

 

The “Unreal_Engine_5-2-1” zip contains the engine and should be extracted to wherever desired, usually in the initial C or D directory.

Navigating to “Unreal_Engine_5-2-1\Engine\Windows\Engine\Binaries\Win64” you will find a file which in the same location as other Unreal Engine builds being the “UnrealEditor.exe”. Use this executable to run the engine.

 

After selecting and opening the project, an Unreal popup will explain that the project should be copied as the Unreal Engine being used is different from what the project was first created it. It is recommended to copy the project and keep this copy available for any rebuilds you may need. Also, this copied project will not open immediately in the vanilla Unreal Engine version, it will instead also ask to copy.

 

Once the project is open, you can package by going to “Platforms\Windows\Package Project”. The editor will then ask for a location to place the executable. Once selected, the project will begin to be packaged and finish, depending on how large the project being packaged is.

 


 

Unreal Multi-User Setup

 

To run Unreal in Multi-User mode, you must first enable the Multi-User plugin.

 

After saving and restarting your Unreal scene, navigate to “Project Settings/Plugins/Multi-User Editing “.

“Enable Multi-User Toolbar Button“ and “Auto Connect“ have to be enabled.

Further, please enter the Windows computer name of your Unreal Server in “Default Server URL“ and assign a name for “Default Session Name“.

 

Save your project and re-open it.

Click on the arrow next to “Join“ in the toolbar and select “Launch Multi-User Server”.

 

A new window pops up, afterward close Unreal again, and you are all set to bring the project into PIXERA!

 


 

PIXERA Interop Setup

 

The Interop is an important part of Unreal Integration. Without the correct Interop version, Unreal setups can't be achieved. There are three different Unreal modes in PIXERA. Each mode requires the Interop to be in a different root directory:

  • Dash Game
    • Interop must be placed beside the Unreal Editor (as seen in the screenshots below). Whilst installing the Interop the root install directory can be chosen. Please keep in mind that for multiclient setups, the interop can be transferred directly via PIXERA. If Unreal was installed on the C drive, PIXERA won't be able to copy the Interop because of windows.
  • MultiUser:
    • Interop must be placed at the Unreal Editor which will be doing the editing work. Depending on the setup, the Control Instance could be placed on a different server in the network.
  • Packaged:
    • Interop must be placed beside the EXE file. 

 

Download the PIXERA Interop from here: Downloads (pixera.one)

 

Select correct root path. This is the same path as the Unreal Engine installation.

 

As soon as the installation setups have been completed, unreal projects can be imported into PIXERA as a compositing resource.

Interop is installed into the PIXERA install path:

 

Furthermore, the Interop installer exchanges the available nDisplay DLL´s in the Unreal Engine root install path. The original DLL´s are being placed inside the “PIXERABackup” Folder.

 

 

The Interop is then either installed or copied via PIXERA to the root folder of the Unreal Engine:

 

Triggering the “Copy RXInterop.dll To Configured Nodes” button in PIXERA will take the interop from the PIXERA install path and copy it into the Unreal Engine root path.

 

 

The Unreal Editor path can be found in the PIXERA project:

 

Warning

When Unreal is installed on the C - Drive, Windows will not allow the copy process (locally as well as on the clients). Therefore, we highly recommend installing Unreal on any other drive to avoid problems. 

 

 

PIXERA 2.0.65 | 09. July 2024 | CL

 

 

 
 

TouchDesinger Integration (Beta Feature)

TouchDesinger Integration

Intro

 
TouchDesigner is a powerful node-based visual programming language used by mixed media artists, operators, and developers to create interactive and immersive experiences and content. It's capabilities in the real-time space now merges with the powerhouse of Pixera to support your projects.

This article is split into two sections:

Getting Started with TouchRX Part 1 (TouchDesigner)

Getting Started with TouchRX Part 2 (Pixera)

 

The TouchRX integration with Pixera is based off of Derivative's TouchEngine. It is Pixera's recommendation to read over the following articles prior to focusing on your cooperative build with TouchDesigner and Pixera.

 

This article will focus on how to configure your TouchDesigner .tox file prior to import into Pixera. There will be some additional sections outlining what capabilities this plug-in has that aren't required. In this article we will cover the following in the set-up portion of your TouchDesigner file:

 
  • Basic Setup & Template File
  • Outputs
  • Inputs
  • Internal Events


Requirements & Downloadables

In order to run .tox files within Pixera the following things are needed:
 
  1. TouchDesigner 099 Commercial with a valid license key. For more information on licensing needs in conjunction with TouchEngine refer to Derivative's TouchEngine page.
  2. Pixera version 2.0.xx
  3. TouchRX pixDevFeature
 
Pixera PX4 hardware is recommended to use for any real-time or generative application. If you're running Pixera and TouchDesigner on your own hardware refer to these pages to see if your specs are sufficient for heavy computing:
 

 
Click here to download our template DemoComp.tox file to follow along with this article. 
 

Basic Setup & Template File

When creating your .tox file for import into Pixera it is recommended to contain your TouchDesigner network to a single Component, either a Base COMP or a Container COMP. There is some setup that must be done in order for Pixera and TouchDesigner to work together which will be outlined in the sections below.

While the .tox file is the only necessary part, it is recommended to keep your .toe file backed up as well in case you'd like to make edits.

Download the blank template DemoComp.tox file here and follow along.

 
 

Outputs - Getting Stuff out of TouchDesigner and Into Pixera

 

Custom Parameters == Pixera Timeline Parameters

 
In order to get TouchDesigner parameters on the Pixera Timeline you need to use TouchDesigner's Custom Parameters on the top level of your Component in your TouchDesigner network. To customize your COMP navigate to the COMP, right click, and select “Customize Component”. Refer to Derivative's documentation on setting up Custom Parameters and Pages here.
 

 

Note that if your Custom Parameters trigger scripts to fire off within your TouchDesigner network those scripts will work if you change parameter values in your Pixera Timeline to trigger them.

Look at the DemoComps.tox example file and navigate to the root of the project. Select the DemoComp Base and look at the parameter window. Select the tab called “Custom Parameters”. These same parameters will populate in the Pixera timeline when the time comes to import it. 

[screenshot of the parameter names in touchdesigner]

[screenshot of those same parameter names on the Pixera timeline]

 

Page Divisions

Any Custom Pages you create on your Component do not imported as separate pages on the Pixera timeline. All custom parameters on your Component are imported to be on the same level under your Layer in the Pixera timeline.

 

Sharing Texture

To get textures flowing between Pixera and TouchDesigner some set up is necessary for your TOP operators.

 

Out TOPs Naming Convention

[picture of a TouchDesigner network with 3x Out TOPs each with the correct naming convention]

Out TOPs allow textures from TouchDesigner to be passed into Pixera. To get an image out of TouchDesigner an Out TOP will be needed at the very end of your compositing chain in your TouchDesigner network. 
 
In DemoComp.tox navigate to /DemoComp/ and look at the network inside. On the right side is a network box labelled “Outputs - From TouchDesigner to Pixera” and contained within that network box are four Out TOP operators with the following naming schema:
 
 
topOut1
topOut2
topOut3
topOut4

 

Note that the naming convention here matters. If you're getting a TOP out of your Component you will need to ensure that the node type is an Out TOP and that it's name follows this convention for as many Out TOPs as you plan on having in your project. 

 

Out TOP Note

If you have one or multiple Out TOPs the numbering in your naming convention must start with topOut1 and not topOut or topOut0.

 

 


Inputs - Getting stuff from Pixera into TouchDesigner

 
Look at DemoComps.tox and navigate to /DemoComp/. On the left side there is a network box labelled “Inputs - From Pixera to TouchDesigner” containing three operators: one In CHOP and two In TOPs. Let's take a closer look at these.
 
[screenshot of Inputs network box and maybe highlight it with a lil colorful bounding box?]
 

In TOP - Textures from Pixera into your .tox

To pass in a texture from Pixera into TouchDesigner for compositing into your TouchDesigner project your Component will need to have an In TOP for every input media you'd like to pass into your TouchDesigner network. Note the naming conventions here follow the same workflow as in the Out TOPs (see section above)

topIn1
topIn2

… and so on for as many inputs as you would like to pass in to your hosted .tox file.

 

[screenshot of the In Tops]

 

In CHOP Setup

 

Placing an In CHOP into your .tox file allows for timing data to flow from Pixera into the hosted .tox file. Those streaming values may be used to monitor stats, drive animation forward, or even trigger events.

Two channels of data should be expected to populate via an In CHOP. The first channel of data is Pixera's elapsed time in Seconds. The second channel of data is Pixera's elapsed frame count.

 

[screengrab of the In CHOP channel data]

 

In CHOP's first channel - Pixera time in seconds
In CHOP's second channel - Pixera time in frames


In “Box A - Rendering Pixera Timing Data and TouchDesigner Timing Data” you'll see the In CHOP operator being merged with a Constant CHOP which holds timing data hosted only within TouchDesigner. The output of these operators is eventually rendered out to a Text TOP which is then composited elsewhere in the network acting as a Stats Overlay.

 

[screenshot of the TouchDesigner network showing Box A]

 

To turn on and off the rendering of this Stats Overlay, we use the Custom Parameter “Stats Render” on our Pixera Timeline. More on that later.

 

[show Pixera Timeline with the Stats Overlay rendered on to show what it looks like]

 


Using Inputs & Internal Capabilities

 

Driving Animation

Since we have a streaming frame count we can use this data to drive animations in TouchDesigner. For example, in “Box B - Using Pixera Timing Data to Drive a Noise TOP” the Pixera Frame count is exported to the Z parameter of the Noise TOP's Transform Tabs. 

 

[show Noise TOP groovin and using the frame count to move the animation forward]

 

Timing Triggers

Triggers and Scripts work in TouchRX, so you can also use this frame count to trigger certain behaviors as well. Look at “Box D - Using Timing Event Triggers to Change Content”. 

In this example there is a Select CHOP (looking at the In CHOP carrying Pixera timing data) > Trigger CHOP > CHOP Execute DAT. The CHOP Execute DAT has the offToOn() and OnToOff() functions enabled. In both functions they're doing the same thing, which is changing the color of a Constant TOP in the network, effectively changing the overlay color of incoming texture data from Pixera.

The Trigger CHOP is looking for when the frame count passes the threshold of 240 (4 seconds) at which point it fires off the CHOP Execute DAT.

[show in network example of the frame count changing the color of the output - in touchdesigner]

And if we look at our Pixera output we'll see the texture data outputting in our Workspace. We'll also notice that at 4 seconds on our timeline the color changes. 

[show in network example of the frame count changing the color of the output - in pixera]

 

Python Extensions

 
In “Box E - Using Python Extensions to Change Content” there is a similar set up to that of Box D. A color change occurs on the Constant TOP in this network box, but instead of using a CHOP Execute DAT the Component's Python Extensions are utilized. The Parameter Execute DAT's onValueChange() function calls the Component's promoted method called ColorChange(), which simply changes the color of the Constant TOP in this network box.
 
The major difference here is that since this Parameter Execute DAT is looking at the Custom Parameters page of the DemoComp. When we change the corresponding value in our Pixera Timeline (TriggerEvent), then the Python Extensions are called internally and the color is changed.
 
This is better depicted in Part 2 of this article series.

 

Execute DAT

 

 

 

Part 2 - Pixera Setup

If you followed along from Part 1 of Getting Started with TouchRX you now have your TouchDesigner .tox configured and ready to go. So how do we get the .tox into Pixera and how do we operate it?

Importing

Importing a .tox file is similar to how one goes about importing a Notch Block or Unreal Engine project into Pixera. After having set up at least your Screens inside of your workspace now navigate to Compositing > Resources. At the bottom of the Resources pane there are buttons. Look for the one labelled “VR” and select it.
 
[image of resource pane with the VR buton highlighted]
 
Your File Explorer will appear. Navigate to where you have your .tox hosted on disk and import it into Pixera. Your .tox file will appear straight away. Next click and drag it onto either your Screen or into the Pixera Timeline. If everything has been configured correctly your workspace should look something like this:
 
[screenshot of the workspace with a successfully loaded .tox file]
 
To keep resources allocated to the .tox file navigate to the side of the Layer label and look for the Lock icon surrounded by starburst lines. By selecting this icon called “Keep Notch Block Preloaded” you reserve resources to run the .tox file without unloading it as you edit. It is recommended to select this button.
 

.tox Layer

Looking closer at our .tox file on the Timeline go ahead and hit the arrow to reveal all Parameters imported with the layer.
 
[screenshot of the parameters on Pixera Timeline]
 
If you had been following along in Part 1 of this article series you'll recognize the parameters on the Pixera Timeline from the provided example .tox file called DemoComp.tox. As you develop your projects it is recommended to be particular in your naming convention so you know what each parameter does.
 

Data Types

Note that currently TouchRX only supports floats/doubles for the data type for parameters on a .tox layer. If you set your Custom Parameter inside of TouchDesigner to be an int, for example, the value will not be adjustable on the Pixera timeline.

 

 

Loading Textures into the .tox

If you've configured your .tox file with In TOPs prior to import into Pixera then that means you will have slots in which to add videos and images in your Parameters on the Pixera Timeline.

Using the DemoComp.tox file twirl down the parameter arrow and look for InTOP1. Find a standard piece of media in the Resources pane and drag it onto the InTop parameter. When you see the thumbnail populate that means the media has been associated with the In TOP. To see this effect go to the OutTOP parameter and change the value to 2.0. Now we see Pixera's video texture running through the .tox file, since the Tile effect that was added now effects the end output. Neat!

 

Event Trigger & Timing Trigger

If you recall in Part 1 there was setup for two different event triggers contained to just the .tox file. The first one was a threshold trigger that used the Pixera Framecount, acquired by utilizing an In CHOP, to change the color of our output. If you switch the Out TOP parameter to 3.0 you'll see this color change in action as soon as 4 seconds passes on the Pixera timeline.

The Event Trigger, by comparison, only changes elements within the .tox file whenever the parameter is changed on the Pixera Timeline. Before we go much further switch the Out TOP parameter to 1.0. Now look for the EventTrigger parameter on your .tox file and change it's value from 0.0 to 1.0. When the value changes the python method called ColorChange() available in the .tox's Extensions class fires off and changes our content. You can pre-program your .tox file to be responsive to parameter changes and have Pixera driving those changes in the Timeline.

Consider adding Pixera Control into your workflow to dynamically change the parameters on your Timeline. 

 

Rendering

 
Currently crossfasing between one .tox and another .tox on the same Timeline is not supported. For fading down it is recommended to either bake it into your .tox file or to fade Pixera's Timeline down either by hand, mapping it to a controller, or via Pixera Control.
 
Layering a .tox file within the same timeline as a baked piece of content will show preference of rendering toward the .tox file. It is recommended to isolate the .tox file to a Timeline and fade it down to shift rendering over to baked content pieces.

 

 
 



 



 

25.2 Changelog


Pixera 25.2 INTER 38
 12 Aug 25

 

Feature 


* Feature: FILEV File Versioning for Audio
* Feature: Cues - Individual Blend Times for Cues
* Feature: Video Free Run with internal Loop
* Feature: SP Lens Integration 

Fixes 


* Fix: API: API while Preview Editing: Playback mode changes when calling methods that should exclusively set timeline time. Fixed.
* Fix: API: API: While in preview edit the currentTime methods return preview edit nowpointer time instead of output time. Fixed.
* Fix: Assets: Taking distribution target override into account when deciding if missing resource should be distributed on live system connect.
* Fix: Assets: Fixed unwanted transfers upon service connection that could happen under some circumstances
* Fix: CITP: Fixed an issue that Thumbnails where not displayed correctly in stored presets on GrandMA2.
* Fix: Control: Availability of Control keyboard shortcuts ensured after application startup.
* Fix: Engine Integration: Update camera matrices for generic extensions.Fix: GUI: More checks added if drop after drag operation is allowed for tree elements.
* Fix: GUI: Fixed shortcut processing after changes between different app modes.
* Fix: I/O Routing: Ensure single connection between node slots.
* Fix: Live Input Preview: Live input preview restored after engine restart.
* Fix: Live Systems: Client engine operations (e.g. start/stop) no longer lead to an undo stack entry, avoiding invalid engine state representations on undo execution.
* Fix: Live Systems: Client engine operations (e.g. start/stop) no longer lead to an undo stack entry, avoiding invalid engine state representations on undo execution.
* Fix: Live Systems: Ensure correct target location for preview tasks
* Fix: Live Systems: Setting to only consider preferred IP after application start fixed so that it is independent of other settings.
* Fix: Mapping: Possible freeze fixed when when backup is triggered and usages are applied to backup system.
* Fix: Multi User: Prevent application freeze when pushing settings immediately after project
* Fix: Node Space: Remove orange outline from nodespace.
* Fix: Resources: File chooser dialog for generic extension compositing resource is shown again.
* Fix: Resources: Fixed delay when importing content
* Fix: Resources: No longer ignoring global case sensitivity setting.
* Fix: Screen Groups: Undo/redo for different screen group changes corrected.
* Fix: Screens: Screen with negative scale does not lead to wrong perspective positioning anymore.
* Fix: Settings: Avoid empty settings pane even though setting sub section is selected.
* Fix: Timecode Input: Timecode input drift correction reacts more effectively to slowed-down input.
* Fix: Timeline: Audio: Rare, brief drops in volume within a continuously running timeline. Fixed.
* Fix: Timeline: Cues - Activity State: ""Ignore once"" not resetting after hit. Fixed.
* Fix: Timeline: Cues can not be moved above each other if timeline gap is closed between two cues.
* Fix: Timeline: Cues: Inspector wrongly shows timeline properties after selecting a cue very close (overlapping) to the right of another cue. Fixed.
* Fix: Timeline: Cues: Trigger on leave not working, when Cue was triggered from Cuelist Browser. Fixed.
* Fix: Timeline: Free Loop Clips: Inpoint handled incorrectly. Fixed.
* Fix: Timeline: Free Loop Clips: Wrongly pausing loop after replacing resource of clip with finite outpoint. Fixed.
* Fix: Timeline: Inner Loop: Stuttering Output When Entering Inner-Loop Inpoint or Leaving Inner-Loop Outpoint. Fixed.
* Fix: Timeline: Keyframes: Not snapping to frame raster anymore after changing Timeline fps. Fixed.
* Fix: Timeline: Layer Offsets: "Store and Reset" still adds former dominant value to the newly stored offset. Fixed.
* Fix: Timeline: Loop Inpoint/Outpoint: No restart of video when running Nowpointer is set from within a clip very close to the front of the clip (Loop Outro triggered via cue). Fixed.
* Fix: Timeline: Preview Edit via API: endPreviewEdit() and startPreviewEdit() do not work as expected. Fixed.
* Fix: Timeline: Transport Keys: Missing update when using keyboard to move nowpointer. Fixed.
* Fix: Timeline: Undo of multiple layer properties corrected. Clip space position is now saved to project.
*Fix: Timeline: Fixed selection issue with bezier control points.
* Fix: UI Layout: Fix CF_Window in detached Control
* Fix: Usages: Usage application no longer reconfigures live inputs to match usage source (rather, routing is only via live input resource).
* Fix: Workspace: Do not draw selection box constantly for small layers.
 

Brushes


* Brush: API: API: Added methods to set and get Preview Edit Nowpointer time and playback mode.
* Brush: API: DirectAPI: display user notification if reload is triggered due to automatic staleness check.
* Brush: Content Mapping: Content mapping resource can be duplicated.
* Brush: GUI: Redundant error messages from render engine are filtered and not every message is presented as user notification.
* Brush: GUI: Shortcut 'F2' for rename usable in librry trees and for cues in cue list.
* Brush: Live Systems: Client auto-start emphasizes manager/client relationship.
* Brush: Live Systems: Preferred IP allows association between manager and client.
* Brush: Presence: Option to minimize presence after startup added.
* Brush: Studio Camera: Studio camera screen group settings are preserved when different render targets of the camera are disabled and enabled again.
* Brush: Timeline: Fade to Cue: Also Apply Delayed Blend Time (Editable in General Settings) Analog to “Fade to Time”.
* Brush: Timeline: Layers without home screen get a layer mapping if they are not set to "Only Render on Home Screen".
* Brush: Timeline: New Selection Mode Button to select either only Clips or Clips and Keys in Timeline.
* Brush: Timeline: Timeline and Layer Locking implemented.
* Brush: Timeline: Timelines can be excluded of render order change implied by "render on top at play" to keep them always on top.
* Brush: Effects: New effects added.
 

 

 

 

 

 

 

Pixera 25.2 INTER 38 | 12. August 2025 | LW

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