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.
25.3/26.1 Features & Improvements
Gizmo
Gizmo
PIXERA 25.3 introduces a Gizmo tool within the Workspace to manipulate the Translation, Rotation, and Scale your 3D objects. To utilize the Gizmo first left click to select the mesh you would like to actively transform.
Translate
Press Q on your keyboard to activate the Translate mode of the Gizmo. The three different colored arrows that make up the Gizmo represent the three available axes of transformation. Click on one of the axis arrow handles and your transformation will be locked to that axis. If you select a small square that floats between two of the three axis arrows, then the transformation is locked to those two planes.

Rotate
Press W on your keyboard to activate the Rotation mode of the Gizmo. Select one of the colorful hoops to rotate your object's Pitch, Yaw, or Roll.

When changing between World Space and Local Space (using B to do so) note that the Rotation mode of the Gizmo changes slightly. For Local rotation the Gizmo doesn't turn with the object. For World Space rotation the Gizmo does rotate with the object.
Scale
Press E on your keyboard to activate the Scale mode of the Gizmo. When you select the floating plane that is between two of the three axes, the scaling transformation will only affect those two axes.

World Space / Local Space
By default the Gizmo will be in World Space transformation. To swap the Gizmo to Local Space translation press B on your keyboard. To return to World Space transformation press B again on your keyboard.
The Gizmo works for single meshes as well as group-selected meshes.
If you want to turn off the Gizmo and return to the original Pixera transformation handles press “P” on your keyboard to swap between the mechanisms.
Known issues and current limitations
- Transformations using the Gizmo aren't added to the undo stack
- Snapping with Gizmo enabled not yet implemented
- Duplicate LED screens inherit transformation from original mesh
Pixera 25.3 INTER 70 | 18. December 2025 | TM
Clip/Layer/Timeline Lock for Editing
Clip / Timeline / Layer Lock
The intention of this feature is to lock elements of the timeline/clips/layers so that they cannot be accidentally changed during timeline compositing.
This can also be locked during playback without affecting the playback functionality, it should only lock the compositing features.
Timeline-Lock

With this feature, entire timelines or individual layers can be locked to prevent accidental changes during programming or playback.
Even when locked, the timeline remains fully accessible: all effects, keyframes, and parameters can be opened and reviewed, but not edited. This allows users to safely inspect the current state of a project without the risk of unintended modifications.
Not possible when the timeline is locked:
- Creating or deleting layers, cues, or clips
- Changing layer or clip settings
Layer-Lock

Individual layers can also be locked. Locked layers cannot be edited but remain fully visible for inspection. The same applies to layer groups — entire groups can be locked, or only specific layers within a group, depending on the desired level of control.
In multiuser setups, the lock status is not transferred immediately, but only when the first user pushes the timeline to the other systems. This ensures that the editing state remains clearly defined and consistent across all connected users.
Not possible when the layer is locked:
- Creating or deleting keyframes
- Editing in inner-compositing
Clip-Lock

You can lock individual clips so they can’t be selected or edited anymore — perfect when you want to make sure nothing gets changed by accident.
Locking or unlocking a clip is as simple as a right-click, so you can quickly switch things on or off while you work.
Even when a clip is locked, it still reacts to all layer and timeline adjustments. Global changes continue to apply — the clip just stays safely protected from direct editing.
Warning
Dominant Value are still applied to locked clips
PIXERA 25.3 Inter 61 | 03. December 2025 | S.H
Audio Brushes
Audio Playback
PIXERA's Audio Engine offers many features for the playback of audio files. In addition to "dynamic resampling", the audio engine also supports "micro-pitching" to ensure synchronicity between video and audio.
Supported audio file formats
Currently PIXERA supports the following audio file formats:
- MP3
- FLAC
- WAV
- M4A
- AAC
- WMA
- AC3
Adding audio files
Audio files can be imported to the Resouces Tab in PIXERA exactly the same way as video files. Either via dragging and dropping them from the file explorer or by hitting the plus icon. For further information on how to add media files to PIXERA please have a look at Media Management
By dragging and dropping audio files from the Resources Tab to the Timeline, audio can be placed on Layers. This automatically triggers the preview file creation so the waveform can be displayed inside the clip contrainer.

By selecting the Clip on the Timeline, the Inspector on the right hand side shows information about the audio file in the Audio Settings section. In here the original duration, sample rate, bit rate and the number of audio channels are listed. You can also rename the file, and access File Versioning from here.

Embedded Audio
Video files can also contain audio channels. In general PIXERA supports these types of media files and is able to playback video and audio of such files. To find out if a video file contains audio as well, just select it in the resources tab - the Inspector then shows the available audio channels on the right.

Video files with embedded audio can be used on the timeline like any other media file. Audio is simply displayed as a separated Volume track within the Container where you can add keyframes.

If you want to be able to use an embedded audio track independently of the video track, there is the "Extract Audio" function. This separates the audio track from the video and adds it to the resources tab as a separate file.

Audio Interface | Sound Card assignment
You can set which audio device you'd like PIXERA to use to play back audio in Settings > Audio. Here you can select the Audio Driver, Audio Device (Module), Sample rate and output levels.
The supported drivers are:
- ASIO
- WDM
- WASAPI
- MME (for Dolby Digital)
NOTE
Depending on the connected devices, their availability and support, different modules and sample rates are displayed in the drop-down menus.

The number of channels and level meters displayed depends on the Audio Device you have selected and the number of available outputs it has. Level can be set independently on each channel. When the audio file is played, a level meter shows the activity on each channel and whether the audio is clipping.
NOTE
Only one audio device can be used at a time in PIXERA, even if several are connected to the same server.
Dolby Digital audio playback
In addition to the mentioned audio file formats, PIXERA supports Dolby Digital and Dolby Atmos audio as well. Selecting such a file in the resources tab, you will be able to see the channel count in the inspector - for example, video file with 5.1 audio will show as having 6 audio channels.
To be able to play back Dolby Digital files, the option "Use Digital Audio Output" must be selected in the file's Inspector in the resources tab. Digital Audio Output works via DisplayPort out or via S/PDIF.

In addition, the driver "MME" and the correct Module must be selected in the Audio Settings of PIXERA.

Afterwards the file can be dragged onto the layer for playback in the usual way.
NOTE
It is not possible to mix Dolby Digital and normal audio files in one project
Defining Audio Channels
Audio output is defined on a per-layer basis and by setting the Audio Channel field in the Inspector. You can set the initial output channel here.
Example:
Entering ‘3’ in the Audio Channel field for a layer, and placing a clip with two channels of audio on that layer, will play audio on output 3 and output 4.
If you need to make specific audio channel assignments, you can do so here by typing your desired audio channel order separated by commas. This could be useful for swapping the left and right channels of a stereo audio file. For this, you would type ‘2,1’ in the Audio Channel field.
Example:
If you had a 5.1 surround sound audio file and ‘1’ set in the Audio Channel field, it would output on channels 1 to 6 in this order: Left, Right, Centre, LFE, Left surround Right surround. This is the 'SMPTE' surround channel order, but maybe your playback system uses ‘Film’ channel order. In the Audio Channel Field, you would enter 1, 3, 2, 5, 6, 4 to achieve the correct output order of Left, Centre, Right, Left surround, Right surround, LFE.
The setting for Audio Channel can be found by selecting a Layer and navigating to the Setup tab in the Inspector. From here, you can select the Server you want to output this layer's audio from and enter the Audio Channel configuration.
If you want to disable audio output for a layer ‘0’ or ‘None’ can be entered into this field. If you specify fewer audio channels than are contained in the file, the unspecified channels will be auto-assigned following the last channel that was assigned manually.

These settings can be defined in the Initial Values area of PIXERA settings, in the Timelines dropdown:


PIXERA 25.3 INTER 66 | 19th November 2025 | B.C. and F.E.
Pitched Timecode (BETA)
Pitched LTC Time code
Working with DJ style pitched TC
Pitched LTC Time code
WARNING: Experimental Feature
This is a fairly new feature that needs deep investigation upon the settings. Additional performance needs still need to be evaluated, but do expect your system to experience serious performance drop. Use on your own risk, but please feed back your experience.
WARNING: Pitch Range
Pitching the TC to below -10% will not work! Incoming TC that is pitched below -10% will result in disconnect of TC and Pixera will not recognize the incoming TC permanently. This is the same behavior we experience with all TC readers we have in the company. We are investigating on this matter.
Increase in speed has been tested to up to 50% with no issues currently experienced.
There are use cases in which time code needs to be pitched in a greater range than a usual broadcast environment would experience. This includes working with synced audio coming from a DJ booth. To cater for this, we have extended the LTC time code settings.
Tweak Config
Due to its experimental state, there is no user interface representation as of now. In order to start with pitched time code, you will need to place the tweak_config.json into this directory on the Pixera main/Director machine:
C:\ProgramData\AV Stumpfl\Pixera
Once you have placed the tweak_config.json into the directory, you must restart Pixera in order to initiate the settings.
Changing the settings
To change the settings, open the tweak_config.json in Notepad, Notepad++ or any other suitable editor. Change settings as needed, store the file. Restart Pixera to initiate the new setting.
Restart Pixera after changing settings to initiate the new settings
The Parameters
This is inside the tweak_config.json:
"smpteTimecodeInputPitching":
{
"isActive": true,
"rate": 3,
"positionSensitivity": 0.4,
"speedSensitivity": 0.8,
"speedSmoothing": 0.3,
"maxSpeed": 20.0,
"atSafetyFactor": 0.5
}
isActive
Enables or disables the PD controller mechanism. When false (or if no config is present at all) the original, completely unchanged drift correction code is used.
rate
Frequency (in Hz) at which the controller updates its correction. A higher rate means quicker responsiveness. Currently, only LTC via audio can correctly implement values larget than 1. So when using the mechanism with other forms of timecode input this should be set to 1 (correction will still be applied but will tend to be less effective than if the rate is correctly set to match the capabilities of the input device).
positionSensitivity
Proportional gain. Determines how strongly the difference between target and current position affects the speed correction. Higher values mean faster convergence but risk overshoot. Corresponds to kP in the standard PD controller model.
ATTENTION: setting above > 0.9 may result in overshoot
speedSensitivity
Derivative gain. Determines how strongly the difference between target and current speed affects corrections. Helps dampen oscillations. Corresponds to kD in the standard PD controller model.
ATTENTION: setting above > 0.9 may result in overshoot
speedSmoothing
Low-pass filter factor (0–1) applied to the computed speed to avoid abrupt changes. Higher values favor smoother but slower responses.
maxSpeed
Caps the maximum playback speed to prevent unrealistic or destabilizing speed adjustments.
atSafetyFactor
Fraction of the inter-update interval used to project time slightly into the future. This helps ensure that threads besides the update thread that access the timeline state do not see non-monotonic or outdated values due to timing jitter.
Pitched Timecode in UI
The most important settings are also available in the UI of PIXERA.
The “Adaptive Drift Correction” can be found in the SMPTE Settings in the Inspector of a Timeline.

PIXERA 25.2 INTER 31 | 24. July 2025 | OK.
Ping Pong for Clips
Clip Play Modes
In a real-time environment, a Timeline may be set to actively play back or be paused.
However, unlike video editing applications, in PIXERA the Resource of a Clip can act independently of the Timeline transport controls (i.e. Play or Pause). PIXERA offers seven Play Modes for how a Clip can behave.
To change the Play Mode of a Clip, you have to select the Clip in the Timeline. Then inside the Inspector on the right side, a dropdown of Modes can be found.

Lock to Time
Lock to Time is the standard setting of a Clip. In this setting, playback of a Clip is synchronized with Timeline playback. When Timeline playback is paused, the content of the Clip is also paused.
If the duration of a Clip on the Layer was extended, or an Inpoint/Outpoint is made on the Clip, the video is automatically looped from the beginning until the Clip is left. The light gray line in the container shows the original length and thus when the video will start over when hitting that point.

Lock to Time|No Loop
When set to Lock to Time | No Loop, the Clip will play its Resource to the Outpoint while playing back with the nowpointer.
When it reaches this end, it will continue to show the last frame only and not loop from the beginning again. This occurs over the entire rest of the Clip, no matter how long it is made.
Free Play Once
Free Play Once has the Clip play its Resource to the Outpoint independent of the Timeline playback (i.e. it will playback whether the Timeline is playing or paused), as long as the Nowpointer is inside the Clip.
When the Resource reaches its end, it will continue to show the last frame, and will only playback from the beginning again when the Nowpointer leaves and re-enters the Clip.
Free Loop
Similar to Free Play Once, in Free Loop mode the Resource will be played back independently of Timeline playback. However, in this case the Resource will loop indefinitely between the Inpoint and Outpoint for as long the Nowpointer is inside the Clip.
Moving the Nowpointer out of and back into the Clip will reset the Resource playback to its beginning.
Show Inpoint
Show Inpoint will only render the frame set as the Resources Inpoint for as long the Nowpointer is inside the Clip. The option to change the Inpoint and Outpoint can be found in the Inspector after selecting the Clip, under Timing.
Inpoint with a timecode of 00:00:00:00 is the default value to display the first frame of the Resource (start frame of Clip).
Outpoint with a timecode 00:00:00:00 is the default value to display the last frame of the Resource (the end frame of the Resource duration).

NOTE
The Inpoint and Output can be set via Keyframes, so these can be changed over time on a Clip.
Free Play Once|Ping Pong
Ping Pong is a type of Play Mode which will play the content forward and then backwards before completing. Free Play Once|Ping Pong acts the same as Free Play Once in that it will only play the Resource through once, then freeze on its final frame.
In the case of Ping Pong, this means the final frame will be its first frame, since the Resource will play forward and then backward ending where it started.
Warning
Ping Pong plays the Resource used backwards. This works the same way as setting a Clip's Speed to -1, in that the Codec is decoded by the Engine in reverse
As with Clip Speed, not all Codecs support negative speed. For example, Codecs like H264 and H265 perform very poorly when this is attempted.
The Standard Content is H264 content, so in this case it is not recommended to test the Ping Pong modes with the Standard Content as you will have stuttering playback on the Output.
Instead, it is recommended to use NotchLC/Transcode the Standard Content to NotchLC when wanting to test Ping Pong. For other Codecs, it is recommended to test with it to make sure playback remains smooth.
Free Loop|Ping Pong
Free Loop|Ping Pong acts the same as Free Loop in that it will continuously play the Resource in a loop until the Nowpointer leaves the Clip.
In the case of Ping Pong, this means the Resource will play forward, then backwards, and forwards again continuously in a loop.
Warning
Ping Pong plays the Resource used backwards. This works the same way as setting a Clip's Speed to -1, in that the Codec is decoded by the Engine in reverse
As with Clip Speed, not all Codecs support negative speed. For example, Codecs like H264 and H265 perform very poorly when this is attempted.
The Standard Content is H264 content, so in this case it is not recommended to test the Ping Pong modes with the Standard Content as you will have stuttering playback on the Output.
Instead, it is recommended to use NotchLC/Transcode the Standard Content to NotchLC when wanting to test Ping Pong. For other Codecs, it is recommended to test with it to make sure playback remains smooth.
Youtube
Also checkout our video tutorial on Youtube for a visual on some of the different Play Modes.
PIXERA 25.2 R 12 | 15 December 2025 | CL
RX Frame Sync
RX Frame Sync
As of 25.3, the PIXERA engine includes a frame synchronisation feature - RX Frame Sync. By specifying a sync-reference server, this can be used to ensure that the same number of frames are rendered by each client. This can be advantageous when using Touch Designer files or Notch Blocks that feature content that changes over time, but is not specifically linked to a timeline. If a frame drop were to occur on one engine, the other will drop in sync, to ensure the content does not drift apart over time.
This new feature is not required for server sync when playing out standard content on multiple servers. For more information, please read: Synchronize Outputs - Genlock and Framelock Setup
Setup Requirements
In order to enable RX Frame Sync, you will need:
- At least two servers capable of Framelock (Servers equipped with the PX0-S2 option on PIXERA hardware)
- The servers need to be set up as a Director and Client. For more details please read this article.
- PIXERA 25.3 and later.
To demonstrate, we will set up RX Frame Sync and use the same Notch Block on two PIXERA servers.
Method
First, Framelock will need to be set up in the NVIDIA Control Panel. In a production environment, Genlock should also be set up to ensure sync between PIXERA and all related output hardware such as LED processors. For details on the full process, please see this article.
NOTE
Although the adapter is a standard network adapter and standard LAN cables can be used, the Sync card must never be connected to a network switch. It may only be connected directly from one Sync card to the next.
Next make sure your PIXERA network is set up correctly and both servers are visible to each other so they can be set up as a Director and a Client.
Start a new project and add two displays. Assign one display an output from the Director server and the other screen and output from the Client. Click through to Mapping > Live > [Server] > [Graphics Card x] to one of the outputs you've just assigned and go to the Driver Settings section in the Inspector. Under Swap Group Participation, use the drop-down to select Bind Swap Barrier. Repeat for the other server's output.

Now click through to Mapping > Live > [Server] and in the Inspector, under Engine, check the ‘Is Sync Reference’ box on one of the servers. It does not matter which engine you choose here, but only check this box on one server.

Next, you can add content to the screens. In this example we will use a Notch Block that has moving bars similar to the PIXERA On-Screen Statistics (Ctrl + 9). These are driven by a Math Modifier (a sine wave) and so rely on incoming time advancing, rather than being keyframes positioned on a timeline. Here, there is a Notch Block on each layer and each layer is assigned to a different screen, and is rendered by a different server. Make sure your Resource Distribution settings are sorted to make this easy.

In our example, placing the Nowpointer at slightly after 00:00:00:00 with transport paused, then hiding and showing both Notch layers at the same time caused the Notch Blocks to load in sync with each other, so that once transport was started, they would remain exactly in sync.
Note
The Frame Sync mechanism ensures that RenderBridge extensions generate the same number of frames. Very large canvasses and designs that rely on a time delta to run, rather than watching timecode, are ideal candidates for RX Frame Sync. Certain generative effects like particle systems or fluid simulations that rely on some initial ‘seed’ may not look identical between instances.
For further information on using Touch Designer and Notch with PIXERA, please read the following articles:
- Notch Blocks
- Touch Designer integration - Part 1, Part 2
PIXERA 25.3 INTER 66 | 9th December 2025 | B.C.
Trigger Cues & Multiple Cue Layers
Trigger Cues and Cue Layers
In PIXERA 25.3/26.1 we have added a new Cue type: Trigger Cues, as well as the ability to create new layers for cues to be on called Cue Layers in the Timeline.
Trigger Cues
Trigger Cues can be used to trigger some Network Command, or another timeline and are useful for triggering an action in control or an API command that you are sending out. Importantly, Trigger cues do not change the transport mode. They function like a play cue without the attached ‘play’ functionality for the timeline.
They are located here and signified by the lightning bolt on the flag in the timeline toolbar:

Trigger Cues can also be created by changing the Operation on a Transport cue (play, pause, stop, jump) to Trigger:

Here is the Trigger Cue Inspector:

NOTE
There are very few parameters here other than the ability to trigger something else since the Trigger cue is mainly for trigger actions within or via control.
A new Parameter in the inspector is the ability to Change Layers using the drop down.
Cue Layers
Cue Layers are a new type of layer that can be added by right clicking in the Layer header and adding a Cue Layer:

Cue Layers are a new place to add cues to so that you can organize and structure your timeline to group certain types of cues. For example you could have one Cue Layer that is your Projector dousing and another Cue Layer that includes all of your PIXERA Control cues.

Clicking on this icon will mute the Cue layer and won't execute any of the cues on it:

Other Features of Cue Layers
You can now stack cue flags visually:

NOTE
These cues will still be 1 frame off set from each other automatically (see same set of cues zoomed in)

Cues can be moved between Cue Layers using the Inspector:

PIXERA 25.3 | 10. DEC 2025 | MB
Touch Designer Integration (BETA)
TouchDesigner Integration (Part 1)
Intro

This Article is split into two sections:
- TouchDesigner integration (Part 1) - TouchDesigner Setup
- TouchDesigner integration (Part 2) - PIXERA Setup
Beta Feature
BETA FEATURE STATUS
As of September 2025 the TouchDesigner integration is in Beta status. If you're interested in joining a beta testing group shoot us a line at our ticketing system.
This feature is in beta and so it's list of capabilities are as such as of September 2025:
- Only TOPs and CHOPs are supported. DATs are not.
- Multi-server sync is not possible
Requirements
In order to run TouchDesigner files within PIXERA the following things are needed:
- TouchDesigner 099 Commercial with a valid license key loaded onto the same machine that PIXERA runs on. For more information on licensing needs in conjunction with TouchEngine refer to Derivative's TouchEngine page.
- PIXERA license version 25.2 or onward
- A pixDevFeature file
- A .tox file
Example .tox & .toe
| Name | What it is | Version Created With |
| HUD.tox | The file you import into PIXERA | TouchDesigner 099 2023.12230 |
| HUD.toe | The editable TouchDesigner file (includes bookmarks) | TouchDesigner 099 2023.12230 |
pixDevFeature
Take the pixDevFeature file provided and place it in the following directory. Note that if this folder doesn't already exist you may have to make it yourself.
C:\ProgramData\AV Stumpfl\Pixera\pixDevFeatures
Importing

Be Nice. Import Twice.
You must add a .tox file twice to your display object or Timeline if you want access to both Texture information and Custom Parameters. You import once for texture information and another time for the Control Parameters.


HUD.tox Layer Parameters

Video Input Parameters (In TOPs)
| Label | inSampler1 | inSampler2 |
| Parameter | inTOP: inSampler1 | inTOP: inSampler2 |
| Data Type | PIXERA Sampler | PIXERA Sampler |
| Range | One input only | One input only |
Colors Parameters
| Label | UI Primary R | UI Primary G | UI Primary B | UI Primary A | UI Secondary R | UI Secondary G | UI Secondary B | UI Secondary A |
| Parameter | Uiprim | R | Uiprim | G | Uiprim | B | Uiprim | A | Uisec | R | Uisec | G | Uisec | B | Uisec | A |
| Data Type | Float | Float | Float | Float | Float | Float | Float | Float |
| Range | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 |
Misc Parameters
| Label | Intensity | Param 1 | Param 2 | Param 3 | Param 4 | Move Waveform | Rotate Banana |
| Parameter | Intensity | Param1 | Param2 | Param3 | Param4 | Movewaveform | Rotatebanana |
| Data Type | Float | Float | Float | Float | Float | Float | Float |
| Range | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | 0.0 - 1.0 | -1.0 - 1.0 | 0.0 - 360.0 |
Driver, Switch, & Query Toggles
| Label | Time Driver | Switch BG | Switch Video Input | Web Query | Reset Storage |
| Parameter | Timedriver | Switchbg | Switchvideoinput | Webquery | Resetstorage |
| Data Type | Boole/Toggle | Boole/Toggle | Boole/Toggle | Int | Int |
| Range | 0 or 1 | 0 or 1 | 0 or 1 | 0 or 1 | 0 or 1 |
Loading Textures into the .tox
Within HUD.tox's PIXERA Parameters there are two used to pass video data into the hosted .tox file. Select your video file from the Resources tab, then drag and drop one Resource into the inTOP: Sampler1 and inTOP: inSampler2 parameter slots of HUD's Control Layer. While the Timeline plays so do the videos put into the Parameter slots.

Multi-Monitor Output
If your .tox file has multiple Out TOPs that need to be applied to multiple Displays, the mechanism to support this would be use of Screen Groups.
First add two Displays to your Workspace by navigating to the Screens tab > Library tab > twirl down the Displays group and select any two Displays you want.

Using HUD.tox from the example project folder drag and drop it from the Resource pane onto your Displays. Once out_HUD and out_banana and Control are placed on the Timeline you may notice that only one of the texture layers renders across all of the Displays. Select out_HUD and look at the Big Four, located in the right hand side of the PIXERA interface under the Setup tab > Presence parameters. Under Home Screen it should say “Compositing can server multiple screens”. You cannot specify which Display for the .tox outputs to display here. Instead we turn to Screen Groups.

Navigate to the Compositing tab > Screen Groups. If you're working in a new project file you will see only Screen Group 1 here. To add another Screen Group 2 select the + button at the bottom. It is recommended to rename your Screen Groups in a way that makes it easier to discern later.
Twirling down the original Screen Group 1 you'll notice that there are two Displays within it. We want to split these two Displays into different Screen Groups. To do this right click on the name of the new Screen Group 2 you made and then select Add or Remove Screens and then uncheck the name of the Display you want to move to the new Screen Group 2. Afterward select Apply Changes.
Next perform the same steps, but instead of adding a Display we'll remove a Display from the original Screen Group 1. Right click on the original Screen Group 1 > Add or Remove Screens. Then uncheck the Display you moved to the new Screen Group 2 and choose Apply Changes. Now both of your Screen Groups should look something like this:

Next look to the Layers on your Timeline. Select out_HUD and in the Inspector on the right hand side select the Setup tab and then navigate to the Presence parameter group. Under Screen Group Presence select the drop down menu. Within it is a list of available Screen Groups. For out_HUD we'll select Screen Group 1 and unselect Screen Group 2. Once that's set select the Layer out_banana and in it's Screen Group Presence select Screen Group 2 and unselect Screen Group 1.


Your preview will now show the Out TOPs separated by display.
Layer Reference Resource
Using Layer Reference Resources is an powerful optimization and compositing tool when working with TouchDesigner .tox files in PIXERA. A Layer Reference Resource is a PIXERA specific tool found at the bottom of the Resource pane.

Once created, select the Layer Reference Resource and in the inspector on the right hand side you use the dropdown options for Timeline and Layer to select the specific .tox Extension Stream you want to use. Select out_HUD from the Timeline it's been placed on.

After that drag the configured Layer Reference Resource onto a Timeline. Use the Big Four in the inspector to configure the Layer Reference Resource to your liking for your project
Using a Layer Reference Resource saves you on GPU processing power, as it acts as an instance of the original source file which can be copied many times and used in different Compositing methods.
Pixera 25.2 | 17. September 2025 | T.M.
New Mapping Multi-View
New Mapping Multi-View
Beginning in 25.3 there is a new way to view your Mappings and Feeds in the Mapping Tab. This new view allows you to view all screens at the same time when mapping which makes it easier and more efficient to create your feeds without adding extra clicks to your workflow. This new view is shown when you Dive in to All Screens in the drop down menu in the Workspace.
Note
You must assign outputs to your Screen Objects in order for the Feeds to appear in the new All Screens Mapping


New Mapping View in Mapping Tab: note we can see two different displays (Screen A and Screen B) at the same time!
Aux Engine
As part of this new feature you can now move the Aux Engine (sometimes called the Mapping Engine) into the main workspace to view your two workspace.
Use Window Pane Management to add a new panel to your workspace. It is typical to view these with both of the views centered, but you can place them wherever you would like.
https://help.pixera.one/en_US/window-pane-management
Then right click in the new panel and “Move Aux Engine”

Once that is complete, reset your workspace view (R hot key) or zoom out in order to see all of your outputs. Here, the “Show Labels” button in the workspace toolbar is selected to make the outputs easier to see.

We can then move and resize out Feeds using the Inspector and the workspace.
Note
Simply moving a feed to another Output will not immediately cause that feed to appear. You must still assign the Output to generate a mapping associated with it.

PIXERA 25.3 | 18. DEC 2025 | MB
Further Features & Improvements
- Projector Heat Maps Respect Geometry and show Shadows
25.3/26.1 Changelog
Pixera 25.3 INTER 73
17 Dez 25
Fixes
*Fix: API: Allowlist is not disabled anymore if dialog is closed by pressing 'Cancel'.
*Fix: API: No mapping user interface reloads when transformation is updated from DirectAPI.
*Fix: API: Preview edit: API methods moveToNextCue(.) and moveToPreviousCue(.) unintentionally move main now pointer
*Fix: API: Fixed sACN api output
*Fix: Engine: Fixed alpha when making the output window transparent.
*Fix: Engine: Fixed flashing preview when content is missing.
*Fix: Engine: Fixed loop inputs, causing vanishing output when pressing dominant transport lock to time.
*Fix: Engine: Fixed negative speed when set as layer dominant value.
*Fix: Engine: Fixed Notch block showing old frame on input change
*Fix: Engine: Fixed Notch layers visible on multiple screens, reallocating input textures.
*Fix: Engine: Fixed warp mesh depth sorting for NDI output streams
*Fix: Engine: Fixed web resource texture sharing with preview engine on multi GPU systems
*Fix: Engine: Improved automatic adapter selection for web resource.
*Fix: Engine: Not showing the last frame when loop outro ends.
*Fix: Engine: Rebuilt ffmpeg for compatibility with CPUs before Haswell/Excavator.
*Fix: Engine: Fixed cleanup of transfers when Presence is closed.
*Fix: GUI: DMX fixture visualization limited allocated image size to 512 channels.
*Fix: GUI: Import Cue window no longer appears after canceling cue import.
*Fix: Mapping: DMX output mapping unhandled exception fixed when entering alphabetic characters.
*Fix: Mapping: Load inspector with fallback mapping for marker calibration if external marker is selected.
*Fix: Mapping: Marker calibration stores screen transformation per marker set individually.
*Fix: Mapping: Warp updated correctly when switching from feed mode to original screen object.
*Fix: Multi User: Clip updates used resource on import if resource not found or path mismatched.
*Fix: Multi User: Only process multi user operations for desired types.
*Fix: Resources: DMX controls now available for layer reference resource.
*Fix: Resources: Fixed not respecting suffix end when loading original file.
*Fix: Resources: Fixed replace of resources in custom asset root across multi user members.
*Fix: Resources: Resource transcoding from context menu uses multi selection.
*Fix: Timeline: Cue blend behavior restored if no blend duration is set.
*Fix: Timeline: Free loop clips out of sync with lock-to-time clips. Fixed.
*Fix: Timeline: Improved consistency of clip selection within layer groups.
*Fix: Timeline: Key frames unintentionally moved when clicking. Fixed.
*Fix: Timeline: Layer group shows muted only if all children are muted.
*Fix: Timeline: Layer reference resource output not updated. Fixed.
*Fix: Timeline: Layers can no longer be created when timeline is locked.
*Fix: Timeline: Notch block unloaded incorrectly when timeline stopped. Fixed.
*Fix: Timeline: Notch color parameter dominant values reset issue fixed.
*Fix: Timeline: Paint loop indicator position corrected for non-integral time.
*Fix: Timeline: Possible crash when deleting complex timelines. Fixed.
*Fix: Timeline: Preview edit jump to previous/next cue broken. Fixed.
*Fix: Timeline: Selection of layers possible in collapsed groups. Fixed.
*Fix: Timeline: Snapping not working properly in layer groups. Fixed.
*Fix: Timeline: Timeline settings fade duration set to 0 blocking delay. Fixed.
*Fix: Timeline: Timeline with non-integral framerate adds audio clip with correct duration.
*Fix: Timeline: Timeline-based ping pong mode resets to free loop. Fixed.
*Fix: UI Layout: Broken control layout after applying layout fixed.
*Fix: UI Layout: Detached Timeline after changing layout fixed.
*Fix: UI Layout: Engine stutter when detaching timeline fixed.
*Fix: UIB: Fixed incorrect inspector layout order in Firefox.
*Fix: UIB: Fixed linked actions not clearing correctly.
*Fix: UIB: Fixed slider UI element display issue.
*Fix: UIB: Fixed syntax highlighting for multiline comments.
*Fix: UIB: Fixed textbox control execute on enter not working.
*Fix: UIB: Improved style editor performance and usability.
*Fix: Vioso: Loading Vioso warp files without IP in filename fixed.
*Fix: Screen Groups: Crash fixed when deleted screen group was selected.
*Fix: Services: Manager IP set in utility service startup params.
*Fix: Settings: API Settings displayed IP address wrong in certain situations. Fixed.
*Fix: Studio Camera: Move to top changes render order incorrectly. Fixed.
*Fix: Notch: Notch Block does not render with "Keep Notch Block Preloaded" on. Fixed.
*Fix: Project: Result of renaming the project is checked.
*Fix: Control: Adapter IP aliases guaranteed to be available before module initialization.
*Fix: Cue List: Fix wrong countdown in cue list when using jump cues.
*Fix: DMX: Fixed not being able to set transport mode on layers in groups via DMX
Brushes
*Brush: API: Added function to get cues from cue layers by name.
*Brush: API: DirectAPI live trace can be enabled for screens.
*Brush: API: Do not update layers from DirectAPI if timeline is stopped.
*Brush: API: Exposed getValueMin() and getValueMax() and added to LayerJsonDescription.
*Brush: DMX: Real time color correction of projector mappings controllable from DMX.
*Brush: Engine: Automatically adjust odd resolution when transcoding to HAP.rush: GUI: Added warning when enabling "Refresh Resources On Load".
*Brush: GUI: Display which GPU the GUI is bound to.
*Brush: GUI: Performance improvements with many selected projectors.
*Brush: GUI: Show popup on startup if pixera started with elevated rights.
*Brush: Mapping: Performance improvement when copying many output feeds.
*Brush: Mapping: Quads can be subdivided after warp for smoother interpolation.
*Brush: Resources: Project compatibility improved between versions 25.1 and 25.2.
*Brush: Screens: Panel used for active screen can be replaced.
*Brush: Screens: Transformation applied from DirectAPI to perspective selectable.
*Brush: Timecode: Adaptive pitch correction settings available in GUI.
*Brush: Timeline: Added ability to extend resources forward if not time-locked.
*Brush: Timeline: Media keys can be re-linked based on file name.
*Brush: Timeline: Resource name readability improved with darker background.
*Brush: UIB: Added linked action to image component.
*Brush: UIB: Added pixc.callRefsNc() to auto-completion.
*Brush: UIB: Added pixc.createObject() to auto-completion.
*Brush: UIB: Added pixc.helper functions to auto-completion.
*Brush: UIB: Added syntax highlighting to script editor.
*Brush: UIB: Added vertical text alignment to style editor.
*Brush: UIB: Adjusted auto-completion inside brackets.
*Brush: UIB: Adjusted cue browser entries to show notes under cue name.
*Brush: UIB: Adjusted UI to display component name in inspector.
*Brush: UIB: Drag & drop actions into action input field.
*Brush: UIB: Improved JSON auto-completion in script builder.
*Brush: UIB: Made action input field editable.
*Brush: UIB: Updated build process and dependencies.
*Brush: UIB: Visual representation of linked actions.
*Brush: Unreal Engine: Ignore file usage and add project distribution to API.
*Brush: Unreal Engine: More configuration options for Unreal multi-user.
Pixera 25.3 INTER 72 | 18. December 2025 | LW
