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Pixera Texture Sharing to Unreal

 1 Minute





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 



Texture Sharing Pixera to Unreal


In your Unreal Project, add a plane (or any other shape):



Select the plane and set the desired settings:


Add a Render Target texture to the project's resources:


Drag and drop the Render Target onto the plane. Unreal will automatically create a new material:


Double-click the Render Target to open the texture editor:


Open the Level Blueprint to set the correct texture source (Pixera):


Right click to add an Event “Tick” Action:


Add the “Setup Input Texture” Action:


The Input ID refers to the index in Pixera (described later) and the Target must be set to the “Render Target” you have created:


Save and close your Blueprint.


Open the Material created earlier.

Select Linear Color in “Sampler Type”:


Save the project file and close Unreal.



Texture Output from Pixera to Unreal


We created a new screen to output content to Unreal (a dummy screen). The imported screen must have the same output resolution and aspect ratio as the plane inside Unreal:


Add an Output Stream for Unreal on your Render Client in the Mapping tab:


Here we must set up the correct index (the index that was assigned previously in the blueprint node, the value called “Input ID” in Unreal). Furthermore, the “Color Space Transfer Characteristic" must be set to “Linear”:



Content is now being rendered on the created plane inside the Unreal scene:


The preview will always show black on the screen as the Texture Sharing is only for outputs on the Local or Client servers.



The content will now be rendered with its reflections inside the Unreal scene (Screenshot taken from output rendering):



Pixera 2.0.65 | Cody | 24 July 2024


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