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Pixera 2.0 Feature Overview

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MAIN FEATURE HIGHLIGHTS IN PIXERA 2.0

All main features of the Pixera 2.0 version are listed below.

 

MULTI-USER

Update entire projects, sync only certain aspects of a project, like e.g. projector warps or continuously update all systems with all changes. Click here for further information

 

 

DRY CLIENT PROGRAMMING

Create live system placeholders from templates, complete with all the properties of a specific hardware setup, but independent of the existence of real machines.

Build your show configuration and then assign live system IPs as needed. Click here for further information.  

 

 

BACKUP

Use Control to detect Director failure and allow a different Director to take over. Multi-user functionality ensures that all Directors are up-to-date and ready to fully replace a downed system. Click here for further information

 

 

PERSPECTIVES FOR SCREEN GROUPS

In PIXERA 2.0 each screen group can have an independent set of perspectives that determine how layers are seen through the screens they appear on. Click here for further information.  

 

 

DMX INPUT RECORDING

Efficiently record DMX data as it enters the system, filter it to remove noise, and then create timeline clips that replicate the DMX input. Click here for further information.  

 

 

CONTROL PRESET GRIDS

This Control UI functionality offers you presets for a wide range of PIXERA content. Click here for further information. 

 

 

SMPTE HOT REGIONS

Define time code ranges in which a timeline reacts to SMPTE input. Click here for further information.  

 

 

LAYER MAPPING EFFECTS

Go beyond screen group perspectives with layer mapping effects, which provide complete freedom to map content pixels to screens, based on the position of the screens in space. Click here for further information.  

 

 

UNREAL ENGINE 5.2

Support for the 5.2 release of Unreal Engine when hosting Unreal as a compositing resource. Click here for further information.  

 

 

STUDIO CAMERA POSITION-DEPENDENT WARPS

Fine-tune camera calibration by associating different positions with 2D corrective warps of the camera output. Click here for further information.  

 

 

AUTOMATED COLOR CALIBRATION

Automatically adapt LED output so that a studio camera sees the correct colors as given in a virtual studio environment. 

 

 

TIMELINE SPEED

Smoothly adjust the speed for an entire timeline. Click here for further information.  

 

 

LTC AUDIO

Longitudinal Time Code (LTC) via Audio Input. Receive LTC directly from a server‘s audio input card. Click here for further information.  

 

 

FILE VERSIONING

Manage different versions of content assets via the PIXERA UI. Click here for further information.  

 

 

PREVIEW CAM

Different viewpoints can be saved in the 3D space, which can also be animated and played out via NDI. Click here for further information.  

 

 

CONTROL API BROWSER

A rich API exploration UI that allows users to quickly find and configure Control actions for use in UI Builder interfaces and Lua scripts. Click here for further information.  

 

 

CONTROL TRACKING INTEGRATION

Native integration of tracking protocols such as SPNet, BlackTrax, TrackMen, Opti- track, MoSys, FreeD, Stype and PSN. Click here for further information.  

 

 

HEAT MAPS

Based on the projector data and the position of the projector in the 3D space, LUX values for screens can now be calculated. Click here for further information.  

 

 

GUI LOCK

Create a code to lock and protect your general user interface from unwanted changes. Click here for further information.  

 

 

CONTENT ENCRYPTION

PIXERA can encrypt content so that it can only be played out by the engine itself.

 

 

CUSTOM TEST PATTERNS

Users can individually adjust test patterns for warping and pixelmapping. 

 

 

MULTI RESOURCE

A split resource can now be handled like a clip. Click here for further information.  

 

 

POLYGONAL WARPING

Create different shapes on the outputs and apply additional warpings to them.

 

 

AUDIO OVER CLIENTS

Play out audio files on the sound cards of other clients. Each client can play 128 audio channels. Click here for further information.  

 

 

LAYER REFERENCE RESOURCE

Assign a resource to a single layer and then use it as a texture on multiple other layers in your project - with only minimal additional render processing. Click here for further information.  

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

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