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PIXERA 25.1 Overview

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Pixera 25.1 INTER is the next major beta version of Pixera.
In this version, many new features have been added in recent months and many improvements have been made to the current 2.0 version branch.

In the following article you will find a compact summary of all the important information.

 

New Version Naming

Branch PIXERA 2.0
We will continue to incorporate fixes for crashes and major bugs in this release branch and thus continue to maintain this version.
However, the number of brushes and features will be greatly reduced and these resources will be used for the further development of the new beta branch.

Branch PIXERA 1.8
This branch has been in existence for some time and was replaced by PIXERA 2.0 a year ago.
This branch will be EOL at the end of March 2025 and will no longer be supported by the development team. Bugs will therefore no longer be fixed in these versions.
However, support from Service will continue.

What's next - PIXERA 2.1, 2.2, 3.0?
How will the version numbering of Pixera be continued?
In the future, we will continue with rolling releases, in which we want to add new features faster and more regularly. The current naming scheme is no longer suitable for this and we will therefore change the version numbering with the beta release.

From this release onwards, the versions will be called ‘PIXERA 25.1 INTER n’.
‘25’ stands for the year
‘1’ stands for the first ’ release string’
‘Inter’ stands for Intermediate and indicates beta versions
‘n’ stands for the consecutive numbering of the versions

We will also adopt this naming scheme for releases.
The first version to have the new release name will be based on the preceding intermediate version. Updates to the existing 2.0 release will continue to use the 2.0.x naming scheme.

What is an ‘Inter’ or ‘Intermediate’ version?
These versions are beta versions that we make available to the community so that newer features can be tested and explored at an early stage. Intermediate versions also allow us to add fixes/brushes/features more quickly. 

 

IMPORTANT NOTE

However, these versions are not fully tested and we therefore do not recommend using these versions for productive use in shows, installations or film shoots.

 
 
 

 

UAP - Update Access Package

Starting with 2025, PIXERA software licenses will include an Update Access Pack (UAP), ensuring our customers always have access to the latest features and updates. 

This new system guarantees that your PIXERA experience stays cutting-edge and aligned with industry advancements.
By moving away from the major version (1.0, 2.0, 3.0) model, we will improve the reliability and stability of our software. This approach normalizes the cadence at which features are added and allows us to release new features as soon as they are ready.

For more information please follow this link:

PXERA UAP

 
 

 

Changelog PIXERA 25.1 INTER

In addition to new features, many improvements have also been made in this version.
You can find more information in the changelog.
As the numbering always refers to the current year, the changelog will also be subdivided by year.

In this annual changelog, for example for versions 25.x, the changes to the Intermediate and Release versions will be listed.
 

Changelog 25.1 

 

Pixera 25.1 INTER 8
 30 Jan 24

 

Fixes 

* Backup: Output activation at usage transfer takes matrix into account.
* Backup: Matrix always taken into account on usage transfer (including from presets), settings reordered, trigger backup button added.

* DMX: Fixed wrong serializing of DMX info for interpolation time params.
* DMX: Fixed wrong calculation of scale all axis parameter.
* DMX: Fixed not checking for redundant resource assignment reset which caused constant updates and led to wrong blending.
* DMX: Fixed missing activation groups entries, led to crash in GMA3.
* DMX: Fixed auto patch problems.
* DMX: Non-integer frames corrected when creating cues and in remaining.
* DMX: Fixed auto patch problems.
* DMX: Fixed wrong calculation of scale all axis parameter.
* DMX: Fixed not checking cue selection redundancy, causing unintended looping when triggering "play" cue via DMX
* DMX: Fixed not checking for redundant playmode causing override of playmode set by cue.

* Timeline: Trigger cues: fade duration of timeline to trigger on current time has no effect. Fixed.
* Timeline: SMPTE. Relative changes of Hot Region TC Time resulted in wrong times. Fixed.
* Timeline: Keyframes. For clips with small layer height it was impossible to resize via end of clip dragging. Fixed.
* Timeline: Timeline: Newly created layer from dropped resource in workspace is inited correctly regarding home screen and screen groups.
* Timeline: Dynamic render order change: Reset render order if property is disabled for timeline which is currently rendered on top.
* Timeline: Timeline Export. Colour resources were invisible in exported file. Fixed.
* Timeline: Wrong check which generated misleading log messages removed.
* Timeline: Keyframes. Add to selection via Strg + MouseClick did not work for keyframes that are very close to each other. Fixed.
* Timeline: Cues. Selection via marquee was shifted by incorrect offset when timeline structure was vertically scrolled. Fixed.
* Timeline: Dominant Resource: After resource change (non-audio to audio video), the new one does not restart, even with activated dev feature "Dominant Resource Change Resets Time". Old fix in 2.1.135 was not complete. Fixed.
* Timeline: Dominant Values. Playback change or nowpointer repositioning canceled delayed change. Fixed.
* Timeline: Dominant Values. Delayed value changes started from 0 instead of current curve defined value when entering dominant state. Fixed.
* Timeline: Dominant Values of Effect Parameters: When repositioning Nowpointer out of clips and back in, the dominant value is not applied anymore. Fixed.
* Timeline: Dominant Resource: After resource change, the new one does not restart. Fixed.
* Timeline: Dominant Values. When repositioning Nowpointer out of clips and back in, the dominant value is not applied anymore. Fixed.
* Timeline: Trigger cues: triggering playing timeline to pause at its current time leads to correct output but nowpointer still moves. Fixed.
* Timeline: Timeline: Clip right-click menu: unified naming.
* Timeline: Timeline Export. Color resources were invisible in exported file. Fixed.
* Timeline: Timeline: Newly created layer from dropped resource in workspace is inited correctly regarding home screen and screen groups.
* Timeline: Move to top at play with changeable delay to avoid flashing if newly started timeline is not preloaded.

* Assets: Fixed not creating all assets for file versions leading to problems.
* Services: Fixed accidental deletion of void storage and mismatch with utility storage, causing multiple assets and wrong transfer behaviour.
* GUI: Fixed showing "Pending" for local cahce asstes that should not be distributed
* Services: Fixed setting incomplete cahe path, causing mismatch in path after restart between utility and local live system
* Live Systems: Fixed possible id mismatch of storages after application restart, causing "Default Cache Drive" to be empty

 

Brushes


* API: Added API method blockAllUiTimelineUpdates(.).
* API: Added set/getColor for cues.
* API: Added function getCuesSelected.
* API: Create commands are distributed via multi user.
* API: Direct API: Rotation parameter values can be set in degrees.
* API: Jump to position of object in Unreal scene. Yaw rotation of object is also adopted.

* Assets: Fixed wrong identification if resource is from custom asset root in file versioning.
* Assets: If distribution conflict exists between "Distribute on Import" and "Needed Services" files originating from NAS will be locally cached. A warning will be shown too if this conflict exists.

* Backup: Matrix always taken into account on usage transfer (including from presets), settings reordered, trigger backup button added.
* Backup: Output activation at usage transfer takes matrix into account.
* Backup: Transfer configuration dialog is modal.
* Backup: Explanation shown to user when transfer can not be configured. "Configure Transfer" button moved to bottom of backup settings.

* Control: Page removal provides the options to keep the modules in the project tree, move them to another page or remove them along with the page.
* Control: Set connection state on startup to offline.
* Control: Refresh of list in property builder fixed.

* DMX: Mapped values for DMX can be flipped.
* DMX: Params for interpolation of opacity, volume, transformation and fx params per layer.
* DMX: Fixed not checking for redundant resource assignment reset which caused constant updates and led to wrong blending.
* DMX: Fixed wrong calculation of scale all axis parameter.
* DMX: Fixed auto patch problems.
* DMX: Brushed DMX Patch window: Auto Patch can be turned off, auto patch will be triggered by patching/unpatching param, trigger autopatch from context menu, option for export of only selected layers.
* DMX: Fixed missing activation groups entries, led to crash in GMA3.
* DMX: Non-integer frames corrected when creating cues and in remaining.
* DMX: Fixed wrong serializing of DMX info for interpolation time params.

* Deltacast Input: Local clock can be set to drop frame in UI.
* Deltacast Input: Update to 6.26 SDK

* Engine: Explicitly make preview stream unsynchronized to allow engine to sync to windows compositor if not fullscreen outputs are active.
* Engine: Command line arguments are written to log.
* Engine: Unreal update interval can be set.
* Engine: Text rendering interprets tab character as four spaces.
* Engine: Possible full screen activation problems fixed (problems first appeared in 2.1.95).
* Engine: Dominant value interpolate from current value.

* GUI: Notification cells can be clicked to show full description in pop up window.
* GUI: Auto Transformation dialog: Label values can be changed by drag. Update speed improved.
* GUI: Renamed "Custom Content Root" to "Custom Asset Root".
* GUI: Fixed a crash which happened when entering non digit value into DMX patch window.
* GUI: Preview camera's near clipping plane set to 1.0 to reduce possible z-fighting.
* GUI: Fixed crash when show/hide timeline button in Control UI.
* GUI: On start up empty project can be enforced by command line parameter ("-emptyProject").
* GUI: Folder and Asset inspector with collapsible components.

* Live Input: Live inputs with audio reliably initialized again.
* Live Input: Input stream shows active state in tree node.
* Live Input: Deinterlacer settings for Decklink inputs.

* Mapping: Marker Calibration: Color and size of markers on output can be changed. Visibility of selected marker improved. 2d and 3d position of marker can be edited in the Inspector.
* Mapping: Marker calibration available for 2d objects consisting of points only.

* Multi User: Fixed issues with the combination of custom asset root, file version, and Multi User by always distributing all versions of a file to Multi User clients.
* Multi User: Tweak to enable incremental update mode change via button in top bar.
* Multi User: Mapping properties were not distributed with incremental updates in certain situations. Fixed.
* Multi User: Mesh resource assignment to a layer is distributed correctly with incremental updates.
* Multi User: Fixed renaming folders upon import.

* Notch: Internal time parameter for multi layer Notch compositing layer fixed. Broken in 2.1 due to work on timeline parameters for render engine extensions.

* Resources: Folder for models now offers multi user and distribution controls in inspector.
* Resources: Watch folder: Delete file handled.
* Resources: Watch folder option in resource library added.
* Resources: Resource encryption no longer hidden behind dev feature.
* Resources: Resource versioning changes are applied to multi selection.
* Resources: Fixed audio extraction for files in custom asset root.
* Resources: Revealed resource ensures library visibility.
* Resources: Fixed video resource that was replaced by image sequence not having any assets anymore.
* Resources: More strict file accessibility check for watch folder import.
* Resources: Resources can be transcoded from within context menu and will be added as new version if there is no filetype mismatch.

* Timeline: Dominant Values. Playback change or nowpointer repositioning cancelled delayed change. Fixed.
* Timeline: Dominant Values. Delayed value changes started from 0 instead of current curve defined value when entering dominant state. Fixed.
* Timeline: Dominant Resource: After resource change (non-audio to audio video), the new one does not restart, even with activated dev feature "Dominant Resource Change Resets Time". Old fix in 2.1.135 was not complete. Fixed.
* Timeline: Dominant Resource: After resource change, the new one does not restart. Fixed.
* Timeline: Timeline: Clip right-click menu: unified naming.
* Timeline: Timeline: Newly created layer from dropped resource in workspace is invited correctly regarding home screen and screen groups.
* Timeline: Timeline: Keyframes. For clips with small layer height it was impossible to resize via end of clip dragging. Fixed.
* Timeline: Timeline Export. Colour resources were invisible in exported file. Fixed.
* Timeline: Dynamic render order change: Reset render order if property is disabled for timeline which is currently rendered on top.
* Timeline: Dynamic render order change: Timeline triggered by cue is moved to top.
* Timeline: Dynamic render order change: Reset render order if property is disabled for timeline which is currently rendered on top.
* Timeline: SMPTE. Relative changes of Hot Region TC Time resulted in wrong times. Fixed.
* Timeline: Trigger cues: fade duration of timeline to trigger on current time has no effect. Fixed.
* Timeline: Trigger cues: triggering playing timeline to pause at its current time leads to correct output but nowpointer still moves. Fixed.
* Timeline: Wrong check which generated misleading log messages removed.
* Timeline: Move to top at play: Visualize current state in timeline library.

* Unreal: Process of packaged Unreal Engine project can be stopped.
* Unreal: Jump to position of object in Unreal scene. Yaw rotation of object is also adopted.
* Unreal: Unreal layer fixed. Broken in 2.1 due to work on timeline parameters for render engine extensions.

* Service: Freeze displays button visualizes current state.
* Service: Identify outputs: outputs which were activated for identification are deactivated again when identification is disabled.
* Studio Camera: OCIO can be loaded for studio camera mappings.

 



 

 

 

 




 



 

 
 

 

 

Feature Overview 25.1 INTER
 

Timeline Move to Top at Play

Timeline Move to Top at Play

 

The "Move to 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 "Move to 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
 

 

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 

 
 

Timeline Preview Solo

Timeline Preview Solo

Write a short description of what this article is about


 

Timeline Preview Solo

 

If a project consists of multiple timelines a conflict between preview and playback can occur if a particular timeline needs to be topmost in the output (since it is determines the current content of the show at a particular time) but the operator needs to edit a different timeline. With this feature, the preview (and only the preview) is cleared of all other timelines except the one the user wants to work with, allowing any functionality that depends on the presence of timeline content in the preview – such as selection and direct manipulation – to be concentrated on just that timeline.
(The representation of the state of the timeline as being in solo mode may change in upcoming installers.)

 

Timeline Preview Solo can be activated separately for each timeline via the button shown below.
 


 


Once activated for a Timeline, it is visualized by the same icon in the Timeline overview.

IMPORTANT NOTE

In the current beta status of this feature, audio is played on the Solo Timeline via the active sound card and is therefore audible. This must be taken into account when using the timeline solo function on a director that also plays audio.

 

 


 

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 

 
 

Cue List 

Cue List

Write a short description of what this article is about


 

Cue List

 

The cue list allows users to control timeline playback with a focus on cues. There is quite a lot of overlap with the cue list as offered in the Control module.

The cue list is tightly integrated with the current timeline state. Its progress bars reflect both the playback status within the current cue as well as the cue that is being blended into. The list immediately updates to reflect any cue edits in the timeline.

 

Activating the Cue List

 

The cue list is not part of the default layout. To add it, use the menus introduced with window layout editing.

Right click on any window layout frame in the UI in Compositing Tab and create a new empty window by splitting and existing window 

 

Right click again in the newly created empty space and add “Cue List”

 

By selecting a Timeline the corresponding Cue List is displayed.

 

By activating a cue in the Cue List the Nowpointer will fade to this cue within a predefined time. Additionally, a delay for this fade is added as well.

These timings can be set in PIXERA - Settings - General - “Fade to Time/Cue Duration” and “Fade to Time Delay” 

 

 

 

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 

 
 

Dominant Value Delay

Dominant Value Delay

 

This feature causes PIXERA to approach newly incoming values for dominant parameters over time instead of immediately applying them. When new values come in during the delay time, then the currently reached value is used as the next starting point. This results in a smoothing of the incoming values over time, allowing PIXERA to deal, for example, with jittery DMX input data in a way that ensures that layer position animations avoid any jumps on the output.

 

 

 

Pixera 25.1 INTER 2  | 23. January 2025 | FE

 

 
 

New Effects added

A number of new layer effects were added based on customer requests. An exposure effect that emulates basic camera light processing as well as an RGB mixer are worth mentioning in that, while they may be structurally simple, they are needed in many projects.

 
 

More Generic Screen Shapes

Generic Screen Shapes

 

The library of generic 3D screen objects has been extended. For example, there is now a built-in dome object so that no custom 3D models are needed to prepare dome projection projects.

 

 

Editing Generic Screens

With the new screen models, it is now also possible to adjust certain parameters such as vertices in order to adapt the geometry.

These settings can be found in the Inspector of the 3D object, in “Mesh Properties”

 

 

Changing the parameter directly changes the shape or the amount of vertices of the Generic Screen object.

 

 

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 

 
 

Output Freeze

Output Freeze

 

It is now possible to freeze outputs so that they keep showing whatever they were last rendering, allowing the user to make arbitrary changes in the background and unfreeze the content when the new state of the show is ready.

 

 

 

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 
 

Watched Folder in “native” UI

Watched Folder in UI

 

Watched folder functionality was previously already available via a Control module. 

Projects that do not make use of Control can now enable it as an attribute of any folder in the Compositing/Resources tree.

The directory associated with the resource folder will be watched for changes and the resources will be updated to reflect those changes. The mechanism is hierarchical, i.e. subfolders introduced on disk will be added as folders in the resource tree.

 

 

Additionally, it is possible to remove resources from the library once the original file gets deleted in the watched folder.

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 

 
 

Extended DMX Output Mapping

Extended DMX Output Mapping

 

It is now possible to create feeds for Art-Net and sACN Outputs based on data from a CSV file.
 

 

This function is particularly helpful for large projects in which videos are played out via Art Net, for example on facades.

A simple output assignment can be used as a reference for the structure of the CSV file - as is the case in the file below, for example.

ExampleCSV

 

Pixera 25.1 INTER 2  | 23. January 2025 | FE

 
 

Live Event Workflow Improvements

The newest version contains lots of interlocking fixes and brushes to make it easier and more productive to use PIXERA for live events. There will be a GrandMA 3 demo station at the ISE.
Here are some of the improvements:

  • The DMX patching window was reworked, e.g. it is now a tree view with collapsible folders along with other improvements to make patching go more smoothly.
     
  • Multiple layers can be patched without opening the patching window. The starting values are derived from the values of existing layers. (See screenshot below.)
     
  • Improved support for the GDTF format that ensures that standard attributes are represented in a way that provides interoperability other software that can import GDTF (such as GrandMA3).
     
  • Layers and timelines can be exported as GrandMA2-compatible fixture definitions.
     
  • More patch-able attributes were added to the layer structure.
     
  • It is now possible to assign DMX Ids to resources faster, both by assigning them on the folder level as well as automatically based on the file name.
     
  • Individual layers can be saved as a template that contains the layer structure (including all the effects and their parameters). A template can then be used to quickly create any number of new layers that have the right structure.

    ArtNet/sACN Input Patching - PIXERA 25.1

    ArtNet/sACN DMX Input Patching - version 25.1

    This guide describes how to control the Timeline in PIXERA via ArtNet or sACN.

    This article deals with the native integration and not the control solution.

    The article is a revision as of versions 2.1.xx and above, as the patching has been re-worked.

    For version 2.0.xx and below, please see the original article here: ArtNet/sACN DMX Patching version 2.0 and below

    See also Timeline Output Patching Artnet / sACN DMX 


    API Setup - activating the ArtNet/sACN input

     

    To enable ArtNet/sACN input patching, you must enable the API input first.

    Go to the settings page and choose sub tab API.


     

     

    Make sure that either ArtNet or sACN is selected on one of the three API inputs. The port will be set automatically according to the protocol. As of version 2.1, you can define which network adapter the API input will receive its data from.


    Accessing of the Patch Window

     

    To access the patch window, select a Layer or a Timeline, so its parameters can be a selected in the Inspector in the Setup tab.

    The Timeline Inspector has no sub-tabs so you will find the DMX patch right in the main inspector.

    Choose the DMX Patch menu to open it.

     

    The Inspector offers two buttons:

    1. Patch Layer for opening the patch window for individual patching or patch changes.
    2. Auto Patch Layer for an automatic patching of all parameters of that chosen Layer or Timeline. Choosing Auto Patch will patch all parameters of the chosen Timeline/Layer to the next available Sub-Net/Universe/Address.

    Warning

    Using the “Auto Patch Layer” button on a new Layer will patch all parameters. Changing the Layer structure, adding FX for example, and hitting the “Auto Patch Layer” button again, will not include the added FX. Please add/edit/exclude parameters in the patch window.

     


    Working in the Patch Window

     

    Depending on the route you have chosen to access the patch window, the patch window will present either the Timeline or Layer tab.

    Switch from Layer to Timeline via selecting the according tabs:

    Timeline view:

    Layer view:

     

    Click on the triangle to navigate to the parameters of your chosen Layer/Timeline:

     

    These little icons on the bottom of the patch table will close (-) or expand (+) all objects in the patch table with a single click:


    Auto Patching Modes

     

    At the bottom of the patch window, you will find the “Auto Patching Mode” setting:


    Auto Patch Mode “Always”:

     

    Set the Auto Patching Mode to “Always” if you want a consecutive numbering of your addresses in your patch. Selecting and Deselecting parameters will update the patch and change the addresses accordingly.


    Auto Patch Mode “Disabled”:

     

    If Auto Patch Mode is set to “Disabled”, changing parameter patches will not auto update the addresses of the following parameters.

    Use “Disabled” if you need full manual control over your address patching

    Use the checkboxes to select the parameters you would like to patch or exclude from the patch.

    Multiselect on Parameters

    Multiselect is available for all parameters that you would like to select/deselect

     


    Either give the parameters individual addresses by entering individual Net/Sub-Net/Universe/Address for each parameter, or enter a base Net/Sub-Net/Universe/Address for a Layer/Timeline then right click and choose “Auto Patch”. All selected parameters are now patched in a consecutive numbering of the addresses.


    Patch All Parameters Via Selecting Auto Patch

     

    1. Set Auto Patch Mode to “Always”.
    2. Set “Patched” on the Layer/Timeline you want to patch.
    3. Right-click on the Layer/Timeline and choose “Auto Patch”, all parameters should be selected and patched.
    4. change base address on the Layer, the Net/Sub-Net/Universe/Address will update on all patched parameters accordingly.



    Editing the Patching of a Layer/Timeline

     

    Editing your patch can be done via checking/unchecking of the “patched” checkbox to either include or exclude parameters from the patch.

    Depending on the Auto Patch Mode, all following channels are either changed to consecutive channel addresses or left unchanged. 

    Multiselect is available for this action! Edit parameters such as address, resolution (8/16 Bit), and mapped min and mapped max on each parameter individually as needed.


    Editing using Auto Patch

     

    (Change setting to Auto Patch “Always” for instant adjustment, without the right click)


    Editing without Auto Patch

     

    (Setting Auto Patch Mode to “Disabled”)

     

    Parameter Resolution:
    Either 8 or 16Bit with value ranges of 255 steps in 8 Bit or 65535 steps in 16 Bit. Can be changed from the parameter default in some cases. For example parameter Cues > default 8 Bit, can be changed to 16 Bit

    Mapped Min/Mapped Max:
    Defines the range inside PIXERA. The opacity parameter, for example, has a value range of 0 to 1 in PIXERA. The 16 Bit DMX data will be mapped to the Mapped Min of 0 and Mapped Max of 1. The opacity interpolation, for example ranges from 0-5000. Mapped Min/Max values represent Milliseconds, resulting in a 5000 Millisecond range. The Mapped Min/Max values can be manually changed in the patch if needed

    Once you are happy with your patch, hit the “OK” button to initiate the DMX patch:

     

    Patched Layers that are receiving DMX data will be marked with an DMX icon.
    Click the DMX icon to mute the DMX input.

     


    Exporting the Patch/Fixture

     

    The patching Table can be exported as XML, GDTF, or as a GrandMA 2 fixture. 

    XML:

    The XML Table export will generate an HTML page with an overview of all patched channels and their values. This HTML page is a great reference for value ranges such as transport modes etc.

    Do Not Use the XML to Import Data Into Your Console!

    The XML is our structure to represent/create the HTML table that serves as a patch guideline for the lighting desk operator. As every manufacturer has their own XML data structure, this will lead to unwanted results if this is directly loaded into the console.

     

     

    GDTF:

    GDTF will export the fixture to a file that can be read by various lighting manufacturers. The GDTF itself describes the fixture and does not include the absolute patch to Universe/Address in PIXERA. The start address for the given fixture must be set during patching of the GDTF fixture in the console. 

    Please see the section Workflows/Do's and Dont's for further information on GDTF.

     

    GrandMA 2:

    This will export the patch in a GrandMA 2 readable format. NOT COMPATIBLE WITH GRANDMA 3!



    Start the export either via the "Export All" or “Export selected” buttons:

    • “Export All” will export all Layers or Timelines patched in the patch window, depending on the tab that is currently active. 
      • PLEASE NOTE: “Export All” will not export Layers AND Timelines in one step.
    • “Export Selected” will export the selected Layers/Timelines in the patch window. When there is no Layer or Timeline selected, nothing will be exported.


     

    Hit “OK” or “Cancel” to close the patch window, with “OK” confirming the changes and “Cancel” discarding them.

    An Example of an XML/HTML exported page that references your patch can be downloaded below.

    The HTML (printed and presented as PDF here) will describe the value ranges in detail. 

    Basic Layer structure

    Basic Timeline structure 

     

    All patched parameters are now ready to be remotely controlled from the lighting console/DMX software as shown here with the sACN viewer.
    The DMX icon will appear once a layer/parameter is receiving DMX data. Click the DMX icon to mute the DMX input.


    Parameter and attribute description (selection)

     

    Timeline:

    Transport 
    - play/pause/stop, Ignore next Cue, Jump to next Cue of a given Timeline.

    Cue 
    - Recalls and sets the now pointer on the chosen Cue of the patched Timeline. By default set to 8 bit, can be changed to 16 bit for more Cues that need to be patched on that Timeline. The now pointer will react to the Cue play state in PIXERA. Send a play command if you need to override the state. 
     

    Cue DMX ID

    The cue DMX ID is defined by the cue number in the cue inspector, not the “label”

     

     

    Cue Fade Duration 
    - Sets a fade in time to the recalled Cue.

    SMPTE 
    - Currently not used!

    Opacity 
    - Opacity of that given Timeline.

    TC Offset H  
    - TC offset sets an offset to the incoming SMPTE timecode settings of the Timeline. This corresponds to the “General Offset” setting in the Timeline inspector setting “SMPTE”. H sets the hour offset parameters.

    TC Offset M 
    - Will set the minutes offset.

    TC Offset S 
    - Will set the seconds offset.

    TC Offset F 
    - Will set the frames offset.
     

    Layer (basic):

    Mute DMX 
    - All parameters that are patched to DMX can be muted to temporarily disengage the DMX patch. Please check the XML/HTML example above for all detailed parameters.

    Resource Assignment (Folder ID/Resource ID/Fade Duration)
     - This needs the folders and resources in the “Compositing/Resources” tree to have IDs. Please assign all IDs before using this patch.

    Folder patch:

     

    Media patch:

     

    Use the “Batch Assign DMX IDs” button to assign all assets in the given folder.

    Now you can recall media directly to a Layer as a “dominant” resource. Use the Transport Commands and all parameters below to interact with the dominant resource.

    Mesh Assignment (Mesh Folder ID/MeshID)
    - Set IDs to all 3D objects in your Models Folder, just as described above for patching media assets. 

    Opacity Interpolation Time
    - The interpolation defines a time in which a fade is applied between two incoming values, opacity in this case. The duration of the fade between the incoming values can be set from 0-5000 milliseconds. Use this if you experience anomalies in which the incoming values seem to jump over time. 

    Opacity 
    - The Dimmer of the Layer.

    Blend Mode
    - Set the blend mode of your Layer. Please see the “Basic Layer Patch” chart link above for detailed listing of the blend modes. 

    Screen Presence
    - Sets the “Screen Presence” setting of a Layer.

    Home Screen
    - Sets the “Home Screen” setting of a Layer.

    Volume Interpolation Time
    - The interpolation defines a time in which a fade is applied between two incoming values, volume in this case. The duration of the fade between the incoming values can be set from 0-5000 milliseconds. Use this if you experience anomalies in which the incoming values seem to jump over time. 

    Volume
    - Sets the audio volume of the Layer.

    Transport (Playback Speed/Inpoint/Outpoint)
    - Transport sets the Pause, Play Once, Play Looped, and Stop values of a dominant media asset.
    - Playback Speed sets the playback speed of the dominant asset.
    - Inpoint/Outpoint sets the frame count the media asset is played from/played to.

    Please see the “Basic Layer Patch” chart link above for detailed listing of the parameters.

    Transformation Interpolation Time
    - The interpolation defines a time in which a fade is applied between two incoming values, in this case for Position, Rotation, Scale Factor and Size. The duration of the fade between the incoming values can be set from 0-5000 milliseconds. Use this if you experience anomalies in which the incoming values seem to jump over time. 

    Position X/Y/Z
    - Sets the position of your media asset in X/Y/Z .

    Rotation X/Y/Z
    - Sets the rotation of your media asset in X/Y/Z.

    Scale Factor
    - Set the scale factor if you want to maintain your aspect ratio when resizing your content. This emulates linking the width and height sizing parameter of a Layer.

    Size W/H/D
    - Sets the size parameter of a Layer.

     


    Workflows/Do's and Dont's

     

    Snapping/Using fade time in Lighting Desk Cues

    Some values inside PIXERA, such as Cues, Play Modes, and Resource Assignment for example, are not meant to be faded. Recalling a Play Mode for a Timeline for example and setting a fade time inside the lighting console can cause the Timeline to receive multiple values and play modes. This can lead to all kind of issues such as playback stuttering and out of sync playback.

    Solution: 
     - Create Cues in the lighting console without fade times for the according parameters.
     - Set the according parameters of the fixture to “snap” to the next value, thus ignoring the fade of the lighting console Cues by jumping to the next value.


    GDTF

    The idea of GDTF is to create a unified definition for the exchange of data/fixtures for the operation of intelligent luminaires. By exporting a GDTF file you export a fixture that can be imported into the lighting console. This does not include the absolute DMX patch such as SubNet, Universe and Address. This must be patched manually upon importing the fixture into your lighting console show file. However, the fixture does include all parameters to be readily included into your show. 

    Reference: gdtf-share.com/ 

    At the time of writing ETC EOS, Chamsys, GrandMA 3 consoles are compatible with GDTF import.

    PLEASE BE AWARE OF THE FOLLOWING/KNOWN ISSUES:
     - Snapping:
    The snapping descriptions of parameters are included in the GDTF. If you experience unwanted behavior of fading/snapping, please check your imported fixture and change the value if needed.

    - Value Interpretation (Percent/Physical/Decimal8 etc):
    Value range interpretation IS NOT a part of the GDTF description (at least not yet at the time of writing this article). We have mapped the naming schemes to suit the naming schemes of GDTF/GrandMA 3 to map parameter/attribute definitions as much as we can. Unfortunely we have experienced some inconsistencies in the interpretation. Please check the attribute definitions/natural readout setting in your lighting console/patch sheet if you experience unwanted value ranges.
    Setting the natural readout in your console to “physical” should do the trick for all parameters.

    Attribute Definition View in Grand MA 3 with natural reaqdout changed to “Physical”:

    Unknown/ Non-Standard Parameters

    Parameters that are unknown to the GDTF/lighting console structures will most likely be interpreted with snapping turned off and as value in percent. Please change this accordingly inside your attribute definition inside your console! 

     

    Sending a Value a Second Time Without a Value Change in Between

     

    DMX data will be sent constantly across all parameters, even if no change to a parameter is applied. Thus the receiving end, in this case PIXERA, will need to ignore values that have been received before but contain no value change. This may require techniques to send, for example, two Timeline play commands following each other.

    Solution (example):

    - After sending a play Cue set another auto follow Cue that resets the Timeline play command to some unused value such as 255. By using the default value nothing should change within PIXERA playback scope. 

    - have a Macro/Preset at hand that clears the programmer of the given fixture to default values

    Sending a parameter by value change may lead to issues if cues need to be skipped

    Parameters such as a play command will have a value range. Transport mode Timeline “Play” ranges from value 10 to 19. You can use alternating play command values from Cue to Cue if you want to send play commands successively.
    You must be aware that this method will fail if, for some reason, you need to jump a cue in your main cue list!

    Please be aware that this method may be dangerous! 

     


     


    Using FX on a Layer/Multi Effects

     

    FX's can be patched to a Layer as needed. The Multi FX are specially designed for Console remoting workflows as those are basically empty containers.

    The first parameter loads and defines which FX is loaded into the Multi FX. Patch this to the console, browse the FX and program the needed FX along with the given parameter set into your Cue lists.

    The Multi FX's come with a pre defined set of parameters. Use the four/eight/fourteen parameter version of the multi effect, the parameters will be patched top to bottom until all parameters are patched or no more parameters in the multi effect are available.  



    The Multi FX can be found in “Resources/Effects/Multi”.


    Storing a PIXERA Channel as a Template

     

    Select a Layer in the Timeline and set up your FX's in such a way that your Layer reflects your standard setup. Set DMX patching in the patch window.

    Right-click on your Layer name and choose “Export Template”. The Layer is now exported on disk. Now new Layers can be created by right-clicking and choosing “Add Layer>From Template”


    Generate DMX IDs for Folder and Resources on Import

     

    If you want to recall media clips on a Layer, the resources need a DMX ID for folders and one for the media resource. Setting the ID's can be automated in the settings. Go to “Settings/Initial Values/DMX” and hit checkbox next to the “Generate Dmx ID for Folders and Resources on import” setting. Now ID's for Folders and media resources are automatically created in a contiguous fashion.


    Enable CITP Thumbnail Exchange

     

    CITP thumbnail exchange is now available. Go to “Settings/General/DMX” to enable CITP Thumbnail exchange. Choose the CITP Network Adapter that connects to the subnet on which the console is listening for CITP communication.

    PLEASE NOTE:
    CITP thumbnail exchange has not been implemented on the GrandMA 3 software as of writing this article!


    Setting Up New Layers Automatically with Default Color FX and Layer FX

     

    In “Settings/Initial Values”, you are able to define FX's that extend the basic Layer setup when a new Layer is created. Choose and add FX's that should be added to each following created Layer.


    Remote controlling Cues via PIXERA Control MA and EOS modules

     

    If you just want to recall Cues from your MA or EOS console, you should take a look at the PIXERA CONTROL Modules “EOS Timeline” and “GrandMA2MSC”. These allow a direct patch so a given PIXERA Timeline will follow the console Cues.


    DMX Patch Table

     

    As discussed previously, the best way to create the patch table for you PIXERA version in use is to export your patch as XML. Two files will be created: the XML and an HTML page. Open up the HTML and you will have the most recent patch table for the PIXERA version that is currently in use.


    Troubleshooting

     

    In the “API” tab in the settings, you can use the button “Show Network Activity” to display which API inputs and outputs are currently active.

    • “Tx Bytes” Represents bytes sent.
    • "Rx Bytes" Represents bytes received.


    If an API Output/Input does not receive or send any bytes, this means that the wrong adapter may be selected, at least the data will not be captured by PIXERA:

     

    Input and output values can be checked with Artnetominator and sACNViewer as an example:

     

    Pixera 2.1.159 | .January 2024 | O.K.

     
     

 

  • DMX Monitoring : You can send an Artnet stream to a second local address to monitor it, e.g. in ArtNetDominator or sACN view. This allows you to temporarily reroute the stream away from a node (such as an LED processor) where monitoring might be difficult to a system set up for ArtNet analysis (see screenshots below).

    DMX Monitoring

    Art-Net / sACN Monitoring

     

    You can now send an Artnet stream to a second local address to monitor it, e.g. in ArtNetDominator or sACN view. 

    This allows you to temporarily reroute the stream away from a node (such as an LED processor) where monitoring might be difficult to a system set up for Art-Net analysis.

    The monitoring address can be defined in the PIXERA - Settings - General

     

     

    In the Mapping Tab, you can then decide individually which output should be rerouted to this monitoring address

     

     

    NOTE

    Rerouting the output to a monitoring address stops the output streams. This means that it cannot be controlled and played out at the same time.

     

     

    Pixera 25.1 INTER 2 | 24. January 2025 | FE

     
     
 
 

CITP Thumbnail Exchange

CITP Thumbnail Exchange

 

CITP (Controller Interface Transport Protocol) allows exchanging Thumbnails with lighting consoles like Chamsys or GrandMa2.

Unfortunately, it will not work with GrandMA3 because MA has not yet committed to supporting CITP in the newer version of the MA software.

 

 

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 
 

API synched via Multi-User

All API invocations can now be distributed to other systems in the multi-user session as part of incremental updates.

 
 

Network Adapter Per API Port

Network Adapter Per API Port

 

Each API port can now be bound to a specific local network adapter. 

The previously available adapter settings are still offered but serve only to define the defaults in case the user does not need to set a different adapter for each port.

 

 

Pixera 25.1 INTER 2 | 23. January 2023 | FE

 
 

Resource Encryption

Resource Encryption

 

This feature allows the user to protect content from unauthorized access. 

The encryption mechanism works at a very low level in the decoding processing hierarchy. This means that it has no influence on the way the data is represented and is therefore independent of video formats, container types, etc.

Content encryption is accessible via right-click on a resource in the Compositing/Resources tree.


 

A dialog then opens with the encryption options. 

The password will be necessary to play back the encrypted file. 

The checkboxes provide options to automatically remove original data from the source system. 

 

NOTE

Please note, that these options apply only to the source system. When the encrypted file is distributed to clients, it is always treated as a complete replacement. This means that any originals present on the clients will be deleted when the encrypted version of the resource is available.

 

 

While the encryption task is running, a circle/arrow icon appears next to the resource.

 


To use the encrypted content, right-click on the resource and choose “Set Encryption Password”. The content can then be used as a normal resource for rendering purposes.

 

Pixera 25.1 INTER 2 | 24. January 2025 | FE

 
 

Notch LC Encoding & Transcoding Workflow Improvements

Notch LC Encoding

 

Files in the the Notch LC video format can now be created using PIXERA. 

The workflow is the normal transcoding workflow since Notch LC, i.e. Notch LC is now one of the transcoding presets. 
Current tests indicate that PIXERA is even slightly faster than Adobe Media at generating Notch LC files.

The Notch LC specification is flexible with regard to color standards. But since many systems did not adhere to the standard an unofficial convention arose that Notch LC uses the sRGB color space. The assumption is present as well in a video-decoding component we use, especially for the preview. Since our encoder is standard-conformant it can produce non-sRGB files if the source is not sRGB. 
 

IMPORTANT NOTE - Color Profile

During transcoding, the colour profile of the original file is used and embedded in Notch LC. This is important to note if Notch LC files from Pixera are to be played in another software solution - the colour space may need to be adjusted or set here.

 

 

The transcoding preset can be found in the Content Transcoding Window of Pixera

 

 

 

Further Content Transcoding Improvements

 

It is no longer necessary to move the files to the ‘Content Transcoding’ folder in advance.
Transcoding can now be started at file level or at folder level by right-clicking in a predefined preset.

 

 

Transcoded files are then saved directly next to the original file on the hard drive.

 

In PIXERA, the transcoded file appears as a version of the original file and can therefore be selected via file versioning instead of the original file.

 

It is now also possible to transcode a whole folder in one batch via the right click option

 

Pixera 25.1 INTER 2 | 24. January 2025 | FE

 
 

Support for Notch 1.0 Blocks

PIXERA supports Notch blocks created with Notch Builder version 1.0.

 
 

Window Pane Management

Window Pane Management

 

It is now possible to edit the layout of the UI. Individual panes can be removed or further subdivided and filled with content from one of the application’s windows. Panes can be “detached,” which means they are hosted in their own top level window, allowing them to be dragged to a different screen.
The tab orientation is maintained in that the layout changes are saved for each tab.


There are currently still limitations on the multiple use of some of PIXERA’s content. These are that the preview workspace and the timeline can only be shown once and that the preview workspace can not be detached into an independent window. There are also some context-related limitations on which content can be shown in which tabs.


To access this functionality, you need to right-click between the exiting panes and then use the options offered in the menu.

 

 

When a new, empty pane is inserted, the content can be chosen by clicking the plus button.

 

Detach sections and Control Tab

Another new feature is that you can undock certain sections like the Resources tab or even the entire control tab and move it to a second monitor, for example.

 

Detaching Resources

 

Detaching Control Tab

 

Reset the Layout

Detached windows can be attached again by closing them:

 

 

To completely reset the layout of PIXERAs windows, simply right click between the windows and select “Reset Layout”

 

 

Pixera 25.1 INTER 2 | 23. January 2025 | FE

 
 

Custom Asset Root

Custom Asset Root

 

When working with a system that receives files from PIXERA file distribution those files will be placed in the RX-Cache folders by default. 
While reliable this mechanism can make it hard to directly manage the files on the disk of the receiving system, something that is especially likely if the receiving system is itself an editing system because it is a Manager (most commonly a Director) in a multi-user session. 

The custom asset root feature specifies a path that serves as the root of the cache on the receiving system. 
Files from a source system that are below its root are then transferred to a matching path below the custom asset root. 

In effect, this rebuilds the source file system under the custom root on the destination. A user familiar with the files on the source can then work on the destination in the same way and there is no need to be able to interpret the RX-Cache subfile structure.

 

 

Pixera 25.1 INTER 2 | 25. January 2025 | FE

 
 

Use Presence for Local Live System - "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.

 

 

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

 
 

Notch and NDI in Separate Processes

Both Notch and NDI now provide their results to the engine using the new RenderBridge extension mechanism. 
This allows them to be run in a separate process. The main advantage of this from a user perspective is that, if Notch or NDI leads to a crash, PIXERA as a whole will not also crash. 
This means the operator remains in control of the system in that he/she at least has PIXERA still available to provide alternative content to the outputs. In addition, from a support perspective the crash can be immediately identified as originating in the integrated component and not in PIXERA itself.

 
 

RenderBridge Extension Mechanism

RenderBridge Extension Mechanism

PIXERA now supports an API to extend engine rendering at a low level.

 It allows implementors to publish a layer parameter structure to PIXERA and then receive API invocations at render time in order to fill a texture used on the layer while taking the current values of the parameters into account. It is also possible for RenderBridge to receive texture data from PIXERA content, for example as input for generative effects.
An important aspect of using the RenderBridge extension mechanism is that the extension can be configured to run in a different process, making it easier to isolate potential crashes in the extension from the hosting PIXERA system.

The technology is currently in use in the new version of PIXERA in the form of the Notch and NDI integrations which are both implemented as RenderBridge extensions.

 

NOTE

RenderBridge is only a bridge between the local engine and a locally loaded extension DLL. It has no network functionality and cannot transfer texture data (or any other data) to a different machine. 

 

 

 

Pixera 25.1 INTER 2 | 25. January 2025 | FE

 
 

New Control Licensing Approach

New Control Licensing (with 25.1 INTER)

The existing licensing approach strictly limits the number of modules that can be used at the same time. 

This discourages users from building functionality distributed over multiple modules, even if those modules just contain locally executed logic. The new licensing scheme only counts “advanced” modules, allowing users more freedom in how they construct their project (i.e. unlimited numbers of non-advanced modules). The basic criterion for whether a module is advanced is whether it has a connection to the outside world, for example via a network protocol. This is shown in the module by an LED-like indicator in the title bar. 

Most of our current advanced modules, such as the tracking modules, use network connections so they are automatically counted for purposes of licensing. In addition, we will reserve the right to declare functionally more advanced modules (dashboards or user management tools) as being relevant to the licensing count.

 

 

 

Pixera 2.0.172 | 25. September 2024 | X.X.

 
 

Control Module Pages

Control Module Pages

 

The node view of the Control modules can now host multiple pages, each with its own set of modules. Modules can be moved between pages using the module inspector. 

To add a page use the plus-button on the right side of the bar on top of the node area. 

Page remove and rename are accessible via right click on the page’s name tab. Page order can be changed by dragging the name tab into the desired position.

 

 

 

 

Pixera 25.1 INTER 2 | 25. January 2025 | FE

 
 

Control Core Performance Improved

The performance of the existing core has been markedly improved in the new version. 

This increases both general responsiveness as well as reducing the risk of “core flooding,” i.e. the situation where the core can not keep up with incoming processing requests, leading to overall system slowdown.

 
 

Vicon Tracking

Vicon Tracking 

The Vicon tracking system was heavily requested from clients in the virtual production space. 

It is available as a Control module that internally uses a low-level C++ implementation of the Vicon API (similar to the other tracking modules).

 

 

Please also find further information about tracking in the article Tracking Modules and Screen Tracking 

 

Pixera 25.1 INTER 2 | 25. January 2025 | FE

 
 

MQTT Control Module (Update)

This update provides functionality extensions such as the ability to use wild cards as templates to quickly subscribe to multiple channels.
 

MQTT Module

Description

 

This article goes over how to use the MQTT Module in PIXERA. The Module integrates Message Queuing Telemetry Transport - short MQTT into PIXERA and you can subscribe and publish values for multiple topics.

 


 

Usage

 

MQTT is a lightweight transport protocol commonly used for simple communication between devices, in the Modules case communication to PIXERA from a lighting desk for example.

 


 

Procedure

 

The Module can be found in PIXERA Control “Protocols” → “Mqtt”. 

Drag and drop the Module from the library into the workspace, select it and configure the settings according to your requirements.

 

“Port” and “Address” of your MQTT Broker have to be set. “User” and “Password” can be used depending on your MQTT Broker configuration. Furthermore, you can choose the MQTT Version your Broker is supporting.

To subscribe or publish a topic, please fill in the topic and press “Add Subscription” or “Add Publish”. An Action will then be created in the corresponding folder of the Module. These created Actions can then be connected to any other Action in PIXERA Control.

For “Published” Actions, you can choose the “Qos” down below.

 

To remove an Action, simply right-click the Action and select Remove in the context menu.

 


 

Data

 

Actions 

Action

Info

Input

Output

init   - -
uninit   - -
IsOpen   isOpen (bool), doSet (bool) -
Helper FOLDER FOLDER FOLDER
storeToProperty (hidden) - -
loadFromProperty   - -
addSubscription   topic (), name (), qos () -
addPublish   topic (), name (), qos () -
getVersions   - -
publish   topic (string), value (string), optQos (int) -
addPublishActions   topic (string), qos () -
subReceive   topic (), value () -
subscribeActions   - -
connectionsStateHandler   a (), b (), c () -
addSubscriptionAction   topic (), doRebuild () -
subButtonHandler   - -
pubButtonHandler   - -
requireHelper   - -
qosOptions   - -
qosStringToNumber   str () -
rebuilldButtonHandler   - -
addWildcardButtonHandler   - -
rebuild   - -
cleaninternalSubscriptions   - -
Subscription FOLDER FOLDER FOLDER
Publish FOLDER FOLDER FOLDER

 


 

Parameters

Name

Content

Type Hint

Options Source

Options Action

Auto Init TRUE bool   []
Address mqtt://127.0.0.1 string   []
Port 1883 number   []
User   string   []
Password   string   []
Subscription Topic to add $SYS/broker/uptime string   []
Add Subscription Add Subscription button   self.Helper.subButtonHandler
Subscription Wildcard to add test/* string   []
Add Wildcard Execute Wildcard button   self.Helper.addWildcardButtonHandler
Rebuild Subscriptions Rebuild Subscriptions button   self.Helper.rebuilldButtonHandler
Clean Subscriptions Clean internal Subscriptions button   self.Helper.cleaninternalSubscriptions
Publish Topic to add test/subf2 string   []
Qos Publish 1 (at least once) string self.Helper.qosOptions []
Add Publish Add Publish button   self.Helper.pubButtonHandler
Mqtt Version 3 string self.Helper.getVersions []

 

Pixera 2.1.55 | 03 July 2024 | OH

 
 

Support for Unreal 5.3, 5.4 & 5.5

These newer Unreal versions are now supported by PIXERA. In addition, the Interop DLL and the Content Plugin for 5.5 also available in this version.

 
 

Deltacast 6.26 SDK Integration

The Deltacast implementation was moved to the 6.26 SDK.

 
 

 

 

Pixera 25.1 INTER 2 | 26. January 2025 | FE

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