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3D Workflows

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In this article and following videos, we will go over how to use 3D Objects in PIXERA, how to prepare them ahead of import into PIXERA, and some basic concepts about 3D.

In PIXERA the following 3D file formats are supported:

  • .fbx
  • .obj
  • .gltf

Custom 3D Object Considerations

 

UV MAP

UV maps are used to bring the 3D representation of the surface onto a 2D plane, which allows us to correctly reproduce textures or video content on these surfaces.The UV map defines which pixels from the 2D surface are displayed on the 3D surface, and vice versa. The typical UV coordinate space ranges from 0-1 in the U-axis and in the V-axis. The UV Origin (also known as the (0,0) coordinate) of the UV of your model will depend on your 3D DCC of choice.

To UV a 3D object follow the standard procedure for UV unwrapping, material creation, and texture creation according to your 3D DCC of choice. There aren't any special deviations from the standard workflow.

General guidance is to maximize your available UV space to get as much pixel density as you need across your 3D object. Make your UV islands proportional to the size of your 3D model objects.

To read more on this refer to the UV Maps article.

 

Polygon Count

The number of polygons should always be evaluated with regard to both visual detail and performance. In 3D video games, for instance, performance is a critical factor.

In Pixera, this aspect is generally much less significant, since polygons are typically static and not rendered in real time — unless the objects are being moved via tracking.

For projection setups, polygon count is usually not a decisive factor. However, maintaining a healthy balance is still advisable to ensure smooth handling within the GUI.

It is difficult to provide a definitive guideline for the polygon count or level of detail of a 3D model, as this largely depends on the specific setup and practical requirements. More importantly, the necessary level of detail is influenced by how precisely the model needs to be warped and how visible these details are in relation to the projected content.


 

Object Topology

Unlike usual in 3D editing, in order for Pixera to enable warping on custom 3D models, the surface of these models must be equipped with vertex points.
This is only relevant for projection surfaces. For custom LEDs, this is not a problem and can be ignored. In the below Good Example we see all points connected to one another, those lines and points evenly distributed across the surface, and the polygons are resolved into triangles.

Good Example

Bad Example

 


Setup Pixera

 

Import Object

Depending on the subsequent workflow via projection or LED, it is important how the object is imported into Pixera. It can be imported as a custom screen or custom LED, for example, which offer different options.

For Projection-based workflows, import your 3D object via the Custom folder under the Screens section in the Library.

For LED-based workflows, import your 3D object via the Custom folder under the LED Panels section of the Library.

 

Import Settings

Now that your 3D object is imported under your Custom folder. Don't drag it into the Workspace yet. Instead, with the object selected in your Custom folder, now look to the Inspector on the right-hand side of PIXERA.

Prior to adding the object to your Project tree & PIXERA Workspace, you now have the option to specify settings for this object.

Size & Scale

Resizing an object is commonly needed. For example, the width of the cube_test.obj file is 727.884 meters wide, 200 meters tall, and 678.368 meters deep. That's awfully big. If you happen to know the exact measurements of your object those can be input in the Size (Meters) parameter in box #1 To resize this object the Scale parameter could change to something more reasonable like (0.01, 0.01, 0.01). 

In the event your 3D Object is flipped along the incorrect axes the Rotation parameters are located here under the 3D Screen Object Import Options parameter group.

Texture Coordinates

To flip the UV texture coordinates of the imported model horizontally toggle Invert U on or off as needed. To flip the UV texture coordinates vertically toggle the Invert V on or off as needed. Don't forget to Reload after your edit.

 

Source File

This is the path to the 3D object on disk. It can be edited with a new path to a new model version and replaced using the Replace button. If you made edits to the Import options and want to see them Refresh in the PIXERA Workspace, then use the Reload button to reflect your changes. 
 


Render Settings

Canvas Resolution

Set the Canvas Resolution before you proceed to the Mapping or Compositing tab. The Canvas Resolution influences PIXERA's overhead processing as well as how the textures that you apply to your 3D object (likely video content) look on your 3D object. If you choose an incorrect resolution with an incorrect aspect ratio there will be uneven pixel dispersion across the surface of your object or stretching and squashing of your texture.

While in the process of creating your UV map, take note of it's format and it's pixel dimensions as these values will be entered later in PIXERA. 

When working with different surface types ( LED array or a projection-based surface ) the values you place in the Canvas Resolution parameter are calculated in different ways. Pixel calculations will need to be made for the surface type used. For LED walls, the pixel pitch of the tiles in use and how many tiles are used will determine the Canvas Resolution. For projections, the number of projectors and the resolution of those projectors will be used to determine the resolution of your Canvas. In a lot of cases a native 1:1 ratio of content resolution to actual pixels on the surface of your object is ideal.

After these settings have been configured, no further special steps are required, and you can continue with the standard workflow. After this step, you may want to try out Marker Calibration, or check out Warping, Feed Modes, and Softedge capabilities, or check out the basics of projector setup in 101:Projector Setup.
 

Role In Venue

Once your 3D object has it's import settings where you like them, drag an instance of your 3D object into the PIXERA Workspace. Next click on the object in the Workspace to update the Inspector with a fresh set of settings to check out.

In order for PIXERA to know you intend to apply content to the 3D object as a Screen or Display object, you must set it's Role in Venue to a Screen. If you would like the 3D object to be present, not interactable, nor used to display content you instead set it to be a Stage Prop (No Content Display). A common use-case for a Stage Prop is if you want to pre-visualize your show with environmental elements around your Screen or Display object to characterize the creative of the show, or to put other major environmental elements in context with your show.


Troubleshooting 3D Objects


Video Examples

3D Model Preparation 3ds Max

This video shows the preparation process for 3D models from 3ds Max and covers the following topics:

  • How to import 3D models in Pixera
  • Which formats are possible
  • Unit system in Pixera
  • How textures are handled in Pixera and why UV Maps are important
  • How to manipulate 3D Objects in Pixera on FFD or Vertex basis

How to Import Files from Sketchup to PIXERA

This video covers the following topics:

  • Unit system in Pixera and how to scale models
  • How to rescale and reposition it in 3DS MAX
  • How to texture surfaces in 3DS MAX
  • Create UV Maps in 3DS Max

Importing Multiple 3D Objects in PIXERA

This video covers the following topics

  • How to prepare 3D object export in 3DS MAX
  • Why it's important to texturize surfaces and how it's interpreted in Pixera
  • How to handle it in Pixera

Pixera 26.1 R 39  | 12. November 2025 | JB | CL | TM

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