New Features

New Features

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.

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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.

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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. 

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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. 

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.

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Control preset grids

This Control UI functionality offers you presets for a wide range of PIXERA content.

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SMPTE hot regions

Define time code ranges in wich a timeline reacts to SMPTE input.

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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. 

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Unreal engine 5.2

Support for the 5.2 release of Unreal Engine when hosting Unreal as a compositing resource.

Studio camera position-dependent warps

Fine-tune camera calibration by associating different positions with 2D corrective warps of the camera output.

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.

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LTC audio

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

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File versioning

Manage different versions of content assets via the PIXERA UI.

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Preview cam

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

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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.

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Control tracking integration

Native integration of tracking protocols such as SPNet, BlackTrax, TrackMen, Optitrack, MoSys, FreeD, Stype, PSN.

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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. 

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GUI lock

Create a code to lock and protect your general user interface from unwanted changes.

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CONTENT REMAPPING

Makes it possible to define multiple areas
within a content frame, and to position
them separately in the compositing space.
Users can directly deal with mappings at
the content level.

Custom test patterns

Users can individually adjust test patterns for warping and pixel mapping.

Multi Resource

A split resource can now be handled like a clip.

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Polygonal Warping

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

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Audio over Clients

Play out audio files on the soundcards of other clients. Each client can play 128 audio channels.

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Layer Reference Resource

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

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PIXERA control

PIXERA control is a distributed integration and control framework that empowers users to seamlessly host new functionalities within PIXERA and to control all aspects of an extended project environment. Anything you create and integrate can be distributed across your connected systems and shares itself. 

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Game Engine Integration

PIXERA can natively host Unreal game engines. This gives users the ability to use projects they have created with these powerful authoring and rendering environments.

XR | AR | VR Integration

PIXERA version 1.8 opens the doors wide for realising virtual production setups that feature XR (extended reality), AR (augmented reality) and/or MR (mixed reality) components.

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Black-level and colour correction

Users can adjust and align colour and black levels individually for each output.

Timeline inspector

The new timeline inspector is a versatile tool that introduces a faster way of placing clips on the timeline and changing the related properties.

Other Highlights

  • Live-input Preview
  • Web browser resources
  • Detach Timeline
  • Node based Output routing
  • animated playback speed
  • sACN Output

Dynamic Softedge

A softedge blend can be calculated automatically per frame, using the projector and screen information. This leads to a very quick setup time for static surfaces, as well as giving users the ability to use blends on moving surfaces.

Direct API

A new area of the PIXERA API gives more direct access to objects as they are rendered by the engine, making it possible to e.g. realise advanced tracking scenarios. Users can control screens and timeline parameters from external devices.

Game Engine Integration

(UNREAL Engine) Use Spout as the most effective way to integrate the Unreal Engine with your PIXERA 1.6 workflow.

Notch LC codec support

Notch LC is a new codec from the generative content specialist Notch, which offers both high quality and great compression. You can also use this coded in programmes like e.g. After Effects and Premiere Pro.

Other Highlights

  • Spout input and output,
  • sACN Input
ART-NET PIXEL PATCHING

Pixel patching tools are seamlessly integrated into the UI. They allow users to reposition content pixels on the output as needed and to patch the result to Art-Net channels.

NDI STREAMING

Integration of NDI streaming for distributed live applications. The PIXERA outputs can also be sent via NDI.

HIGH QUALITY TEXT

Texts in PIXERA are rendered on the GPU - extremely fast and in an unlimited resolution, no matter how large the individual letters are.

SELECTIVE TARGET RENDERING

To optimize your playback performance for large and complex projects, rendering targets can be assigned to screens, machines, or outputs. In addition to this, layer content playback can be limited to specific servers.

LIVE PREVIEW EDITING 

This powerful feature lets you edit timelines in the preview window while the output shows content from a different section of the timeline. This allows changes to running shows to be previewed by the operator and then blended into the output on the fly.

BLEND TO TIME

Click anywhere in the timeline while the show is running and perform a smooth blend to the new position. Perfect for changes on the fly during live shows!

Video Export

With the video export feature, you can render and export either the complete 3D venue to impress your customer with a vision of the programmed show, or you could render the content of specific screens to reduce the number of necessary layers as part of a complex composition.

CONTENT TRANSCODING

Content transcoding in PIXERA is very easy. Change resolutions, framerates and codecs with just a few clicks.

VIDEO MAPPING AND ROUTING

A new set of video mapping tools allow users to reposition content pixels on the output as needed, making it possible to drive a wide variety of LED processor configurations from PIXERA.

PARTS LIST

Export a list of the individual project parts right out of PIXERA, which includes projection screens, displays, LED modules and projectors, as well as technical data helping you to handle your daily business.

Project File Handling

With the "Project Bundling" function PIXERA packs all files of your project into a folder so that you can transfer to other computers or back them up. With Autosave you can be sure to have the past versions of your show saved just in case you need to go back.

TIMECODE

With the optional PIXERA SMPTE interface, you can set up PIXERA as a master or client within your SMPTE connected project.

PERFORMANCE MONITORING

With PIXERA performance monitoring, you not only see the performance values of the master system, you also get to see the performance values of all connected clients - this way you can act before a show suffers from content overload.