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.
PIXERA can natively host both Unity and Unreal game engines. This gives users the ability to use projects they have created with these powerful authoring and rendering environments.
Users can adjust and align colour and black levels individually for each output.
The new timeline inspector is a versatile tool that introduces a faster way of placing clips on the timeline and changing the related properties.
- Live-input Preview
- Web browser resources
- Detach Timeline
- Node based Output routing
- animated playback speed
- sACN Output
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.
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.
(UNREAL Engine) Use Spout as the most effective way to integrate the Unreal Engine with your PIXERA 1.6 workflow.
(UNITY Engine) Unity Engine parameters can be controlled via the PIXERA timeline.
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.
- Spout input and output,
- sACN Input