Pixotope
Are you
AN OPERATOR, IMPLEMENTATION SPECIALIST OR CREATIVE?
Join our online, hands-on training sessions and discover how Pixotope solutions can revolutionize your storytelling through virtual production.
Whether you're an operator, implementation specialist, or creative, our 5-day course offers live, interactive training led by industry experts.
Take advantage of this opportunity to learn from the best and enhance your skills.
We strongly recommend that you either have prior experience in 3D modeling techniques or are well acquainted with Unreal Engine 4.0 or 5.0, given the complexity of the course.
FAQs
Please contact your local salesperson for the price or fill out this contact form.
Training will be conducted using Pixotope’s demo studio to give a live hands-on experience.
Training will be conducted using Google Meet video conferencing, which allows screen sharing and can be recorded for the students' later use.
Training classes will be limited to a maximum of 8 people per class.
Attendees will each receive a 30-day Pixotope trial license before the class for their use and to do hands-on follow-ups of the training.
The training is divided into 5 sections; each section is expected to take 4 hours. The training will be delivered over 5 days completing 1 section per day.
There is a multiple-choice exam at the end of the course, with 50 questions to be completed in 60 minutes. The passmark is 90%. The purpose of the exam is to test how well the training was understood. Upon successful completion of the exam, you will be issued a Pixotope Virtual Production certificate.
GRAPHICS TRAINING AGENDA
The training is divided into 5 days with each section expected to take 4 hours.In this section, we will go through the basics of the Unreal Engine and cover the features most used when setting up a Pixotope project.
1.1 Key differences between Unreal Engine and Pixotope
1.2 Creating a new project
- Adding a new show in Pixotope Director and creating a new project using a template
- Launching project in Editor from Pixotope Director
1.3 UI and Navigation
- Different UI elements
- Navigating around the scene
- Transform tools usage and shortcuts
- Bringing up the Content Browser
1.4 Project workflow
- Style Guide
- Use of source control
1.5 Creating a new empty level
- Clearing the Essential Actors
Disabling Auto Spawn Essential Actors
1.6 Importing assets
- Importing Models and Textures from the source files
Import options
1.7 Materials
- Creating a material
- Material Editor UI
- Material Inputs
- Blend Modes
- Adding textures
- Applying materials to 3D models
- Adding map adjustments
- Creating Material Instances
- Translucent Materials
- Emissive Materials
1.8 Adding assets to a level
- Building our scene using the finalized assets
1.9 Lighting
- Different types of lights and their use cases
1.10 Lightmass
- The purpose of baking lights
- Actor Mobility
- Starting the light building process
- Volumetric Lightmap
- Baking Emissive surfaces
- Addressing issues and improving build quality
Lightmap Resolution
Lightmass World Setting
We will be covering some of the more advanced features of the Unreal Engine:
2.1 Dynamic Lighting, Shadows and Reflections
- Deleting Baked Lighting information
- Reflections
Screen Space
Captures
Planar - Lumen
- Global Illumination
Lumen - Shadows
Shadow Maps
Virtual Shadow Maps
2.2 Level Sequences
- Adding actors to Sequence
- Setting keyframes
- Refining Animation in the Curve Editor
- Auto-Playing the Sequence in the Level
Blueprints
- Blueprints UI
- The Starting Events
- Custom Events
- Printing a String
2.4 Level Streaming
- Adding a new level as a sub-level
- Adding Blueprint functionality to stream the level
2.5 Landscapes, Foliage and Atmospheric Effects
- Adding Atmospheric Effects Atmosphere
Clouds
Fog - Creating a new Landscape
- Sculpting and Height maps
- Landscape Material
Layer Blending
Painting - Foliage Material
- Subsurface Scattering
2.6 Niagara Particles
- Creating a Niagara System
- Template Emitters
- Creating an emitter from scratch
2.7 Post-Processing Effects
- Effects
- Color Grading
2.8 Scene Optimization
- Poly-count
LODs
Nanite - GPU Visualizer
Console: Profile GPU - CPU Visualizer
Console: stat Scene Rendering
Draw Calls - Optimization View modes
This part requires a basic understanding of the Unreal Engine, materials, lights, and general workflow.
We will go through the setup and requirements of a Pixotope production such as:
3.1 Pixotope software intro
3.2 Pixotope Cloud
- User Management
User Type
Pixotope Cloud tour - License Management
License type
License mode (online/offline) - Downloading Software and example projects
3.3 Install Pixotope software and drivers
3.4 System structure
3.5 Pixotope Director Walkthrough
- UI intro
- Manage Shows
- Machine setting
- “Shows” and multi-machine setup
- Setup tracking
Tracking
Lens
- Setup Video IO
Camera input
Media input
- Video Keyer
In this section, we will create a new project and set up a simple VS scene and an AR scene.
4.1 Pixotope Director
- Start, Setup and Production
- General walkthrough and setup in Director
4.2 Pixotope Editor
- Essential Actors
- World Settings
WYSIWYG
Autospawn Essential Actors
VS, AR and XR compositing
4.3 Creating a VS level
- Adding a Compositing Plane
Chroma Keyer
Shadows and Reflections - Garbage Mattes
- Render Layers
VS floor
4.4 Virtual Monitors
- Media Input Component
4.5 Virtual Camera moves
- Adding a Virtual Camera to the scene
- Level Sequence Animation
- Blueprinting logic
Switching Cameras
Playing Animations
4.6 Control Panel
- Interface
- Widget types
- Adding Blueprint functionality
4.7 Creating an AR level
- Aligning graphics to video
- Matching the lighting
- Render Layers
Catchers, Holdouts, Translucency and Excluders
Custom Depth/Stencil values
We will cover the more advanced features of Pixotope and special use cases such as:
5.1 Multi-Machine setup
- Roles
- Asset Hub
- Adjusting multiple machines simultaneously
5.2 Creating an XR level
- Adding an XR wall
- Using Multiple walls
Custom Output Position mapping
5.3 Body Pose Estimation
- Enabling BPE
NVIDIA SDK - BPE Position and Scale
- BPE Compositing Mesh
Triggering Blueprinting logic with BPE Mesh
At the end of the training, you will have an opportunity to take an exam to test your Pixotope and virtual production knowledge.
The exam lasts for 1 hour, and will begin starting the final hour of the Pixotope - Part 2 day.
● There are a total of 50 questions, 20 from the Unreal Engine segments, 10 from the Operations segment, and 20 from the Pixotope segments.
● In order to pass the exam, a total score of 45/50 or above is required.
● The results will be sent out the following week.
Upon successful completion of the exam, you will be issued a Pixotope Virtual Production certificate.
TRAINING SESSIONS IN 2024
November
Online Training: Graphics
Region: EMEA/US
Date: 11th Nov to 15th Nov
Time: 3pm to 7pm CET (9am EST - 1pm EST)
Length: 5x 4 hour sessions