Skip to content


Are you


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.



How much does it cost?

Please contact your local salesperson for the price or fill out this contact form. 

What facilities will the remote training take place on?

Training will be conducted using Pixotope’s demo studio to give a live hands-on experience. 

How will students attend the training?

Training will be conducted using Google Meet video conferencing, which allows screen sharing and can be recorded for the students' later use.

What is the maximum class size?

Training classes will be limited to a maximum of 8 people per class.

Will attendees be able to do hands-on work?

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.

How long is 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. 

Why is there an exam at the end of the course and what form does it take?

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. 


The training is divided into 5 days with each section expected to take 4 hours.
Unreal Engine (Part 1)

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
Unreal engine (Part 2)

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
  • Lumen
  • Global Illumination
  • 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 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
  • Creating a new Landscape
  • Sculpting and Height maps
  • Landscape Material
    Layer Blending
  • 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
  • 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.

Pixotope Operations

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



  • Setup Video IO

Camera input

Media input

  • Video Keyer


pixotope (part 1)

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
    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


pixotope (part 2)

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
  • BPE Position and Scale
  • BPE Compositing Mesh
    Triggering Blueprinting logic with BPE Mesh


exam and certification

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. 





Online Training: Graphics 

Region: EMEA/US

Date: 15th July to 19th July

Time: 3pm to 7pm CET (9am EST - 1pm EST)

Length: 5x 4-hour sessions


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 


Online Training: Graphics 


Date: 8th July to July 12th

Time: 9am to 1pm CET

Length: 5x 4-hour session 


Online Training: Graphics 


Date: 4th No to 8th Nov

Time: 9am to 1pm CET

Length: 5x 4-hour sessions