MXR Documentation

Under Construction...

INDEX

The Basics

User Interface- Viewport- Outliner
- Content Browser
- 3D Assets / Static Meshes
- Materials
- External Assets (OBJ, FBX, GLTF)



Using Nodes
- LFOs
- Audio Analysis
- MIDI
- OSC
- DMX*



Usability

- Keyboard Shortcuts
- Settings

MXR Roadmap

MXR Product Tier Features

VJ Tools- Multi-screen Support- Resolume Integration- Spout*

Supported File Formats
- FBX
- OBJ
- GLTF

XR Tools [Enterprise]
- Multi-User Sessions
- VR Mode

GenAI
- Stable Diffusion
- Google Gemini

Virtual Production Tools [Enterprize]

PTZ Support
- VISCA
- FreeD
- Video Input
- Lens Distortion
- AI Camera Co-location



Supported Capture Cards:
- AJA
- Blackmagic
- NDI

nDisplay*


* Indicates planned functionality

The Basics

Getting Started with MXR

Viewport

The Viewport is the main window in MXR where 3D objects, FX and tools are composed into a scene. The viewport also holds the select, move, rotate and scale tool bar in the top right.

The main viewport is the working view of an independent master camera. Placing a vcam into the scene allows users to create independent views that can be displayed on secondary screens and LEDs. These cameras can be activated and controlled from the Camera Tab.

Outliner

The outliner shows a list of the objects in a scene and is a list of the objects in the viewport.
- Single clicking on an object in the outliner will display its parameters in the Details Tab.
- Double clicking on an object will move the viewport camera to that object
- Right clicking on the object will display a modal window with additional option such as duplicate or delete.

Content 
Brower

The content browser contains a variety of pre-loaded objects and effects:
1. 3D objects
2. Materials - also known as shaders
3. FX - for instance particle systems
4. User imported assets
5. Textures
6. 3D Assets from the web*

Tool Bar

The left tool bar contains useful items for composing and modifying scenes:
1. Lights (Spot, Directional, Skylight, etc)
2. Rotation Tool
3. Virtual Camera
4. PTZ Camera
5. Undo / Redo
6. Save

The right tool bar contains tabs:
1. GenAI
2. Environments
3. Post FX
4. Content Browser
5. PTZ and Compositor Controls (Enterprise)

Nodes

Driving animation with Data

MXR is all about dragging and dropping 3D objects, FX, lights, etc. into the 3D viewport and connecting those objects to nodes to drive animations.

LFOs

LFOs are waves that can be used to generate a range of numbers (float values) in a variety of patterns:

1. Sin waves - a smooth up and down motion
2. Triangle - a linear up and down motion
3. Square waves - these function like an on / off, all or nothing values
4. Saw Tooth waves - this waveform moves up to a maximum then starts over. This is good for things like rotations.

Adjusting wave values:
Amplitude: The maximum range of the wave
Frequency: How often the wave will hit the amplitude value
Only Positive Numbers: This prevents the wave form from generating negative numbers

Audio Analysis


Audio analysis can be done through your computers line in or the 'master mix' which is any audio your computer makes. Different frequencies can be isolated by selecting or deselecting the band from the equalizer.

Midi

Connecting a midi device to a node:
1. Use the 'mode' dropdown to select Midi.
2. Select your device

Programming paramaters to your midi device:
1. Drag and drop your midi node onto a parameter.
2. Click the mouse wheel over the node indicator of a parameter.
3. A dotted line around the node label indicates it is in listening mode.
4. Adjust a dial or tap a button on your midi device to associate that button to the parameter.
5. Click anywhere outside the node indicator to turn of listening mode
6. You can repeat this step for as many parameters and midi controls as you like.

OSC*


OSC support is currently in development and is planned for v1.2.3 and part of our Venue tier.

DMX*


DMX support is in the roadmap for our Venue tier and will likely be included in our v1.2.4 sprint.

Lower Control Panel

The lower control panel displays the values generated by each node, the frame rate. Nodes can be dragged and dropped from the lower control panel to individual parameters to drive animations.

VJ Tools

Creating real-time 3D visuals for 2D Screens.


MXR is exceptionally fast and optimized for creating 3D visuals for many display formats. Using audio analysis, midi devices and OSC inputs makes it a very powerful tool for VJing.

Multi-Srcreen Support

You an add a second view port by going to View > Add View Port or from the Camera Tab by adding a camera to your scene and clicking the multi-screen button to the right of the 'Activate Cam' button.

Resolume Integration

Resolume is a powerful video sequencing program and can be setup to send OSC values to MXR via the Nodes tab. This is useful for synchronizing 3D visuals for live shows.

Spout*


Spout is planned for a future update, likely v1.2.4. In the mean time, we suggest using a middle ware such as SpoutWinCapture:

https://vjun.io/vdmo/spoutwincapture-v204-3med

File Formats

Saving and Loading Files

.mxr

You can save your scenes in the .mxr file format. These files can be used to move your projects from one computer to another. MXR saved scenes are written to the Documents folder on your machine.

.obj

Importing OBJs will add a static 3D file and its materials and textures to the External File folder in the content browser. When exporting OBJs from modeling tools, it's good to limit the number to texture groups.

.fbx

MXR supports animated FBXs. These files also store textures and materials separately.

.gltf

GLTF is the recommended external file format for external assets in MXR. GLTFs are not as editable after import but the import process is generally smoother.

Experimental Stream Diffusion Integration

Running Stream Diffusion:

Running this model requires an internet and downloading models such as Stable Diffusion and other dependencies.

1. Open AI panel from the right tool bar
2. Select the SD tab
3. Type in a prompt and hit generate

Additionally, if you have an RTX card, try using the RT Tensor accelorator.