Exporting Core captures

When ready to export your clip, specify the export directory and export format, then click the Export button and watch the blue progress bar in the timeline. This will only take a few moments.

Each file will be labeled with the specified take prefix, the capture timestamp, and the export timestamp.

Combined-Per-Pixel For Unity

The combined-per-pixel format includes both the depth and color data in a single video file or image sequence that is optimized for Unity. This produces three files in your specified export path:

  • combined-per-pixel video: represents your color (top) and depth (bottom) streams as a video file optimized for Unity for performance friendly playback. You can also lay back your external audio recording into this video.
  • poster image: pulled from the first frame of your clip, and displayed in Unity when your clip isn't playing.
  • metadata file: holds your depth and capture data and is needed with the video clip for playback in the game engine.

Combined-Per-Pixel Export settings

Bitrate: Set the target bitrate of your Combined Per Pixel Video. Lower bitrates will result in smaller files, but may introduce artifacts in the color and/or depth of your captures.

Preset: When Combined Per Pixel Video export format is selected, there are several advanced settings that have an impact on playback compatibility, quality and performance. Presets allow users to configure the advanced settings based on a known settings that work best for a given device. Currently the only preset is for the Meta Quest, which applies to both Quest 2 and Quest Pro native playback through Unity. More presets will be added in the future.

Maximum Resolution: These controls independently constrain the horizontal and vertical resolution of the exported Combined Per Pixel Video or Image Sequence. The maximum values can be reduced to accommodate different playback platforms and devices.

Advanced Settings

When Custom preset is selected, the following advanced options are available:

Codec: Choose the codec which best suits your publishing platform:

  • AVC (H.264) provides the greatest compatibility for playback across various devices, but constrains the resolution and quality.
  • HEVC (H.265) is a higher-efficiency codec which supports higher resolution, but is not universally supported for playback.


Windows 11 has HEVC support built in. However, on Windows 10, H.265 exports requires installation of the HEVC Videos Extension Plugin from the Windows Store

Color Range is a compatibility setting for some H.264 files to playback without distortion.

  • Full (PC) is used in most playback scenarios, including desktop.
  • Limited (TV) is required by some playback devices, including mobile devices like Meta Quest.

Force dimension divisible by 16 addresses an issue of visual errors on non-divisible by 16 frame dimensions on some Android devices, such as Meta Quest.

Combined per Pixel image sequence

This produces a folder with an image sequence in the same layout as the Combined per Pixel video, and an accompanying metadata file. Choose this option if you plan to encode your Combined per Pixel into a video using custom encoding settings in another tool like FFMPEG.

Textured Geometry (OBJ) Sequences For Visual Effects

If you are exporting for a visual effects workflow in a digital content creation tool like After Effects, Cinema 4D, or Houdini, you can also export your volumetric footage as an OBJ sequence.

This format produces a sequence, composed of three files per frame:

  • OBJ: The geometry data of the frame.
  • PNG Image: The color texture data of the frame.
  • Material: A material file mapping the texture to the geometry.

Frame Sequence Numbering

In OBJ and Image Sequence export types, each exported file adopts the frame number from the source recording. Alternatively, you can override this and start the exported sequence at 1.

Textured Geometry (OBJ) Export Settings

Mesh Decimation
Depending on what DCC or visual effects tool you intend to work in, you may need a mesh sequence that is optimized, or less dense. This is where mesh decimation comes in, by reducing the triangle count of the OBJ sequence. This is helpful when you need smaller, optimized geometry, or in cases where you are designing a visual effect based on vertex points. Mesh decimation just gives you more control over your mesh density.

Textured Background Geometry (OBJ)

The OBJ Background Plate exports a single mesh that can be ideal for averaged or smoothed environments and static backgrounds. Similar to the OBJ sequence export format, OBJ Background Plates can be decimated in order to reduce the triangle count for a lighter file.

This format produces three files:

  • OBJ: A single mesh created by averaging all of the depth values between the clip's In and Out points.
  • PNG Image: The color texture data of the first frame.
  • Material: A material file mapping the texture to the geometry.

See the release note and known issues for OBJ Background Plates.