Define a full project with content, 3D stage and video mapping pipeline
- Master Scene: All the video content of the project
- Virtual Screen: Logical targets for content (Optional)
- Content Map: Rasterized targets for content
- Stage Elements: 3D stage containing screens, surfaces, video projectors and cameras (Optional)
- Video Projector: Video projector in the 3D stage (Optional)
- Processor: Optional additional 2D or pre-visualization processors (Optional)
- Outputs : The actual outputs of the media server
In this part of the documentation, we will mainly use the project example called "Simple Projection Mapping setup" that you can find with Smode Designer and Smode Station.
You will then have three choices on project creation: Minimal / 2D pipeline / 3D pipeline
This choice is only a tool to help you create a project faster but anything can be changed afterward.
-The Minimal option will create a project with only a Content Map linked to an Output inside.
-The 2D pipeline will help you create a screen and output pattern. This wizard is convenient for simple mapping in which 3D deformations are not necessaries.
-The 3D pipeline is useful to create a projection mapping. You'll have here some options to directly create the video projectors inside your project. This kind of project will use the Stage Elements
Each tab correspond to a step in the project pipeline. Here is a little map of the correspondences :
You noticed that the Stage Elements part of the project has two viewport correspondences : preview and simulation. The difference is that preview will display over the stage surfaces a perfect result, the simulation will take in account the video projectors soft edges and luminosity as well as the pixels deformations over the model.
On the bottom of the interface you have the Pipeline editor which is a schematic of all the project setup.
-First we have the Master Scene that contain the diffusion content
-Then the Virtual Screen (optional) that enable a more versatile way to dispatch the diffusion content inside the Content Map
-The Content Map is then either directly send through the output with a Processor transformation in order to generate a pixel map in case of a 2D mapping.
In case of a 3D projection mapping, first the Content Map is mapped to the projection surfaces through the Stage Elements tab. -Then the virtual Video Projector will see the mapped content and so automatically calculate the 3D deformations. -In the end, the Video Projector signal will be send either directly through the outputs or put inside a Processor if there is a pixel map to respect (in case of split signal for instance).
Here is a short video tutorial (without sound, sorry but they are too noisy, and they are noisy in French so that is twice the pain). This video is probably a little bit fast but in here there is everything for you to create a full mapping project with 3 video projectors sharing a single 4k output pixel map
In this tutorial you'll learn how to do an advanced 3D mapping project in 15 min. In this tutorial you'll see step by step :
- Create 2 Content Map (floor and Totems)
- Divide the totems Content Map in 2 Content Area(one for each)
- Import the 3D File and assign the content maps
- Create a 3D and a 2D Virtual Screen
- Create Video Projector and place them in simulation mode inside the Stage Elements
- Manage mapping through the 3D pipeline of Smode and then with a little bit of 2D pipeline inside the Processor of the Video Projector.
- Create an output pixel map composed with all your Video Projectors outputs inside of a Processor (useless but that was to show) and then connect it to an output
Watch directly on youtube
Note that you can get the fbx I used simply by opening the example project from the feature example projects. Only if you do so you'll have another step that will be to put back the scale of the imported fbx back to 1.1.1.
The fbx used in this tutorial was exported from Blender so the fbx was clean but the one you have inside of the example pack was exported from Maya so obviously it went wrong :
- Reveal the project inside of the Medias directories to find the 3D File used on the project.
- Drag and drop the 3D File used for the mapping inside of Master Scene
- Create a mapping 3D Virtual Screen with a perspective Stage Camera. As you see, once a composition with a 3D object is targeted to a 3D Virtual Screen, Smode will automatically get back the mapping camera position, which allow to have a matching space.
Only thing to do in this case is place the model exactly as it is inside of the stage (as it was moved inside the stage) and tune the ratio. For that we'll used the parameters copy/paste Value Manipulation.
- Then at last, we put a Directional Light into the composition and set it's shadow right to have fine shadow samples.
The final result here is not the most beautiful of the world but now from this example you can texture the object apply deformations and everything else you want to do like a boss and in real time : Watch directly on youtube Smode 7.7 Tutorial # 34
Pipeline - Define how video content is processed in a project
Stage Elements - This section describes how to put every element to construct the stage
Video Projector - Virtual video projectors of Smode stage, used for real life mapping, usually directly connected to the Outputs
Processor - This section describes how to configure Smode processors in order to configure your output(s) and also make some nice and smooth stage pre-visualisations