The goal of this topic is to set common practices in the Smode pipeline for creative and operator users.
As a quick introduction, you must know that in the Smode
Show
Contains all the video content of the project
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(where you put your content), every 2D layer needs a pixel area destination to be specified. As the output itself (your display) is not directly accessible you need to create one.
The pixel workspaces are called
Content Map
This section describes how to set up your content maps and use Content Area
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.
In the Smode
Pipeline
Define how video content is processed in a project
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you can create as many content maps as you want and rearrange them almost indefinitely thanks to advanced processors and
Content Mapping
Automatize complex dispatch of content from the Show toward Content Map
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. Each being completely independent from each other. For each projected surface you need a content area.
Lets begin to build a single WUXGA display setup (1920x1200)
Before anything, go to the
Preferences
Smode Preferences panel
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(
Menu for Copy/Paste and Undo/Redo operations
-> preferences Or F11) and set your
Video Output Device
Video Output Devices are devices that enable the sending of a video stream out of Smode
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for this tutorial, you'll need to create only one WUXGA output.
Now create a new project in "file -> New project" and change the image resolution for WUXGA
When you create a new
Project
Define a full project with content, 3D stage and video mapping pipeline
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, Smode automatically creates a
Test Pattern
Generate a Test Pattern
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in the
Show
Contains all the video content of the project
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, which is send to an HD 1080p content map in the pipeline.
Notice that the resolution of the test pattern layer is inherited from the
Content Map
This section describes how to set up your content maps and use Content Area
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.
You can delete or create Content maps into the
Pipeline
Define how video content is processed in a project
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tab with "right click -> delete" on a content map or "right click -> create" on an empty space.
Here we are going to keep this content map but we will rename it "Background" and set it's input as "content" by clicking on the "content icon". As you see on the image below:
Note that if you delete a content map or create another, you may have to Reconnect the content from of the
Show
Contains all the video content of the project
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to the newly created content map by using the target selection box
Element Tree
The hierarchical structure of Smode elements
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.
If your content is not connected to any content map it will display a "missing target" message:
Finally, select your output in the pipeline you can set its source as “Background”.
Now you have created a very basic single display setup.
A content map can be re-used inside a Processor as a
Pipeline Layer
Use pipeline steps to inject them inside a Processor
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: it can have
Content Area
Organize your content maps
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(accessible like a pipeline layer) or
2D TextureMask
Define a 2D Mask applicable on any 2D Renderer or 2D Modifier
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(ex quick acces to windows, doors, presents on the stage) and even
2D Modifier
Modify a 2D image
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s.
But we wouldn’t recommend to modify too much the content maps as
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
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are here for that purpose and will be far more versatile, especially for output specific modifications.
To add warping controls over this content map you need to create a processor.
In the pipeline or full setup, right click -> create -> processor.
It is recommended to have at least one processor per output. The processor shall have the same resolution as the output.
Processors is a powerful feature of Smode which allows for complex pixel workspace arrangement.
You can add here pipeline layers (content maps, processors,...) along with any other regular
2D Generator
The part of a 2D layer that generates the image
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, blend them, transform them… and connect them directly to the output of you choice.
Anything happening inside a processor won't affect the content map(s), leaving them ready-to-use in other processors as well.
Also note that a Processor is not a
Show
Contains all the video content of the project
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target.
Inside this processor, you can add our content map with right click -> pipeline layers -> Background.
Select the "Background"
Pipeline Layer
Use pipeline steps to inject them inside a Processor
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2D Placement
Define a placement in 2D space
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as
Perspective
Placement defined by a quad using perspective interpolation
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for corner warping.
When
Edit Mode
Allow to edit quickly some layers parameters
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is activated, helpers will appear in the
Viewport
Preview and edit your content
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Another more advanced warping method would be to us a
Warp
Manual distort, perspective mapping tool
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, which is far more versatile.
Hold ctrl+clic in edit mode to add points and uncheck "edit source" to do the deformation:
Finally change the video output source from “Background” to “Projector 1” inside the output parameters.
And there you're done champion !!!
Video Resume of the whole process: