The interest of this step is to do a Stage Simulation. This can then be used in several different way in processes in which you'll need a 3D view of your stage.
For instance to use a
3D Camera Mapping
Dispatch your content creation using 3D transformations procedures
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or
Create a stage pre-visualization
How to display your stage simulation through an Output and export it as a video
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through
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
Read More
.
You'll also need this step if you want to create a 3D mapping using virtual Video Projectors.
Stage Elements part is completely useless if you do only 2D led mapping. In such case you'll only need your
Show
Contains all the video content of the project
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, some content maps and outputs
Inside this tab you will be able to create any kind of LED or projection surfaces. And also import a projection surface and led screen with the
Import as Group in the Stage
Learn how to name your object in the 3d Software of your choice before importing your FBX in Smode
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option
It is here you'll create the
Video Projector
Virtual video projectors of Smode stage, used for real life mapping, usually directly connected to the Outputs
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and also the
Camera
A camera filming 3D content
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for the
Content Mapping
Automatize complex dispatch of content from the Show toward Content Map
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.
Every element you will use for the mapping will be accessible through this tab.
Import a projection surface from an external 3D file
The imported geometry should have the minimum meshes possible. A file constituted of too many object will be impossible to manage and can produce possible crash. Also remember to always flatten all the objects transformations prior to do the export.
To import a FBX in your stage go to
Import as Group in the Stage
Learn how to name your object in the 3d Software of your choice before importing your FBX in Smode
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You can Import inside of the stage any
3D File
External referenced 3D file (.fbx and .obj)
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in order to make your stage simulation and place your
Video Projector
Virtual video projectors of Smode stage, used for real life mapping, usually directly connected to the Outputs
Read More
.
The 3d models you will import inside of the stage elements should only be the one you will be mapping on (either LED screens or video projection surfaces). If you want to add additional 3D elements to make a beautiful pre-visualisation (like the whole scene, the singers or whatever), the go check
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
Read More
chapter on stage pre-visualisation.
To import an external 3D file, just drag and drop it to the stage
Element Tree
The hierarchical structure of Smode elements
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. The better thing to do is to have a low subdivided model, with it's UV map unfold and also, it is better to have one object (projection surface) per
Content Map
This section describes how to set up your content maps and use Content Area
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or per
Content Area
Organize your content maps
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. But you are a big boy or a big girl so you don't have to listen to what I say....but you should.
Once done, just set inside the tree which content map or content area will go over which model. And that's it.
Stage Simulation
The simulation
Viewport
Preview and edit your content
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is quite useful to see the pixel deformations of the
Video Projector
Virtual video projectors of Smode stage, used for real life mapping, usually directly connected to the Outputs
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and also the soft edges and overlap issues:
To have a more thorough simulation yo can send full white through every video projector. Either by sending white through every content map (green circles) or through every VP (red circles).
Or you can leave every projector as they are (sending diffusion content) and activate the illumination mode into the rendering options of the
Viewport
Preview and edit your content
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. This will not allow to let you see the soft edges but will be the most accurate way to do an illumination simulation :