How to Pin a Pixel Map Raster Mapping on a Display
How to Pin a Pixel Map Raster Mapping on a Display
A display's Pixel Map Raster control lets you pin which UV mapping's unwrap addresses the display's pixels. This decouples the physical pixel layout from the default mapping, so you can wire your display along one unwrap while serving content through a different mapping.
[USER-ACTION-REQUIRED: Attach a screenshot of the Inspector showing the Split & Rasterization section with the Pixel Map Raster dropdown open on a display that has at least two mappings]
Before you start
- At least one display surface added to the scene
- The display has two or more UV mappings (the control has no effect with only one)
Steps
1. Select the display
Click the display surface in the viewport or in Scene Objects. The Inspector shows its properties.
2. Open the Split & Rasterization section
In the Inspector, expand the Split & Rasterization section. The Pixel Map Raster dropdown appears at the top of this section.
3. Choose a mapping
Open the Pixel Map Raster dropdown. It lists every mapping on the display, plus a Default entry at the top. Select the mapping whose UV unwrap matches how the display's pixels are physically wired.
Default follows the surface's current default mapping. This is the previous behaviour and is the initial value. You only need to pin a specific mapping when the default mapping is not the one that matches your physical pixel layout.
4. Verify the result
After selecting a mapping, all of the display's pixel maps are rebaked automatically. Check the output or LED simulation view to confirm content appears in the correct physical position.
Options explained
Setting | Description | Values / Range |
|---|---|---|
Pixel Map Raster | Selects which mapping's UV unwrap defines the pixel address space for the display. Pinning a mapping here decouples the pixel layout from the default mapping, which also drives content assignment and sequencer channel defaults. | Dropdown. Default (follows the current default mapping) or any mapping on the surface. |
Common Mistakes
Flat smear of the content's corner pixel across part of the display — The pinned mapping's geometry does not correspond to the display's own mesh (for example, an imported mapping from a different surface). Vertices that cannot be matched fall back to the top-left corner of the content UV space, producing a uniform smear. Check the log for a warning naming both mappings. Fix: choose a mapping that was created on this surface, or re-import the mapping with matching geometry.
Part of the display shows no pixels (black region) — The pinned mapping's UVs extend outside the [0, 1] range. The area that overshoots is cropped; those pixels receive no content. This is legitimate if the overshoot region has no physical LEDs. If it is unintended, edit the mapping to bring its UVs within range, or choose a different raster mapping.
Changing the default mapping unexpectedly shifts the pixel layout — The raster is still set to Default, so it follows every default-mapping change. Pin the raster to a specific mapping to lock the pixel layout independently of the default.
Tips
Any mapping type is eligible — planar, cylindrical, spherical, dome, custom, and all others. There is no compatibility restriction.
Deleting the pinned mapping automatically falls back to the default mapping. The display does not break.
Editing the raster mapping rebakes every mapping's pixel map on the surface, not just its own. On complex surfaces with many mappings, expect a brief recalculation.
UVs outside [0, 1] are valid. The in-bounds area stays exact; the overshoot is simply cropped. This can be useful when only part of a mapping's unwrap covers the physical display.
The control is disabled when the surface's properties are locked. Unlock the surface first if the dropdown is greyed out.
Related
Edit Mappings — How mappings define content projection onto a surface.
How to Preview LED Content in the Scene View (LED Simulation) — Preview LED content as discrete pixels in the scene view.
Set Up a Projection Surface — Set up a projection surface from scratch.
Map Content to an Irregular Shape — Map content to an irregular shape using custom mappings.
