Surface Default Properties

Last updated 7 August 2026

Every surface has these, whatever its shape. Shape-specific geometry is on the individual pages — Plane, Cylinder, Dome and the rest.

Properties

Field

Description

Name

Editable name. What the object is called everywhere else — routing matrices, node pins, the show-control protocol.

Id

Numeric id. Stable across renames, which is what a control system should address.

Color

The object's colour in the Scene View, and in the routing matrices.

Lock Parameters

Prevents the object's parameters being edited. Set it once a build is finished — it is the cheapest protection against a calibrated scene being nudged out of alignment.

Delete Object

Removes the object from the scene.

Transformation

Where the object sits in the scene, in metres and degrees.

Field

Description

Position

X, Y, Z.

Rotation

X, Y, Z, in degrees.

Scale

X, Y, Z. Uniform Scale links the three so they change together.

Reset Transformation

Returns position and rotation to zero and scale to one.

The scene is a model of the real room. Positions and sizes in metres that match the physical installation are what let camera calibration, projector frustums and content mapping agree with each other. A scene built to arbitrary numbers works until something has to line up with reality.

Surface Properties

The header reads Display Properties instead when the surface is promoted to a display.

Section

What it holds

Mapping

How content is laid onto the surface — the UV mapping and its transformation. A surface can carry more than one.

Interactivity

Whether the surface responds to interaction.

Default Asset

What the surface shows when nothing else is playing on it.

Calibration Markers

Markers used by camera calibration. Enable turns them on.

Edit Mesh

Lets vertices be selected in the Scene View and moved by mouse or keyboard.

Visible

Whether the surface is drawn in the Scene View. Display only.

Mesh edits do not survive a geometry change. Changing a tessellation value, or reloading an imported model from file, regenerates the surface and discards them. Do the shaping first.

Create a Display — building a surface and giving it a size

Edit Mappings — the mapping this section configures

Use Camera Calibration (CalibratorLite) — what the calibration markers are for