Surface Default Properties
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.
Related
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
