Routing Windows
Scene objects and outputs are created independently of each other; routing is what connects them. Until a display or projector is routed to an output, it produces no signal — which makes these windows the usual answer to "the scene looks right but the screen is black".
Each routing window is a matrix: sources down the left, destinations across the top, and a click at an intersection makes or breaks the connection.
|
Window |
Connects |
|---|---|
|
Displays and projectors to video outputs. Every available GPU output appears here, whether or not anything is routed to it |
|
|
Audio streams to mixers and audio outputs |
|
|
NDI sources on the network to hardware NDI devices — input slots on other Backstage servers, or converters |
|
|
Surface/Projector Assignment |
Which projectors cover each surface. This decides which projectors contribute to a surface's image, before any of them is routed to an output |
Outputs created in the Outputs window appear in these matrices as destinations. Creating an output does not route anything to it.
Common Mistakes
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The screen stays black although the scene is correct — nothing is routed. This is the first place to look.
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A projector shows content but the wrong part of it — routing is right, but the surface assignment or the mapping is not. Routing decides where the signal goes, not what is drawn on it.
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A warp disappears — un-routing a projector from an output discards its generated warp mesh. Export it first.
Related
Outputs — creating the destinations these windows route to
Scene Objects — the displays and projectors being routed
