Edit Mappings

Last updated 7 August 2026

A mapping defines how content is projected onto a surface. Editing one gives you control over the position, rotation, scale and UV coordinates of that projection. Use this when content has to line up with a physical projector, display or LED wall.

Before you start

  • At least one surface added to your scene.

  • At least one mapping assigned to that surface.

Mapping types

The Mapping dropdown offers these types, in this order:

Type

Use case

Planar

Flat surfaces — LED walls, screens, flat projection surfaces

Linear Fisheye to Equirectangular

Content shot through a fisheye lens, remapped to equirectangular

Dome

Dome projection. A viewpoint option chooses between Compensated (along the central axis) and Off-Axis

Cylindrical

Curved screens, columns, cylindrical projections. Same Compensated / Off-Axis viewpoint choice

Cubic

Box-shaped or architectural surfaces. A distribution option controls how content wraps the side faces

Spherical

Full or partial sphere projections

Frustum Projection

Projects as if seen through a camera with a field of view and aspect ratio — see Frustum Projection Mapping

An imported 3D model brings its own UV layout with it, which is stored as the surface's default mapping. That is not a type you pick from this list — it arrives with the file.

Steps

1. Select the surface

Click the surface in Scene Objects or directly in the viewport. The Inspector shows its properties, including the Mapping section.

2. Enter edit mode

Each mapping is one row in the Mapping section: its name, followed by single-letter buttons. Click E on the mapping you want to change.

Button

What it does

*

Marks the default mapping. On any other row the same slot is a blank button that makes that mapping the default.

E

Edit UV-Mapping — opens the Properties panel below the list.

D

Duplicate UV-Mapping.

-

Delete UV-Mapping. Not offered on the default mapping.

3. Adjust the parameters

Change the fields you need — the viewport updates live as you edit. The field tables below cover each one.

4. Confirm or discard

  • Apply — commits the changes and leaves edit mode.

  • Cancel — reverts everything changed since edit mode was entered.

  • Reset — returns the mapping to its default values.

Standard mode fields

Available when editing a mapping in the default mode — that is, with Pixel Values off.

Field

Type

What it does

Name

Text

The mapping's name. A new mapping is named after its type and a number, such as Planar 2; this is where you rename it

Mapping Position

X, Y, Z

Moves the mapping gizmo in 3D space

Mapping Rotation

X, Y, Z

Rotates the mapping gizmo, as Euler angles

Mapping Scale

X, Y, Z

Scales the mapping gizmo

Mapping Size

X, Y, Z

Sizes the mapping itself across the surface, per axis — distinct from the gizmo's scale

View Mapping gizmo

Checkbox

Shows or hides the gizmo in the viewport

Show Grid

Checkbox

Overlays a grid on the surface as an alignment reference

Flip U / Flip V

Checkbox

Mirrors the mapping on the U or V axis

UV Scaling

U, V

Scales the UV coordinates, per axis

UV Offset

U, V

Shifts the UV coordinates, per axis

UV Offset Mode

Dropdown

How the offset is applied

Use as internal mapping

Checkbox

Forces this mapping to be the surface's internal mapping — used for black-level correction

Pixel Values mode

Pixel Values is available for planar mappings on plane surfaces only. Switch it on with the Pixel Values checkbox in the mapping editor.

It is not a unit toggle: it replaces Position, Rotation and Scale with a pixel-based canvas. Use it when regions have to line up exactly — content split across a multi-projector blend, or a tiled LED wall.

Field

Type

What it does

Total Canvas Size

W, H in pixels

The full canvas resolution

Sub-Canvas Size

W, H in pixels

Size of this surface's region within the canvas

Sub-Canvas Pos

X, Y in pixels

Position of that region within the canvas

Sub Aspect Ratio

Float

Aspect ratio of the region. The Set checkbox locks or unlocks it

Common Mistakes

  • Changes vanish when another object is selected — edit mode is not left implicitly. Apply before selecting anything else; anything not applied is discarded.

  • Pixel Values cannot be switched on — it exists only for a planar mapping on a plane surface. On any other surface or mapping type the checkbox is not offered.

  • Content is mirrored on a rear-projection screen — this is what Flip U is for. Mirroring it in the content file instead means every future version of that content has to be mirrored too.

  • Sub-canvas regions overlap or leave gaps — the regions are positioned independently, so nothing prevents two surfaces claiming the same pixels. Set Total Canvas Size once, then work out each region's position from it.

Tips

  • Turn on Show Grid while editing to check alignment before applying.

  • In Pixel Values mode, set Total Canvas Size to the full content resolution first, then define each surface's region within it.

  • Switch View Mapping gizmo off when the gizmo hides the thing you are trying to align.

Surface — what a surface is and how to add one

Surface Default Properties — dimensions, tessellation and the rest of the surface settings

Frustum Projection Mapping — perspective-correct placement on irregular surfaces

Create Scene for Projection, optionally Stereoscopic — building the scene these mappings sit in