Examples
Complete jobs, start to finish. Each one walks a whole build in order — scene, hardware, image, content, playback — and shows where that particular installation differs from the standard path.
Use these when your job resembles one of them. The stage sections teach each part on its own; these show the parts working together.
Screens with a shape
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Build |
What makes it different |
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A 3D building model becomes a media facade: geometry import, face mapping, sparse-LED preview, the Art-Net patch, and feeding it from a sequence |
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A wall that turns a corner, represented so the scene matches the room |
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One display divided into named regions, each routed to its own processor |
More than one of something
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Build |
What makes it different |
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One source, several screens |
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Two projectors carrying left and right eye |
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The stereoscopic chain end to end — stereo assets, the container, per-eye rendering, the output mode |
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Two servers playing frame-accurately together |
Live and generated sources
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Build |
What makes it different |
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A live stream captured and re-mapped onto a surface |
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Audio picked from a drive at playback time rather than placed in advance |
An Example links out for anything another job would also need. Where it says "build the scene" or "route the output", follow the link to the stage page — the Example carries only what is specific to this installation. That keeps one procedure in one place, so a change to how surfaces are built does not have to be chased through every Example.
Not here
Single techniques live with the stage they belong to. A video splitter, a blend mask, recovering a ghosted output — those are one step of a job, not a job, and they sit under the relevant stage's More Options.
