3D Projection Mapping Workflow

A typical 3D projection mapping workflow looks like this:

A 3D model in the viewport is a precise digital twin of the physical projection object you are projecting on. If the 3D model is properly UV mapped and has correct normals, you will be able to apply texture on it.

3D projection mapping workflow follows these steps:

  1. Import and place precise 3D models of your physical projection objects. If there is more than one, their position relative to each other, needs to be accurate as well. Then set these 3D models as the Sources of your projectors.

  2. Calibrate your projectors: if you use Iris, you should calibrate the cameras first and then automatically calibrate all your projectors with computer vision. If you don't use Iris, then you can use 3DCal process to calibrate your projectors manually.

  3. Blend your projectors automatically using AutoBlend.

  4. Fine-tune the projection using varius warp, blend and color correction nodes.

In the next few chapters, we will go through all the steps mentioned above.

Set the 3D objects as Content Sources

In this chapter we will learn how to map objects to a projector. We will use 3 primitives, however in your case, you will most likely use a real 3D model of your projection object.

Insert 3 primitives and place them relatively close to each other

Then, add 2 WUXGA projectors and position them so that they would be aimed towards the 3 primitives and spaced a bit apart.

There are 2 ways to map projector’s sources. The first one is to use the Content section in projector’s properties as shown above. You can double click on one of the available sources or use the <> buttons.

And the second is to simply drag from the objects to the projector.

If you select the projector, you will see that the 3 primitives appear in its thumbnail.

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Good to know: For projection mapping, the object’s render mode should be set to Unshaded.

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