LightAct 4 Docs
LightAct WebpagePDF Version
  • LightAct 4 Documentation
  • Understanding the Basics
    • Overview of Content Pipeline
    • Pushing Content out of LightAct
    • Terminology
    • How to map Content
      • Creating a Canvas
      • Creating a Layer
      • Creating a Video Screen
      • Mapping a Canvas to a Video screen
      • Creating a Perspective Thrower
      • Using Nodes to Set Content
      • Mapping to Outputs
    • Working quickly in LightAct
      • Window docking & workspaces
      • Drag & drop
      • Viewport Navigation
      • Shortcuts
    • Launching LightAct with Arguments
    • Top Bar
    • LightAct Performance
  • Transitioning to LightAct from other media servers
    • Switching to LightAct
    • LightAct for Disguise Operators
      • GUI Overview
      • Content Sequencing
      • Content Mapping
      • Projection Mapping
    • LightAct for Pixera Operators
  • Content mapping
    • Canvas mapping
    • Throwers
      • Thrower Properties
      • Perspective Thrower
      • Cubic thrower
      • Spherical Thrower
    • 3D model
      • Rendering Mode
      • Multiple materials & sources
      • Preparing 3D Models
        • Organize the 3D Scene
        • Materials in 3D models
        • UV Mapping of 3D Models
      • Outputting 3D Model's Texture
  • TIMELINES
    • Overview
    • Timelines Window
    • Timeline Editor Window
      • Sections
      • Markers
      • Curve Editor
    • Cues
      • Cue List
  • LAYERS AND LAYOUTS
    • Overview
    • Stock Layer Templates
      • Content Layer Templates
        • Video
      • Generative Layer Templates
        • Checkerboard
        • Color grid
        • Gradient
        • Mapping ID
        • Render Time
        • Scroll Texture
        • Send Texture
        • Solid Color
        • Strobe
        • Text
        • Texture to Mapping
      • Control Layer Templates
        • Go to Marker
        • Go to Section
        • Receive message
        • Send DMX
        • Send message
        • Set Fade
        • Set Timeline State
        • Set Volume
    • Layers
      • Layer Properties
      • Layer Layouts
      • Cross-fade
    • User Layer Templates
    • Variables
      • Variable Management
      • Control Variables with DMX, OSC, or Curves
    • Nodes
      • Node Connections
      • Node Action Flow
      • Order of Node Execution
      • Texture Processing
        • LUT
        • Luma Key
        • Rotate
      • Computer Vision
        • Optical Flow
        • Find Blobs
        • Mog2 Background Subtraction
        • Combine
        • Convert CV Color
        • Subtract
  • Node reference
    • Node reference
    • Layout nodes
      • Lifeline and actions node category
        • Tick node
      • Texture generators node category
    • Device nodes
  • Content Playback
    • Video Formats & Codecs
    • Playing Video
    • Playing Image Sequences
    • Images
    • Playing Notch Blocks
  • Projection Mapping
    • Projection Mapping
    • Projection Study
    • 2D Projection Mapping Workflow
    • 3D Projection Mapping Workflow
    • 3DCal
    • Iris
      • Setting up Iris Device Node
      • Adjusting Focus
      • Adding and calibrating Iris camera
      • Calibrating projectors using Iris
      • IrisVirtual
    • AutoBlend
    • Warp & Blend
      • Texture Warp & Blend node
      • Texture Mesh Warp node
      • Texture Perspective Warp node
      • Texture Softedge node
      • Warp & Blend Output Window
    • Texture Mask
  • DMX
    • DMX Overview
    • DMX Setup
    • DMX Out
      • Fixture Editor
      • Output to DMX Fixture
      • Set DMX in Layer Layouts
    • DMX In
      • Adjust layer variables with DMX
      • Index manager
      • Get DMX in Layer Layouts
      • Control by DMX
    • DMX by UV
  • Unreal Engine
    • Unreal Engine Integration Overview
    • Required Unreal Engine Plugins
      • Installing LightAct Plugin
      • Setting up the Plugin
        • LightAct Runtime Actor
        • LightAct Custom Time Step
        • LightAct Timecode
    • UnrealLink
    • Texture Sharing
      • Thrower2UCam
      • Projector2UCam
      • ViewportUCam
  • Integrations
    • Camera and object tracking
      • Camera Tracking
        • Stype
        • Mo-Sys
        • FreeD
        • Ncam
        • SPNet
      • Object Tracking
        • PSN
        • BlackTrax
        • OptiTrack
        • Vive
        • Antilatency
      • Tracking Visualizer
      • Tracking Follower
    • Network
      • TCP & UDP
      • OSC
        • OSCLearn
      • TUIO
    • Serial
      • MIDI
    • Audio
    • Content IO
      • NDI
      • Deltacast
        • FLEX Management
      • ZED
      • RealSense
    • OSCIn
    • 10-Bit Displays
  • LightTrack
  • LightNet
    • LightNet Overview
    • LightNet Clusters
      • Scan Network
      • Connect to Secondary Machines
      • Transfer and Open Project
      • Cluster Management
    • LightNet Performance
      • Canvas Distribution
      • Layer Distribution
      • Asset Distribution
      • Viewport Object Distribution
      • VRAM Improvements
    • LightSync
  • WebUI
    • WebUI Setup
  • GPU Management
    • EDID Management
      • Export EDID
      • Load EDID
      • Unload EDID
    • Synchronize GPU Outputs
    • Multiple GPUs
      • Mosaic
        • Set up Mosaic
        • Modify or Disable Mosaic
      • Primary Display
      • Workflow
    • DisplayPort - HDMI converters
  • Licensing
    • Licensing Overview
    • Adding or updating a License
    • Applying a License
    • Transferring a License
  • Troubleshooting
    • Iris Troubleshooting
    • Unreal Engine Integration Troubleshooting
      • Texture Sharing Troubleshooting
    • LightNet Troubleshooting
    • Notch Troubleshooting
    • GPU Management Troubleshooting
    • Asking for support
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  • 2D Projection Mapping
  • 3D Projection Mapping

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  1. Projection Mapping

Projection Mapping

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Last updated 1 year ago

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LightAct supports both 2D and 3D projection mapping. Although there are many conceptual similarities, there are also some key differences between the two.

2D Projection Mapping

2D projection mapping refers to projecting content on flat surfaces such as screens and walls. It is mainly meant for simpler projects where a smaller number of projectors is required.

The 2D projection mapping approach allows you to finish the process without using any additional virtual objects in the Viewport, aside from a canvas and projectors. All you have to do is correctly assign the texture to each projector and do some warping & blending.

Good to know: If you are only using one projector, a canvas is not necessary.

3D Projection Mapping

3D projection mapping is used for projecting content onto 3D objects. It is generally a go-to choice for more complex projects where depth and other spatial concerns need to be accounted for.

For successful 3D projection mapping, at least one 3D object is also required.

In the final phase, the chosen texture needs to be displayed directly on the virtual 3D object in LightAct. Only then will the texture be visible on the physical 3D object as well. For this type of projection mapping, apart from manual Warp & Blend, an automatic blending feature is available.