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Media Frame: Single Projector (Editor)

 

Create a media frame that transforms the geometry and properly projects content onto the underlying illuminated object; edit a Project.

Lumiverse Editor Button Labels

  • Before starting, check Settings > Editor Settings and make sure "Object Transparency" is enabled. (This controls the visibility of Objects in the Editor, makes them all semi-transparent, and makes it easier to read the underlying scan result.)
  • If you want the projector to start projecting, navigate to Power Button (main menu, top right), and switch "Projection" to "Lumiverse: on". Remember to switch it off at the end of the session.
  • Navigate to the Editor to edit the currently active Project.
  • In the Editor, click the '+' button at the bottom right corner of the interface.
  • If you end up in the last visited folder, click the arrow-up '↑' in the top-left corner to leave the folder
  • Now you can browse different local storage folders of your LM3X projector. The "my" folder contains user-uploaded media. You can find your uploads here.
  • Navigate to the "Light Design" folder and select the "Grid.png". That will insert a frame with this grid image into the currently active Project and redirect back to the Editor, where you can now see the grid stretched over the scan result in the background.
  • The projector is now projecting the same grid.
  • Select the grid image that you have just placed into the scene by clicking on it. The Media Frame around it turns brighter blue, with the corners highlighted, when selected.
  • Note: An alternative way to select a media frame object is via the 'cursor-arrow' button in the top-right corner. This opens the Select Object dialog, where you can select any media frame object in the current scene.
  • Select the media frame object.
  • Click the 'edit-pencil' button at the bottom right corner.
  • Click the "Change Source" button.
  • Select a file.
  • The newly selected file is now playing in the Media Frame.

You can apply a geometrical transformation to the Media Frame. Scaling and mapping (aka corner-pinning) are the most essential tools for projection mapping.

  • Select a Media Frame, and its four corners turn into light blue squares. This indicates you are in scale mode.
  • Drag the corners of the media frame to resize it.
  • To apply spatial perspective corrections (also known as keystone), switch to mapp mode (cornerpin, perspective)
  • In the Editor, look at the top-centre of the screen and find a 'three dots" (⋯) openable bar, open it.
  • At the top right of the opened bar, you can find the "scale"/"mapp" switcher. Switch it to "mapp" mode to control the object's perspective.
  • Select the Media Frame, and its corners are now circles, and when you drag them, you control each corner independently (also known as corner-pin)
  • Select the Media Frame > 'edit-pencil' > Precise Mapping Tool
  • In the Precise Mapping Tool, you can select an individual corner point of the selected media frame and control it with small step increments.
  • Select the control point.
  • Use four 'arrow' buttons to move the selected corner a single step.
  • Advanced: You can also type in a numerical value and click "Set" to change the x, y coordinates of the selected control point.
  • Select the Media Frame
  • Click the 'edit-pencil' button at the bottom right corner.
  • Click the "Fit to Screen" button, and the Media Frame fills the maximum available projection screen.

Align the grid lines in your Media Frame with the real horizontal and vertical lines of the building (e.g., window edges, brick courses, or structural seams). You can let parts of the grid “spill” beyond the object for now — you will cut those unwanted areas away later with the Mask tool. At this stage, getting the vertical and horizontal lines perfectly straight and parallel to reality is the most important step. To check true verticality, you can use a simple plumb line:

  • Tie a small heavy object (a nut, bolt, key, or fishing weight) to a piece of string.
  • Hold the string up and let the weight hang freely — gravity will pull it into a perfectly vertical line.
  • Compare this hanging string directly with your projected vertical grid lines.
  • Adjust the corners of the Media Frame until the projected lines line up exactly with the plumb line.

Step-by-step in Lumiverse™:

  • Select the Media Frame, click 'edit-pencil' > Change Source > "Light Design" folder > "Grid.png"
  • Align the projected grid with the underlying illuminated object.
  • Switch to "mapp" mode (also known as corner-pin) and drag the four corner points to align the projected grid with the underlying object.
  • Drag the corners of the media frame to align it with the building's horizontal and vertical elements.
  • Ensure the media frame fully covers the area, and the grid lines match real-world vertical and horizontal levels.
  • Select a media frame.
  • Open the top control bar: in Editor, click 'three-dots' (⋯) at the top centre of the screen.
  • Click the 'rotate' or 'mirror' buttons.
  • Select the Media Frame
  • Click the 'edit-pencil' button at the bottom-right of the screen
  • Select "Transform"
  • Click "Offset" '+' and '-' buttons to move the media inside the frame
  • Use "Scale" to change the X and Y scale.
  • Note: You can also type in numerical values.

Crop Transform

Tiling Transform

Lock the media frame calibration against unwanted movement or change, recommended best practice at the end of calibration.

  • Select the Media Frame.
  • Click the 'edit-pencil' button, bottom right of the Editor.
  • Click the 'lock' symbol to toggle the locked/unlocked state.
  • Select the Media Frame.
  • Open the top control bar: in Editor, click 'three-dots' (⋯) at the top-centre of the screen.
  • Click the 'layer-up-arrow' and 'layer-down-arrow' to move the currently selected media frame up or down in the layer stack.
  • Select the Media Frame
  • Click the 'double-square' symbol at the bottom left of the Editor
  • The object has cloned. Now, the two identical Media Frames are lying on top of each other.
  • Navigate to Settings > Editor Settings
  • Enable "Outlines Forever" if you want to keep showing the white Media Frame white outline in projection all the time
  • Check "Outlines Disabled" if you want to entirely turn off showing the white Media Frame white outline in projection

The Bezier Warp and Mesh Warp tools are two different 9-point mesh control tools in Lumiverse™.

Note: In most cases, we recommend sticking with the default 4-point corner pin control on your projects (with masking to correct geometry), rather than adding warp controls. Warp is not recommended for handling regular misalignments; masking is.

Bezier Warp is a tool for correcting calibration on large curved cylindrical and spherical surfaces.

Limitation: Lumiverse™ Bezier Warp and Mesh Warp are not compatible with pixelmaps; don't use them if your project relies on Lumiverse™ pixelmaps.

  • In Editor, select the Media Frame
  • Click the 'edit-pencil' button, bottom right of the Editor.
  • Enable "Bezier Warp"
  • 9-point control is now available to control the stretch of the media frame over curved surfaces
  • Control the 9-points in Editor or Select Media Frame > 'edit-pencil' > Precise Mapping Tool for a small step precision

Advanced: LAZR 20K™ only: you can use the supplied Panasonic IR remote control to operate the Panasonic-embedded "Free Grid" mesh warp controls, supporting up to a 17x17-point mesh. If you re-scan after these corrections, you can still use the pixelmap.