8. Working with Layers
Learn all about how to create, sequence and structure different layers on the d3 Timeline.
8.1 Overview of layers
What is a layer?
A layer is an object which renders content in response to certain inputs. Layers can generate colours or gradients, play video or display still bitmap images. Content is generated by creating layers, placing them on the Timeline, and animating their properties using d3’s key-frame editor within the layer editor.
d3 uses mapping to control how layer content is copied from the Timeline to the screens in the Stage level. Please see the chapter Content Mapping for a full explanation of this powerful feature.
Types of layers
There are five main layer types in d3: content layers, generative layers, pre-visualisation layers, effects layers and control layers. For more detailed information on layer types please read the sub-chapter Overview of layer types in the next chapter.
Controlling layer properties with Artnet
d3 can be configured to control layer properties with Artnet. For step-by-step instructions on how to do this please read the sub-chapter Controlling layer properties with Artnet.
8.2 Creating layers
Creating a layer
A layer can be created using two methods.
Option 1: Create a layer using the Track bars menu:
- Right‐click the Track bar at the point on the Timeline where you want to create the layer. This will open the Track bars menu.

Creating a new layer using the Track bars menu, opened by right-clicking on the currently selected Track bar
- Type the name of the layer in the new layer text field and hit
Enter. A good format for naming your layers is Layertype – description, for example Bitmaplayer – front screen projection. This will open a list of all of the layers available in d3. - Left-click the layer you want to create. This will create the new layer at the point on the Timeline you selected. The layer’s editor should also open in the top-left corner of your screen. You can now edit the layer or restructure the layer.

List of layers available in d3, opened from the Track bars menu or by hitting Ctrl+L (left); when a layer is created it is added to the Timeline at the currently selected Track bar and it’s editor is automatically opened at the top-left of your screen (right)
Option 2: Create a layer using Ctrl+L
- Select a Track bar at the point on the Timeline where you want to create a layer.
- Hit
Ctrl+L. A list of all of the layers available in d3 will open. - Left-click the layer you want to create. This will create the new layer at the point on the Timeline you selected. You can now edit the layer or restructure the layer.
- Right-click the layer to open the Layer menu.
- Type the name of your layer into the rename text field, for example Bitmaplayer – front screen projection, and hit
Enter. The layer’s name will update in the Timeline.
Please note: You can create a layer without a name, but it is recommended that you name your layers so that the Timeline is easier to understand.
8.3 Structuring layers
Once you have created a layer you are able to carry out a variety of layer editing actions on the Timeline.
Please note: this sub-chapter often refers to the Content Layer section. The Content Layer section is the region of the Timeline where layers are created. For more information on the Content Layer section and other Timeline properties please see the sub-chapter Overview of the Timeline.
Moving / re-ordering layers
Moving and re-ordering layers is particularly useful when you have a stack of layers. Layers arranged in a stack are rendered in bottom‐up order: layers at the top are composited over layers at the bottom.
Moving/re-ordering a layer can be done in three ways:
Option 1: Move layer left or right by clicking and dragging
- Left-click and drag the layer left or right. You cannot drag the layer up or down. This method can be used to move multiple layers when you have a selection rectangle. Please read the ‘Selecting multiple layers’ section below for more information on selection rectangles.
Option 2: Move a layer up or down using the Layer menu
- Right-click the layer to open the Layer menu.
- Left-click move up or move down.

Move Down option from the Layer menu (left), used to move a layer down in the layer stack (right), opened by right-clicking a layer
Option 3: Move a layer left, right, up or down using keyboard keys
- Left-click the layer and hold
Ctrl+Altwhilst using the keyboard arrow keys (↑ ↓ ← →) to move the layer up, down, left or right. Moving a layer moves all key-frame events.
Extending a layer
You may want to extend a layer so that it renders content for a longer section of the Timeline.
To extend a layer:
- Left-click the layer to open two small tabs at the layer’s edges.
- Hover your mouse cursor over the layer’s edges. You will notice the cursor change from a cross hair to a double ended arrow.
- Left-click and drag the layer’s extender tabs to the left or right to extend the layer.

Extender tabs (left) are used to extend a layer (right) by left-click and dragging the layer’s edges
Extending a layer does not modify its key-frame events, they remain in the same position. If you reduce the extent of a layer, any key-frame events outside the layer’s extent remain there; if and when you extend the layer again, those key-frame events become accessible again.
Splitting a layer
To split a layer:
- Left-click a Track bar at the point on the Timeline where you want to split the layer.
- Right-click the layer to open the Layer menu.
- Left-click split. This will split the layer at the currently selected Timeline position into two shorter layers.

Split option from the Layer menu (left), used to split a layer into two shorter layers (right), opened by right-clicking a layer
Splitting a layer does not modify its key-frame events, they remain in the same position. If you split the layer, any key-frame events outside the layer’s extent remain there; if and when you extend the layer again, those key-frame events become accessible again.
Renaming a layer
To rename a layer:
- Right-click the layer to open the Layer menu.
- Type the new layer name in the rename layer text field and hit
Enter. The layer’s name will update instantly. A good layer naming format is ‘Layertype – description’.

Rename option from the Layer menu (left), used to rename a layer (right), opened by right-clicking a layer
Duplicating a layer
To duplicate a layer:
- Right-click the layer to open the Layer menu.
- Type the new layer name in the duplicate layer text field (if different from the default layer name) and hit
Enter. The default layer name in the text field will be the name of the layer you are duplicating with a number added to the end.

Duplicate option from the Layer menu (left), used to duplicate a layer (right), opened by right-clicking a layer
Copying / pasting a layer
A layer can be copied and pasted in the current track or even copied and pasted onto another.
To copy and paste a layer:
- Right-click the layer to open the Layer menu.
- Left-click copy.
- Right-click the Track bar where you want to insert the layer on the Timeline. This will open the Track bars menu.
- Left-click paste layer ‘[LayerName]’ to insert the layer copy at the currently selected point on the Timeline.

Process used to copy and paste a layer in the current track or even onto another track
Copying a layer will copy all of the layer’s key-frame events. It is recommended that you rename the layer to avoid future confusion. However you cannot copy and paste groups of layers. To do this, you can export and import layers. Please read the section ‘Exporting / importing layers’ below for more information on this feature.
Importing and exporting layers
Layers can be exported and saved as objects in the Superlayers manager, from where they can be imported onto the Timeline. This allows you to transfer layers or groups of layers in the current track, or even from one track into another track. This is extremely useful when sequencing, as you can store these exported layers in the Superlayers manager as templates to avoid having to repeat actions when creating layers.
To export a layer and import it into a track:
- Right-click the layer to open the Layer menu.
- Type the name of your exported layer (if different from the default layer name) in the export as text field and hit
Enter. This will save the layer in the Superlayers manager. - Right‐click the Track bar at the point where you want to import the layer on the Timeline. This will open the Track bars menu.
- Left-click import layer. This will open the Superlayers manager.

Process used to export and import a layer onto a specific point in a track part 1
- Left-click the saved layer from the Superlayers manager, in this example bitmap layer – fps exported. The layer will be added to the track at the currently selected point on the Timeline.

Process used to export and import a layer onto a specific point in a track part 2
Exporting a layer will copy all of the layer’s key-frame events.
Please note: importing a layer makes a copy of the saved layer; changing the layer that you originally exported does not change the copies.
Deleting layers
To delete a layer:
- Right-click the layer to open the Layer menu.
- Left-click delete. The layer will be immediately deleted from the Content Layer section.

Delete option from the Layer menu (left), used to delete a layer (right), opened by right-clicking a layer
Isolating layers
Sometimes it’s useful to only see the output of a single layer when you have a stack of layers.
To see the output of a single layer:
- Hold down the
Ikey and left-click the layer. The other layers turn grey to indicate that the selected layer has been isolated.

Isolating a layer to see the output of a single layer, done by holding down the I key and left-clicking the layer
- Left-click anywhere in the Content Layer section to return the screen to the normal view.
Selecting multiple layers
To select multiple layers:
- Hold down the left
Shiftkey and left-click and drag a selection rectangle in the Content Layer section over the layers you want to select. This allows you to select a range of layers.

Selecting multiple layers by holding down the left Shift key and click-dragging a rectangle
Selecting multiple layers will copy the selected layers’ key-frame events.
- Left-click anywhere in the Content Layer section to clear the selection rectangle.
Deleting multiple layers
- Hold down the left
Shiftkey and left-click and drag a selection rectangle in the Content Layer section over the layers you want to select. - Right-click the selection rectangle to open the Multiple Layer menu.
- Left-click delete all. The selected layers will be immediately deleted from the Content Layer section.

Delete All option from the Multiple Layer menu (left), used to delete a selection of layers (right), opened by right-clicking a selection rectangle
Grouping layers
When working with large numbers of layers, it is convenient to group related layers together. This reduces the vertical height of the Timeline and makes it easier to move large numbers of layers. You can also import and export a group of layers to the current track, or even onto another track in the Timeline. Please read the ‘Importing and exporting layers’ section above for more information on this very useful feature.
To group a layer:
- Hold down the left
Shiftkey and left-click and drag a selection rectangle in the Content Layer section over the layers you want to group. - Right‐click the selection rectangle to open the Layer menu.
- Type the name of your group into the group text field and hit
Enter. The grouped layers will turn orange.

Group option from the Multiple Layer menu (left), used to group a selection of layers (right), opened by right-clicking a selection rectangle
Grouped layers can be edited just like ordinary layers.
- Left-click the grouped layer to open the Layer editor. Notice that the Layer editor contains a separator tab for each sub‐layer.

Separator tabs are used to separate each sub layer in a grouped Layer editor
- Left-click the separator tabs to open or close the layer properties for each sub‐layer.
To ungroup a grouped layer:
- Right‐click the layer to open the Layer menu.
- Left-click ungroup.
8.4 Editing layers
Editing layers involves using the Layer editor and the Key-frame editor.
What is the Layer editor?
The Layer editor contains a series of properties which are specifically set for each individual layer. All of these properties can be edited.
Opening / closing the Layer editor
To open the Layer editor:
- Left-click the layer from the Timeline.
For information on how to create a layer please see the sub-chapter Creating layers.
If the currently selected Track bar is underneath the extent of the layer (not including the extender tabs on either side), the Layer editor will open at the top left of your screen. If the currently selected Track bar is outside the extent of the layer, d3 will close the editor. This is to ensure that you only see editors for layers that are active.

Layer editor opened by left-clicking a layer in the Timeline and positioning the play cursor underneath the extent of the layer
The layer editor looks like a standard object editor, except that it has a small preview window at the top of the editor showing you what the layer output looks like.
To close the Layer editor:
- Left-click the layer in the Timeline, or left-click the close button (x icon) in the top-left corner of the Layer editor.
Please note: hit
Ctrlwhilst left-clicking a layer in the Timeline to view multiple Layer editors simultaneously.
Layer properties
Each layer in d3 has a specific set of properties. Please read the chapter Layer types to understand each layer type’s individual properties. In addition, please read the next sub-chapter Common layer properties which explains the properties that are shared by most layers that produce visual output.
8.5 Common layer properties
This sub-chapter explains the properties that are shared by most layers that produce visual output. These properties are contained in the Layer editor.
Please read the chapter Layer types to understand each layer type’s individual properties.
Preview thumbnail
This property is a small preview window at the top of the editor showing you what the layer output looks like.

Preview thumbnail shows a preview of a screen’s content
BlendMode
blendMode controls how the output of the layer is composited with the layers below. Layers are rendered in a bottom-up order: layers at the top can modify the output of the layers below.

BlendMode property controls how a visual layer’s output is composited with the layers below
Blend mode options are:
Over
The layer output overwrites anything below it.
Alpha
The alpha channel is used to blend with whatever is below it. You can fill in any number between 0 (fully opaque) and 255 (fully transparent).
Add
The layer output adds to anything below it.
Multiply
The layer output is multiplied by anything below it.
Mask
The layer output is sent to the mapping’s mask
Multiply-fade
Brightness
This property (which appears as a light bulb icon) controls the brightness of the layer output.

Brightness property controls a visual layer’s brightness output
If the layer’s blend mode is set to Alpha, then reducing the brightness to 0 also reduces the opacity of the layer to 0. This can be useful when you want to dissolve from one layer to the next. In that case, you can place the new layer above the old layer and increase its brightness level.
Mapping
The mapping property controls how the layer output is mapped onto the screen(s) in the Stage level.

Mapping property controls how a visual layer’s output is mapped onto your screen(s)
For information on mapping, including how to use the different mapping types offered by d3, please see the chapter Content Mapping.
Palette
This points to the still image file that defines the bitmap from which the tint colour is taken. The default palette (HSVPAL) consists of the complete range of hues and saturations. Selecting this property will open the Texture object library, which shows all of the still image files saved on your local hard-drive in the DxTexture folder.
To control the location within the current palette bitmap, and thus control the colour, you have to edit the xCol and yCol values (see section ‘xCol, yCol’ below).

Palette property opens a Texture object library where you can select a bitmap to sample a colour from
To change the current palette bitmap:
- Left-click palette to open the Texture object library.
- Left-click the still image file you want to use for the palette bitmap.
If you want to use a palette bitmap other than the standard still images provided in d3, you will need to use a custom still image file.
See the Placing media files for a project sub-chapter to understand where to place a custom still image file and how to access it in d3. Also save the file to a supported file format.
xCol, yCol
These properties control the coordinates within the current palette bitmap where the output colour is sampled from. The default value is 0,0 which points at the color white (if you are using the HSVPAL palette). Multiplying white with the colors of the chosen content simply generates the original content colors. xCol controls the horizontal position, where 0 is the leftmost edge and 255 is the rightmost edge. yCol controls the vertical position, where 0 is the top edge and 255 is the bottom edge.
For example, to saturate the video clip red, change the yCol value to 255 and use 0 for the xCol value. These coordinates refer to the color red in the palette which is being multiplied with the colors of the existing content.
When you are using the default palette HSVPAL, yCol controls saturation, and xCol controls hue.

xCol and yCol properties control the coordinates within the current Palette bitmap, in this example 0.255, producing a saturated red hue
Content
This points to the still image/video file (depending on the layer type) that defines the Bitmap/Video layer’s content. Selecting this property will open the Texture/Videoclip object library, which shows all of the still image/video files saved on your local hard-drive in the DxTexture/VideoFile folder.
To change the content inputted into the layer:
- Left-click bitmap / video (depending on the layer type) to open the Texture/Videoclip object library.
- Left-click the still image/video file you want to input into the layer.
d3 does not provide video clips by default. If you want to use video or content other than the standard still images provided in d3, you will need to import a custom still image/video file.
See the Placing media files for a project sub-chapter to understand where to place a custom still image file/video file and how to access it in d3. Also save the file to a supported file format.

Bitmap or Video property, in this example Bitmap, controls what kind of content is inputted into a layer
Colour Shift
The colour shift property allows you to perform a number of colour-correction operations on the output of a layer. It opens as a pulldown tab in the Bitmap layer and Video layer.
Colour Shift objects can also be attached to individual video files within the Video layer. For step-by-step instructions on how to do this please scroll down to the section ‘Attaching colour shift objects to individual video clips’ in the Video layer chapter.

Colour Shift property performs colour-corrections on the output of a visual layer
Colour Shift properties are:
Saturation scale
When set to 1, no change is applied to the image. When set to 0, the image is desaturated to black and white. When set higher than 1, the image is hypersaturated.

Saturation scale (from left to right): s=0, s=0.5, s=1, s=2
Hue shift
RGB controlled
This property controls how the min/max levels and gamma corrections are applied. If set to together, then the min, max and gamma values are the same for the red, green and blue channels. If set to separate, the min,max and gamma values can be controlled separately for red, green and blue. The latter setting allows you to apply fine colour balance controls to the image.
Min
This sets the lowest brightness level found in the image. All pixels at this level are scaled down to zero brightness. Increasing this value enforces shadows and dark levels in the image and can be used to reduce low-level compression artifacts in an image or video frame.
Increasing min equally across red, green and blue enforces shadows, whereas increasing min on an individual channel has the effect of shifting the colour balance away from that colour. For example, increasing red min shifts the image towards cyan.

min = 00 (left), min = 96 (right)

red.min = 0 (left), red.min = 96 (right)
Max
This sets the highest brightness level found in the image. All pixels at this level are scaled up to the maximumm level, i.e. 255. Decreasing this value brightens any highlights in the image. This is useful when the source image is too dark.

max = 255 (left), max = 260 (right)
If you set min to 255 and max to 0, the image (or single channel) will be inverted.

Invert all (left), invert red (right)
Gamma
When gamma is set to 1, no change is made to the image. Reducing gamma brightens highlights while increasing gamma darkens lowlights. The maximum and minimum brightness levels remain the same.

Gamma scale (from left to right): g=0.5, g=1, g=1.5
8.6 Key-frames overview
Editing layers involves using the Layer editor and the Key-frame editor.
What is the Key-frame editor?
The Key-frame editor enables you to animate a layer’s property over time. A layer’s property can be accessed from its Layer editor. If a layer’s property cannot be animated, you can use the Open layer.
Before reading this sub-chapter it is recommended that you read the sub-chapter Editing layers which explains the Layer editor.
Opening a Key-frame editor
To open a Key-frame editor:
- Left-click a Layer property to open the Key-frame editor. Opening a Key-frame editor will close any other open Key-frame editors.
Key-frame editor types
There are three different types of Key-frame editors. Examples of these three types are described below using the example of a Bitmap layer and its editor, and in the three following sub-chapters. Please read the Editing objects sub-chapter for more information on object property types.

Key-frame editors can be categorised into three types: Numeric ( 1 ), Options ( 2 ), Object ( 3 )
Numeric ( 1 )
A numeric key-frame editor allows you to animate a numeric value when editing a numeric property, in this example brightness.
Options ( 2 )
An option key-frame editor gives you a fixed option list to choose from when an animating an option property, in this example blendMode.
Object ( 3 )
An object key-frame editor refers to another object when animating an object property, in this example bitmap.
Common Key-frame properties
All three Key-frame editor types have the following things in common:
- They consist of a sequence of Key-frame or key values, which can be either option choices, numeric values or objects. In the case of numeric properties, the value between the Key-frame is generated according to a line or curve that passes through the Key-frame.
- A beat of time appears as a single vertical line. Each group of four lines represents a single Track bar and is marked with a bar number just below it. The background colour of the Key-frame editor matches the colour of the corresponding Track bar in the Timeline.
- Just above the Key-frame editor is a small triangle with a timecode just above it. This is the ‘now’ pointer; it indicates the Timeline position that is currently being rendered to the stage. Editing a Key-frame moves the ‘now’ pointer to the time of that Key-frame, thus allowing you to instantly see the effect of changing the value.
Navigating Key-frame editors
- Left-click a Track bar in the Timeline to play forwards or backwards in the currently selected Track. Notice that as you navigate the Timeline the currently open Key-frame editor will adjust accordingly. The Key-frame editor shows a bar of time just before the current Timeline position and a certain number of bars after it. The number of bars depends on the screen width and the current zoom factor.
- Left-click the Key-frame editor and hold
Altwhilst moving the mouse scroll wheel to zoom in or out. The mouse must remain focused on the Key-frame editor to successfully zoom.
Opening multiple Key-frame editors
- Hold
Ctrlwhilst left-clicking the properties of a layer editor to open multiple Key-frame editors.
8.7 Numeric key-frames
Create a numeric keyframe
- Left-click the keyframe editor of a layer at the point where you want to create a new keyframe. This will create a keyframe with the same value as the previous keyframe in the timeline.
Move a numeric keyframe
- To move a keyframe, click it and drag it upwards, downwards, left or right. You can also adjust the keyframe using the mouse scroll wheel.
- You can add a keyframe and position it in a single action; just click in the timeline and drag the new keyframe without releasing the mouse button.
Remove numeric keyframes
- To remove one keyframe, right‐click it.
- To remove multiple selected keyframes, hold down
Shiftand drag-select the keyframes. Hit theDeletebutton on the keyboard.
Editing min/max values
As with standard numeric properties, you can set min/max constraints to limit the positions of your key-frames to a certain range.
- Right-click a numeric property from the Layer editor to open the Numeric property editor.

Setting Min/Max constraints of a numeric property to limit the positions of the key-frames within a certain range
- Type the min/max values you want to set in the min / max text fields.
- Edit the value in the numeric property’s text field in the Layer editor. If you input a value beyond the range specified in the min/max text fields, the value will automatically default to the min/max value (whichever is nearer) when you click anywhere on the screen. However, you can override this by manually moving the key-frames on the key-frame editor.
For more information on step, damping and editing numeric properties in general please read the ‘Editing numerical properties’ section in the Editing objects sub-chapter.
Numeric keyframe options
- Right‐click the keyframe editor. This will open an option menu that allows you to change the interpolation type (i.e. the shape of the curve that d3 fits through the key values). There are three options:
Select
The output value remains static until the next keyframe.

Select option will cause a keyframe to remain static, opened by right-clicking a numeric keyframe editor
Linear
The output follows a straight line between adjacent keyframes.

Linear option will cause a keyframe to follow a straight line, opened by right-clicking a numeric keyframe editor
Cubic
The output value follows a cubic curve with zero in and out speed.

Cubic option will cause a keyframe to follow a cubic curve, opened by right-clicking a numeric keyframe editor
8.8 Option key-frames
Option property keyframe editors also consist of a series of keyframes, but each keyframe has an option choice. Option property keyframe editors behave similarly to numeric keyframe editors.
Create an option keyframe
- Left-click the keyframe editor at the point where you want to create a new keyframe. This will create the keyframe and open an options menu for edting the keyframe.

Keyframe created and menu of keyframe options opened by left-clicking on an option keyframe editor
Modifying an option keyframe
- Left-click the keyframe and drag it left or right to change its time.
- To select a different option, left-click the keyframe and release the mouse button immediately to open up the option list so you can choose a different value.
Removing an option keyframe
- Right‐click the keyframe to remove it.
8.9 Object key-frames
The object keyframe editor consists of keyframes appearing as object thumbnails. The object library for that type opens up just below the keyframe editor, allowing you to drag thumbnails onto it.

Object keyframes created by click-dragging thumbnails from the object library onto the object keyframe editor
Creating an object keyframe
- Either drag a thumbnail from the object library onto the keyframe editor or left-click a thumbnail in the library to create a new keyframe at that current position.
Moving an object keyframe
- Left-click the thumbnail in the keyframe editor and drag it left or right.
Removing object keyframes
- Right‐click the object thumbnail in the keyframe editor.
8.10 Multiple key-frames
Editing actions apply to all three types of keyframe editors mentioned above and can be applied to a single keyframe editor or multiple keyframe editors of multiple layers.
Selecting a range of keyframes
- Hold down the left
Shiftkey and drag a rectangle around the keyframes you want to select inside the keyframe editor. Keyframes that fall under the selection rectangle are displayed as solid white dots.

Selecting multiple keyframes using the Shift key inside the keyframe editor
- To open more than one keyframe editor, hold down the
Ctrlkey when selecting the properties.

Opening multiple keyframe editors using the Ctrl key
- With multiple keyframe editors open, you can now select and edit keyframes from more than one keyframe editor simultaneously.

Selecting multiple keyframes from multiple keyframe editors using the Shift key inside the keyframe editor.
Editing a range of keyframes
- Right‐clicking inside the keyframe editor with a selected range of keyframes allows you to change the interpolation type between only the selected keyframes. The popup menu gives you a list of options to choose from.

Editing options for the selected keyframes inside a keyframe editor
Repeat a range of keyframes
- Hold down the left
Shiftkey to select a whole number of bars. - Right‐click the keyframe editor.
- Select either repeat to end of layer or repeat to end of section.
Cut / copy / paste
- Hold down the left
Shiftkey to select a range of keyframes. - Right‐click the keyframe editor and select cut keyframes or copy keyframes.
- Move to a different section of the timeline, right‐click the ribbon and select paste keyframes.
Clear a range of keyframes
- Hold down the left
Shiftkey to select a range of keyframes. - Right‐click the keyframe editor and select delete keyframes.
8.11 Composing layers using Arrows
Arrows provide a way of composing multiple layers together. For instance, you could take the output of a Video layer and pipe it into a Scroll layer, to scroll the video from side to side (see below).
Multiple layers can be chained together, so for example, you could take the output of the Scroll layer and pipe it into a SpinBitmap layer (see below).
- To create an arrow between two layers, make sure the source layer is below the destination layer in the layer stack (because layers are rendered from the bottom up).
- Position the cursor over the source layer, hold down the
Altkey, press the mouse button and drag away from the source layer. You will see an arrow appear that is following the cursor. - Now move the mouse cursor to the destination layer and release the mouse button. This will create a new arrow between the source and destination layers.

Scrolling video content created by using an Arrow to pipe a Video layer into a Scroll layer

Simultaneously scrolling and spinning video content created by using an Arrow to pipe a Video layer into a Scroll layer into a SpinBitmap layer
- To remove an arrow, hold down the
Altkey and right‐click the root of the arrow.
Arrow-supported layers
All content layers can be used for piping in content into another layer. However, not all layers support being piped into.
Currently, the following layers can be piped into:
8.12 Expressions
Expressions for numeric animations
Expressions allow you to have a more powerful control over animation properties. They can be used with any numeric animation property.
- To set up an expression, right‐click the property you want to control. This will open up the min/max/step viewer, which allows you to edit the limit values of the property and the value step used while animating. Below the min/max/step properties is a field called expression, which initially contains a single word self. This is the expression.
The easiest expression is self: it tells the system to use the value taken from the keyframe sequence. However, self can be built into more complex mathematical expressions (formulae) to do useful things, such as :
self * 2
Multiplies the animated value by 2.
255‐self
Inverts the range of the value (assuming it goes from 0 to 255).
(self‐3)*4
Subtracts the keyframe value with 3 and multiplies the result with 4.
When you type in an expression, the property field turns green when the expression has been correctly understood. If there is a mistake, the property field turns red; moving the mouse over the property field will open up a text message telling you what went wrong.
Expressions can refer to any property of any other object in the system. For example, if you want to read the x coordinate of the position of a screen called myscreen and multiply it by 2. The expression to use would be:
screen:myscreen.pos.x * 2
In general, to access (property) of an object called (objectName) of type (type), we use:
type:objectName.property
Expressions for MIDI control
Expressions can also contain references to MIDI device values.
For example, you have a MIDI device named bcf2000, which has a total of 32 controls. You want to read the first control value and multiply it by the animated value coming from the timeline.
The correct expression to use would be:
self * mididevice:bcf2000.c[0]
In general, to read control (i) of mididevice (name), you would use:
mididevice:name.c[i]
Expressions for Artnet
To control a numerical Artnet parameter, type in the following syntax:
dmx:universe.channel
For example:
dmx:1.28
This parameter of any layer is now being controlled by universe 1, channel 28.
You can now add further expressions to the Artnet expression, for example:
dmx:1.28*0.5
To enable Artnet inputs, first make sure to set up the Artnet input in d3, as described in the sub-chapter DMX input/output.
For step-by-step instructions on how to configure d3 to control the Timeline and layer properties using Artnet, please see the sub-chapters Controlling the Timeline with Artnet, and Controlling layer properties with Artnet.
Expressions for OSC devices
To control a numerical OSC parameter, type in the following syntax:
osc:.[parameter].[parameter]*255
For example:
osc:.brightness.red*255
To enable OSC control, first make sure to set up the OSC input in d3 as described in the OSC Devices sub-chapter.
How to link one layer to another
For example, go to the expressions text field of any numerical property and type in:
module:NameOfModule.brightness*0.5
This expression will take the brightness value of the other layer called NameOfModule and multiply it with 0.5.
Please note: You cannot have any spaces in the layer name when using the name in the expression. This will generate a syntax error marked by a brown expressions field.
You can automatically create the expression by dragging an arrow from one module parameter to another while holding down Alt. Hold down Ctrl to open up multiple layers.
8.13 Generating textures
Creating textures
To create a texture:
- Open a Bitmap layer, a Spinbitmap layer or any other texture based layer.
- Left-click palette from the layer editor.
- Left-click new texture to highlight the text field.
- Type in the name of your texture, for example theatre surface.
- Hit
Enter. This will open a menu of five different types of textures.
Texture types
Composite Texture
Combines multiple textures into one. To blend the textures together, you can select different blend modes.
Gradient Texture
Gradient texture allows for generative gamma and gradient length options.
Mipmapped Mask texture
This texture generates its own mipmap levels to appear more correctly in the visualiser.
Soft Edge texture
Create as many points as you want and configure what gamma level and level of gradient you need to achieve the perfect blend between your projector outputs.
Solid texture
Texture that only allows one solid color.
