Use the industry’s most advanced content mapping features to easily map content onto multiple led, projection and DMX-based screens of any shape and form, whether static or moving.
The concept of mapping
Don’t sacrifice your creative freedom to technical limitations in LED processors or working with extreme projector angles. Use d3’s many different built-in mapping features to perfectly apply content to your screens in the d3 stage simulator, even if they’ve moving. Then let d3’s output configuration tools deal with the output.
Direct Mapping is the simplest form of mapping. Select a piece of content and apply it directly onto any or all of your screens. If the content aspect is different to the screen aspect ratio, you can choose to crop, fit, stretch, or apply the content pixel-perfect onto the screens.
Position your content in a virtual emitter rectangle anywhere within the stage, choose which screens and fixtures it affects, and d3 virtually ‘projects’ the content out onto those fixtures. The content stays the same size as it gets further away from the emitter.
Feed mapping lets you specify an arbitrary number of rectangles within your content frame and map them to arbitrary rectangles on your screens.
With Feed Mapping all your screens can easily be turned into into one canvas, with pixel-perfect content applied. Individually move, scale, crop, chop and flip your sample rectangles to compensate for difference in pixel-density, or just to make interesting mapping effects.
Similar to the Parallel Mapping, the Cylindrical Mapping wraps content around a cylinder and fires it outwards (or inwards) at the screens you assign to it. It doesn’t matter if the screen is moving or expanding, the Cylindrical Mapping feature re-maps the content in real-time.
Similar to parallel mapping, except that the content originates at an emitter point and gets larger as you get further away from the emitter, similar to a real projector. Use perspective mapping to map 3D content onto a surface that looks perfect from the specified point of view.
The Radial Mapping is similar to the Cylindrical Mapping, except that the emitter surface runs from the central axis to the cylinder rim, rather than being wrapped around the outside of the cylinder. Any pixels inside the cylinder will therefore be mapped according to their height within the cylinder, and their distance from the central axis.