Difference between revisions of "Tutorial Using 3DS Files for Output Correction"
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# In the real world, project the resulting image from the real projector. | # In the real world, project the resulting image from the real projector. | ||
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To realize such a projection correction, it is first necessary to set up the entire scene in a 3D modeling tool such as Blender, which is capable of exporting 3DS files. The created scene must contain | To realize such a projection correction, it is first necessary to set up the entire scene in a 3D modeling tool such as Blender, which is capable of exporting 3DS files. The created scene must contain | ||
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Please note that e.g. Cinema 4D has an object name length restriction of eight characters. | Please note that e.g. Cinema 4D has an object name length restriction of eight characters. | ||
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To use this scene in a MXWENDLER correction setup, it is first necessary to export this into a '''.3ds''' file, and assign this to a keystone element. | To use this scene in a MXWENDLER correction setup, it is first necessary to export this into a '''.3ds''' file, and assign this to a keystone element. | ||
Latest revision as of 17:44, 11 March 2019
Using 3DStudio files for output correction
With MXWENDLER you can use 3DStudio files for output correction. The physical approach behind this perspective correction is a reverse light ray.
- A viewer wants to see a perfect projection.
- The viewer position is known.
- The projector position is known.
The solution is to do a reverse projection:
- Imagine a virtual projector from the viewer’s position.
- Set up the virtual projector to project a perfect image for the viewer.
- Record this projections from the real world projector’s position.
- In the real world, project the resulting image from the real projector.
{{#mpdftags: pagebreak}} {{#mpdftags: pagebreak}} To realize such a projection correction, it is first necessary to set up the entire scene in a 3D modeling tool such as Blender, which is capable of exporting 3DS files. The created scene must contain
- One or more viewers. These are represented by
- → A sphere representing the viewer’s position, named ‘viewer_1’
- → A cube representing the viewer’s line of sight, named ‘viewer_1_tgt’
- One or more projectors. These are represented by
- → A sphere representing the projector’s position, named ‘beamer_1’
- → A cube representing the projector’s line of sight, named ‘beamer_1_tgt’
- The target object, named ‘target’.
Please note that e.g. Cinema 4D has an object name length restriction of eight characters.
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To use this scene in a MXWENDLER correction setup, it is first necessary to export this into a .3ds file, and assign this to a keystone element.
- In blender, export using File Export → 3DStudio .3ds
- In MXWendler, switch to the keystone tab.
- Select a single element.
- Open the ‘Element’ tab, click the ‘Load 3DS’ button.
- Select the exported .3ds file.
- Choose the desired beamer and viewer.
- Choose the necessary beamer and viewer FOV (lens opening angle).