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quickshow:projection_zones

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quickshow:projection_zones [2019/10/07 16:22]
Igor Strakhov
quickshow:projection_zones [2023/04/24 12:08] (current)
Bob Varkevisser [Recommended use of the first eight zones]
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 The **Projection Zones** window is shown below.  The **Projection Zones** window is shown below. 
  
-{{:quickshow:pz1_4_0.png|}}+{{:quickshow:qs_projection_zones_full_window_general.jpg|}}
  
 There are 30 projection zones which can be selected on the left side of the window. When you click on a zone in the left side, the tabs on the right allow you to view and adjust the parameters for each projection zone. To view and adjust the parameters, click on the **Geometric Correction, Preview, Beam Attenuation Map** or **Advanced** tab. There are 30 projection zones which can be selected on the left side of the window. When you click on a zone in the left side, the tabs on the right allow you to view and adjust the parameters for each projection zone. To view and adjust the parameters, click on the **Geometric Correction, Preview, Beam Attenuation Map** or **Advanced** tab.
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 To adjust the geometric correction, you click, on the different **Correction Types** and then move the sliders that appear on the sides and top of the window, or you can click and drag the mouse in the window area.  To adjust the geometric correction, you click, on the different **Correction Types** and then move the sliders that appear on the sides and top of the window, or you can click and drag the mouse in the window area. 
  
-{{:quickshow:pz2_4_0.png|}}+{{:quickshow:qs_projection_zones_full_window_geometric_correction.jpg|}} 
 + 
 +**Auto Mesh** 
 + 
 +As of QS 5.2 you can use the "Auto Mesh" tool which allows you to mesh your zone into place instead of using geometric correction, this will help users out a lot with off axis graphic projection. 
 + 
 +{{:quickshow:qs_projection_zones_full_window_automesh.jpg|}}
  
 ===== Preview Window Appearance section ===== ===== Preview Window Appearance section =====
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 You would mirror the output and position when you are sending the output of a single FB3(FB4) to multiple scanners at either side of a stage. When this is selected, the preview window automatically duplicates and mirrors the output even though there is only one signal source for both scanners. You would mirror the output and position when you are sending the output of a single FB3(FB4) to multiple scanners at either side of a stage. When this is selected, the preview window automatically duplicates and mirrors the output even though there is only one signal source for both scanners.
  
-{{:quickshow:pz3_4_0.png|}}+{{:quickshow:qs_projection_zones_full_window_preview.jpg|}}
  
 Note that with all of this flexibility, you can adjust the preview window for each zone to truly simulate what the show will look like in the final venue. Note that with all of this flexibility, you can adjust the preview window for each zone to truly simulate what the show will look like in the final venue.
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 The next section shows the **Beam Attenuation Map** section for the selected zone, and allows you to adjust it. The **Beam Attenuation Map** allows you to control the brightness of the beam over the entire projection zone and allows non-uniform brightness maps.  The next section shows the **Beam Attenuation Map** section for the selected zone, and allows you to adjust it. The **Beam Attenuation Map** allows you to control the brightness of the beam over the entire projection zone and allows non-uniform brightness maps. 
  
-{{:quickshow:pz4_4_0.png|}}+{{:quickshow:qs_projection_zones_full_window_bam.jpg|}}
  
 The **Beam Attenuation Map** is a 64 by 64 "pixel" brightness control map. Each pixel can be set to any brightness level from 0 to 100%. Rudimentary tools are provided to sample a brightness level in the map, fill the entire map with the selected brightness level, fill a rectangular area with the selected brightness level and freehand-draw brightness levels into the map. The **Beam Attenuation Map** is a 64 by 64 "pixel" brightness control map. Each pixel can be set to any brightness level from 0 to 100%. Rudimentary tools are provided to sample a brightness level in the map, fill the entire map with the selected brightness level, fill a rectangular area with the selected brightness level and freehand-draw brightness levels into the map.
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 The **Beam Attenuation Map** can be used for graphics, atmospheric and beam effects. The **Beam Attenuation Map** can be used for graphics, atmospheric and beam effects.
  
 +**Tools to create your BAM**
 +
 +There are a few tools included to create your map
 +
 +  * Pencil Tool - this allows you to draw single pixels at a time
 +  * Spraycan Tool - Soft and brushed application of brightness
 +  * Eyedropper Tool - Allows you to check the brightness of a pixel
 +  * Rectangle Tool - Allows you to square highlight and apply brightness
 +
 +**Laser Cursor**
 +
 +To assist you figure out which pixel to color, you can enable a laser cursor which will project a scanned square where the pixel is to identify the correct spot to color. You can control the brightness of your cursor, and apply your bam to cursor to ensure that the cursor doesn't override. 
 +
 +**Operation Order**
 +
 +Select "Geometric Correction after BAM" if you want the bam to move when you move the zone
 +Select "BAM after Geometric Correction" if you want the bam to be over the entire possible zone area and not move when the zone is moved. 
 ===== Example Beam Attenuation Map use with laser graphics ===== ===== Example Beam Attenuation Map use with laser graphics =====
  
 One common graphics use would be to prevent scanning above or below a certain point. For example, lets say that you were projecting laser graphics over a standard television screen with a 4:3 aspect ratio. Since the laser typically has a 1:1 aspect ratio, this would mean that the graphics could possibly scan above the top or below the bottom of the screen. You can use the **Beam Attenuation Map** to make sure that the brightness at the top and bottom of the screen is zero. One common graphics use would be to prevent scanning above or below a certain point. For example, lets say that you were projecting laser graphics over a standard television screen with a 4:3 aspect ratio. Since the laser typically has a 1:1 aspect ratio, this would mean that the graphics could possibly scan above the top or below the bottom of the screen. You can use the **Beam Attenuation Map** to make sure that the brightness at the top and bottom of the screen is zero.
  
-{{:quickshow:projection_zones_--_bam_for_graphics_use.gif|}}+{{:quickshow:qs_bam_graphics.jpg?400|}}
  
 ===== Example Beam Attenuation Map use with audience scanning ===== ===== Example Beam Attenuation Map use with audience scanning =====
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 Another common use would be to reduce the brightness below the horizon to a level that would be more pleasing for audience scanning viewers. This can easily be done by selecting a reduced brightness level, and filling the rectangular area below the horizon. Another common use would be to reduce the brightness below the horizon to a level that would be more pleasing for audience scanning viewers. This can easily be done by selecting a reduced brightness level, and filling the rectangular area below the horizon.
  
-{{:quickshow:projection_zones_--_bam_for_audience_scanning_use.gif|}}+{{:quickshow:qs_bam_as.jpg?400|}}
  
 ===== Example Beam Attenuation Map use with targeted beam effects ===== ===== Example Beam Attenuation Map use with targeted beam effects =====
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 Another common use would be to protect certain areas from hazardous laser exposure or to reduce the brightness in certain areas. When doing beam shows outdoors, it is often necessary to ensure certain areas (such as the windows in certain buildings) won’t be exposed. Using the rudimentary drawing tools, it is possible to "carve out" areas from the projected area. Another common use would be to protect certain areas from hazardous laser exposure or to reduce the brightness in certain areas. When doing beam shows outdoors, it is often necessary to ensure certain areas (such as the windows in certain buildings) won’t be exposed. Using the rudimentary drawing tools, it is possible to "carve out" areas from the projected area.
  
-{{:quickshow:projection_zones_--_bam_for_beam_use.gif|}}+{{:quickshow:qs_bam_targets.jpg?400|}}
  
 ===== Advanced Scanning Parameters section ===== ===== Advanced Scanning Parameters section =====
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 The **Minimum number of points** setting in the **Projector Settings** window can be adjusted to relieve the scanners from trying to scan high duty-cycle images that might cause power limiting. Setting the **Minimum number of points** to 200 or higher can actually increase the life of your scanners. However, doing so will mean that if you project less than 200 points, the additional points will be blanked. For beam frames, it is often undesirable to have any unintended blanking at all because such blanking would tend to reduce the power of the display. When the **Prevent minimum number of points** check box is checked, all scanner output will be dedicated strictly to producing laser output and the Minimum number of points setting is ignored.  The **Minimum number of points** setting in the **Projector Settings** window can be adjusted to relieve the scanners from trying to scan high duty-cycle images that might cause power limiting. Setting the **Minimum number of points** to 200 or higher can actually increase the life of your scanners. However, doing so will mean that if you project less than 200 points, the additional points will be blanked. For beam frames, it is often undesirable to have any unintended blanking at all because such blanking would tend to reduce the power of the display. When the **Prevent minimum number of points** check box is checked, all scanner output will be dedicated strictly to producing laser output and the Minimum number of points setting is ignored. 
  
-{{:quickshow:pz5_4_0.png|}}+{{:quickshow:qs_projection_zones_full_window_advanced.jpg|}}
  
 ===== Recommended use of the first eight zones ===== ===== Recommended use of the first eight zones =====
 Although we do not restrict the use of zones in any way, for maximum compatibility Pangolin recommends that the first 8 projection zones be used as follows: Although we do not restrict the use of zones in any way, for maximum compatibility Pangolin recommends that the first 8 projection zones be used as follows:
  
-Zone      Scanner            Name                                          Comment +^Zone^Scanner^Name^Comment^ 
- +Zone 1 Scanner 1 Scanner 1 Main Used for most common output | 
-Zone 1    Scanner 1            Scanner 1 Main                  Used for most common output +Zone 2 Scanner 2 Scanner 2 Main Used for anything directed to scanner 2 | 
- +Zone 3 Scanner 3 Scanner 3 Main Used for anything directed to scanner 3 | 
-Zone 2    Scanner 2            Scanner 2 Main                  Used for anything directed to scanner 2 +Zone 4 Scanner 4 Scanner 4 Main Used for anything directed to scanner 4 | 
- +Zone 5 Any scanner Secondary Graphics Used for a second graphics screen | 
-Zone 3    Scanner 3            Scanner 3 Main            Used for anything directed to scanner 3 +Zone 6 Any scanner Raster Graphics Reduced in size used for raster graphics (retained for compatibility with LD2000 zones) | 
- +Zone 7 Any scanner Hot Beams Used for high-intensity beams which may or may not be directed within the audience area | 
-Zone 4    Scanner 4            Scanner 4 Main      Used for anything directed to scanner 4 +Zone 8 Any scanner Atmospheric Effects Used for atmospherics and audience scanning (retained for compatibility with LD2000 zones) | 
- +Zone 30 Any scanner Targeted Beams Used for QuickTargets beams |
-Zone 5    Any scanner      Secondary Graphics      Used for a second graphics screen +
- +
-Zone 6    Any scanner      Raster Graphics                  Reduced in size used for raster graphics (retained for compatibility with LD2000 zones) +
- +
-Zone 7      Any scanner      Hot Beams                               Used for high-intensity beams which may or may not be directed within the audience area +
- +
-Zone 8      Any scanner      Atmospheric Effects      Used for atmospherics and audience scanning (retained for compatibility with LD2000 zones) +
- +
-Zone 30      Any scanner      Targeted Beams       Used for QuickTargets beams+
  
 ===== Sending cues to specific Projection zones ===== ===== Sending cues to specific Projection zones =====
quickshow/projection_zones.1570458135.txt · Last modified: 2020/06/11 19:22 (external edit)