Transcript for:
Introduction to Mad Mapper and Projection Mapping

so i'm starting a new project in mad mapper and i'll close down the scenes and queues features because we won't be using those i'm currently viewing input and output side by side i can just view the input on its own or the output on its own but right now i'll have the input here on the left and output on the right side by side i just want to give a super super quick introduction to mad mapper and projection mapping in general if it's not something you're familiar with as a process the first step is usually to create an input shape so in this case this square is known as a quad the quad is assigned the test card black and white checkerboard as default media can you see how moving the input and its position in relation to the checkerboard changes how it appears in the output on the right that's a really fundamental thing to grasp about what you're doing here in the input maybe we can see it a bit better with text the position of the input in relation to the media changes how it appears in the output and by output i mean what is coming out of your chosen display which might be a monitor or an led screen but probably for most of you watching this that's a projector when you're projection mapping the job you're doing in the output window is manipulating what's coming out of the projector using these corners to kind of match up the content you've defined in your input onto the physical surfaces of what you're trying to projection map we could do a really quick hypothetical example imagine i have a large box in front of me and i want to projection map the front side and top faces of the box with video content i might want each of these quads to have slightly different content so one thing i can do is use the color patterns generator and move and scale the input quad so that it contains basically one color and each quad gets a different color because i want each face of the box to have a different color and of course you don't have to use these inbuilt generators you can assign pre-designed video content to these quads which is what i'll be doing later for my house mapping show you can't really see quad one because it's hiding underneath quads two and three but now in the output i can move these points so that the video content i want to map onto the front surface of the box matches onto it in the real world because remember this output shows us what's coming out of the projector so i'm literally moving these points and looking at the box in the real world to move the content into place so if i did have a box in front of me this is how i could have projection mapped it because i've matched up this flat 2d video content over here in the input onto three-dimensional space in the output and you could assign some more interesting content to the quads by choosing from some of these generators or as i said using your own content but basically that's a whirlwind introduction to projection mapping in mad mapper but particularly a demonstration of the different tasks you perform inside the input window here on the left and the output window on the right time to bring in some content so under images if i press this plus i can choose this orthographic reference image of my house i've prepared orthographic basically means it doesn't contain any perspective which is important i have a tutorial on how to create one of these for your own house and i'll be using this as a guide at first we don't see anything happen but i do have it selected so when i add a quad it automatically gets assigned to that quad and i can see that it has a one tag to show me that it's assigned to one quad the task here is to create a quad for each surface of the house that's doing its own thing what the heck do i mean by that okay so different parts of the house are at different angles with the projector in physical space this means that the type and amount of warping and adjustment they will need in terms of mapping in the output will be different so for example the roof tilts back roofs are pitched right unlike the front surface of the house which is perpendicular to the ground so that roof surface is doing its own thing it needs to be split off from this main part of the house and receive its own mapping similarly this smaller right hand section of the house is actually set back it's hard to see from this reference image but it is it's slightly set back so again it's doing its own thing and needs to be a separate quad that gets its own mapping same for the right hand roof so i'm going to focus on the left front face of the house first what i want to do is pull the corners of this quad so that it contains all of the left part of the house i want the quad to hug the tops of the dormer windows and the edge meets the edge of the house i don't want the roof in this quad if we look at the output we can see that we captured some of the roof inside our quad so how are we going to get rid of that we are going to use a mask and if i scroll down this section here is to do with masks what we're going to do is click out a mask area so that we can exclude these parts of the roof this icon here allows me to click out sort of freehand the boundaries of a mask i can start to click points now notice when i clicked my blue line disappeared that's actually buggy behavior so i'm just going to hit escape to cancel that mask i've found a way around this bug is to go back into my input and output side by side view and the problem goes away i'll drag the window so the output is much smaller and maximize the input which should be fine so i'll repeat the process by clicking out these points now the blue line stays behind so you can see what i'm doing a bit more when i get to this rounded shape at the apex of the dormer window i'm clicking and dragging essentially drawing the contour of the curved tile which is created in the mask this guide isn't perfect so at times i have to sort of make some judgment calls about the shape it's not too important to make it perfect and if you make a mistake i'd recommend just pressing on and editing the mask later you can be rough and ready with this next bit because all we're trying to do is capture the roof inside the mask you can either close the mask by clicking your first point or hitting return which will automatically close the mask and create a line between the first and last points notice how here in my output now the roof parts have disappeared because we've masked them out if i toggle off the mask we can see the roof comes back and that's because we've drawn that shape and said essentially we don't want to see anything inside this mask i'll rename the quad to left house to keep things tidy so say you didn't do a perfect job with this mask on the first go you can always go back and edit the points to clean it up you can move these points to adjust them if you double click on a line you can create a new point if you right click on a point and select enable bezier these handles appear and you can move these to create some curved shapes and then get rid of a point with selecting it and then hitting backspace or delete so those are all the ways you can edit your mask now i'll work on the right house that says riketh house white house did you see that snap behavior there that can be useful but just in case it's not you can turn off this feature under the view menu and turn off snap to objects again i'm just creating a mesh that captures or contains all of the right side of the house now i want to make another mask i'm going to click out the shape around the portions of the roof that we don't want again i'm going to click and draw the curve on the top of the dormer window it can be rough and ready around here and press return to finish the shape i can see that i've made a decent mask and the roof has disappeared in our output now i'll do the left roof you can see my guide isn't perfect i have to make a compromise because the line isn't perfectly straight but that sort of thing just isn't going to be noticeable so i'm not too worried now i need to get rid of the bits of the dormer windows that are in the roof quad i could make another mask by clicking out the shape or i can just go to my left house quad and copy the mask we already made because it's exactly the shape we need i'll paste it onto the roof quad and there it is it's way too big i can move it by clicking inside the mask and if i click and drag on this transform icon i can scale it down and sort of just by eye scaling it moving it little by little until it hugs the dormer windows that looks fine and now we can see what the mask is doing in our output and it actually needs to be inverted and we can also see that the rough and ready shape that worked for the left part of the house isn't right we need to pull these points so that now the mask goes around all of the roof we've cut out the dormer windows by inverting the mask whereas before we were saying hide what's inside the mask since we've inverted it we're saying only show what's inside the mask lastly we'll do the right roof and similarly i can copy the mask from the right house quad onto the right roof quad scale it down and move it into position i know that these points need to be around the whole roof and now i need to invert it and there we go so now i have four nicely labeled quad surfaces the next stage will be going outside with my projectors all set up and moving these points and mapping this content onto the house itself see you in the next section i've plugged in my projectors and as you can see i'm working on a mac just to check my display is set up correctly i'm here in system preferences and i head into displays arrangement and it's important that i have mirror displays unchecked there and as you can see i've got this display here on the left which flashes the red border which is my laptop display and the grey bar on top means that's where my menu bar will display and this is the display in which i'll do all my work in the software these other two displays to the right are my projectors if i click gather windows it should make sure the stray display settings for the projectors all travel onto this screen and won't be visible out of the projectors you might need to fish around in your displays for your mad mapper software because i already had mine open so i just drag it here into my laptop display and this should look familiar from the previous section i have my four quads set up on my house guide first thing i'm going to do is select all the quads and assign them the checker test card by double clicking it i'm going to change the black color to red and the idea is this helps me see more easily what's coming out of the projector and i changed the black to red because black areas of content nothing is being projected there it's an absence of light so that's not very helpful for seeing where the borders and boundaries of my projection is the white and red will help me see clearly what's coming out of my projectors and now i'm going to set up my two projectors projector one i assign the destination as my first optoma projector and then i click the add button to add a second display and the destination will be this second optoma so to see something out of my projectors i need to go to output and full screen mode now i can actually see something coming out of my projectors onto the house i think what i'll actually do is turn off the visibility of all my quads for now and make a new quad and pull it to the bounds of this gray rectangle because this grey rectangle represents the 1920x1080 resolution of my projector space so this is the resolution of my projector output and by pulling the points of the quad it just means that i'm using all my projector resolution every pixel the projector has to offer is being used for this checkerboard so that i can see the maximum area over which i can project you can now see a preview of what's going on on the house this stage is all about moving the projectors so that the projection covers the whole house this might involve moving the projectors further back so that you cast a bigger image or you might have a bigger image than you need and you're wasting pixels off the edges of the house in which case you'd bring the projector further forward if you have a zoom lens on your projector you can also adjust that so i'm doing that for both of my projectors and then if i turn off projector 2 just for the moment i'm adjusting the focus of projector 1 so i'm making sure that i can see the pixels sharply crisply on the house just by tuning the focus dial on the projector unit itself and similarly i'll isolate projector 2 and focus that one as well i can delete that quad now the next step is to move my projector 2 output clicking and dragging it next to projector one so that they're not sharing content so that means that any content i put in this left gray box will come out of projector one and any content i move into the right grey box that will come out of projector two i'll rename this quad left house one because i'm going to map this from projector one and in my output i'm just going to move the corners into position something that can be helpful at this stage is being able to see some cross hairs over your cursor this can give you a better heads up of where your cursor is on the house and at this stage i actually want my guide to be on my quads because the idea is to match the image of the house back on to the house because that way i know that the animations i've designed with this guide that i've matched up to the lines of the windows and the shape of the house i know that those are also going to match the physical house and it's not always the easiest thing because some bits of the guide are quite dark you could make yourself another guide where you put colored solids in the shapes of the windows for example or a guide of white outlines but i prefer the precision of using the house image because i feel like it lets me map more precisely but if your house is quite dark you might want to opt for a brighter guide using contrasting block color or white lines you'll find that you adjust one point and it throws everything else off somewhere else so it's an iterative process of kind of going round adjusting each point in turn and little by little the mapping gets more accurate i have two projectors and i'm choosing to overlay them to give me a boost in brightness it's not as big a boost in brightness as you might think it's to do with the human eyes sensitivity to light and how we perceive brightness but since i had the other projector i just thought it was worthwhile doing so if i duplicate left house one and rename it left house two i drag it into the second projector's input area and now if i map it in here it's coming out of the second projector so i'm just going around slowly dialing in the guide onto the physical features of the house and i'm looking at things like the notch in the drainpipe or the cable that leads to that security light and features like that which really can help you obviously the panes in the windows are one of the best features to map to so now it's pretty much the same process we have the right house and i'll map it for the first projector again if snapping is making your life more difficult go to view and turn off snap to objects so that's right house one and then i create right house two move it over into the input for the second projector and map the output when it comes to the roof i'm going to move the house quads above the roof quads and that way they will always be on top and essentially obscure the roof below which saves me having to mask out areas of the roof that are landing in areas they shouldn't if you see here when i duplicate the left roof when it's above the other quads the roof tiles are obscuring the house whereas i need their house to be in front this stage is incredibly hard for you guys to follow in the preview because the exposure on my camera wasn't set up too well and also because partly the projections just appear much less bright on the textured darker red roof tiles than they do on the white paint you can probably barely see it on the roof but i hope you can appreciate that in person i can see it so i'm just carefully trying to match things like that cable that's draped from the chimney and it's kind of running down the roof which i'm trying to match to the real thing and also the metal strip at the base of the chimney and the chimney itself that's another good marker to match to but the rest is just doing it by eye and increments and eventually ending up with something that looks good now i've done the bulk of my mapping so what i'll do now is bring in the show that i designed using this house reference guide so that when i substitute the guide for the show it's all going to map on in exactly the same manner that's the idea i'll just pause the animation for a second and scrub through the position of the animation and look for something that's going to have a lot of contrast something black and white ideally like this newspaper text this is perfect to help me see where there are still any little misalignments between the two projectors where the text is looking a bit blurry or offset i need to do a little bit of extra adjusting to my mapping if you don't have frames of your animation that are suitable for this you could use the test card or make some other kind of high contrast content that would help you do this kind of micro alignment text is particularly good so i was lucky that i already knew i had something like that in my show that i could use that's pretty much done i'm going to turn on audio with this check box because this is a video file that also has audio and i'll set the audio to 100 i'll turn off my cursor because i don't want to see that in my show and then i press play and my show begins thanks for watching subscribe and check out my other videos if you're interested in learning more about house mapping