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Depth Map Mapping

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A Depth Map Mapping applies a depth-map image or video to a Depth Map Mesh.

The input must be a black-and-white depth map, where pixel brightness encodes the relative depth of objects in the image. When mapped, the z-positions of the mesh’s vertices deform dynamically based on the depth values.

Depth map mapping Depth Map mapping

  1. Create a new Depth Map Mesh and assign it for the target screen.
  2. Add a layer to the track which produces a depth map, for example a Video layer.
  3. Add the target screen to the Screens list within the mapping configuration.
  4. Verify that the screen’s mesh dynamically updates based on the applied depth map content.

This section explains the properties that are shared by the different mapping types.

  • Nearest: Nearest neighbour filtering. Use nearest-neighbour sampling, to disable blending between pixels when scaling. Can be used to create pixellated looks, or to ensure hard edges on certain types of content.

  • Bilinear: Bilinear filtering is a texture filtering method used to smooth textures when displayed larger or smaller than they actually are.

  • 2x Multi-sample: Multi-Sample filtering can help fix issues with scaled content, but can introduce some blurriness.

This controls the canvas size the layer renders into, in pixels. The Direct mapping type starts with a 256x256 pixel canvas and automatically sets the canvas size to that of the first screen you add.

This is a list of screens that the selected mapping type can copy content to.

  1. Left-click + to open the Screens manager.
  2. Left-click + to add the Screens you want to map. This will copy the individual canvas content onto these three Screens simultaneously and will add the Screen names to the mapping object editor.
  3. Left-click and drag the Screens listed in the mapping object editor to -. This will remove the canvas content from the Screens and delete the Screen names from the mapping object editor.

This points to the Texture file that defines a Mask bitmap. You can use this property to apply a Mask bitmap to the mapping canvas. 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 apply a mapping mask you will need to create and import a custom still image file.

  • The step-by-step instructions on how to create and import a custom Population mask can be used to create a custom mapping mask. The only difference is that the mapping masks resolution should be the same as the mapping canvas. For step-by-step instructions on how to create and import a Population mask into a d3 project visit to the section Population mask in the Editing screens sub-chapter.

  • Alternatively, set any layers blend mode to mask to channel the layer content into the mapping mask.

Finds all usages of the current mapping in the project, and allows these to be replaced with an alternative mapping. Note that replacement only works for sequenced, non-sockpuppeted mappings.