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الوسائط 1 للقائمة Led Mapper

الوصف

Design LED wall and volume mappings directly in Unreal Engine. One click generates either a full static-mesh layout (for nDisplay) or a post-process pixel-remap material (for camera compositing) — no external tools, no round-trips.

Who it's for

Virtual production TDs, LED wall operators, nDisplay users, and anyone sending pixels from Unreal to a real or virtual LED surface.

Two complete workflows3D mesh workflow — nDisplay / in-camera VFX

Lay out your pixelmap slices on a visual canvas, set a pixel pitch per slice, click Generate Meshes. You get:

  • Static meshes sized to real-world panel dimensions in centimeters

  • Correct UVs that sample your LED pixelmap texture

  • A shared master material + per-screen unlit material instance

Drop the meshes in your world and nDisplay is ready to drive them.

2D pixel-remap workflow — post-process camera compositing

Define input rectangles on a CineCamera's view and output rectangles on your LED pixelmap. Two generate buttons give you the pieces:

  • Generate Texture bakes an FP32 UV remap texture (full precision, no stair-stepping on 4K+ sources)

  • Generate Material adds a pre-wired post-process master material + per-screen instance that samples PostProcessInput0 through the remap texture

Plug the material onto your camera as a blendable and the output is remapped to match your LED pixelmap layout.

Features

Visual editor

  • Dockable asset editor with Layers, Output canvas, Input canvas (or 3D preview), and Details panels

  • Live CineCamera preview inside the 2D input canvas — place your slices against real camera framing

  • Drag handles on every slice for resize and move

  • Modifier shortcuts for duplicate, axis-lock, snap toggle, and pan

  • Quick-edit HUD — type numeric values directly on the canvas for pixel-exact positions

  • Auto-add mode — type X Y W H and a new slice appears

  • Fit-to-view, zoom-to-100%, and fine zoom shortcuts

Layer management

  • Screens and slices in a tree with inline renaming and per-item visibility toggles

  • Drag-to-reorder within or across screens (order is overlap priority in the UV bake)

  • Compact toolbar with "+" add dropdown, duplicate, delete, and auto-add toggle

Output

  • Generated assets land in a content folder you choose (no surprise /Game/LedLayouts)

  • Hidden slices and screens are skipped on generation

  • Full Unreal undo/redo integration via scoped transactions

Per-slice data

  • Output rect (position + size in pixels) on the LED pixelmap

  • Input rect (2D), horizontal / vertical flip (2D)

  • Pixel pitch in mm (3D) — drives real-world mesh size

  • World transform, material slot (3D)

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