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The section "Unit Management" in the Configuration tab enables you to set up what units Pandoras Box 3D space is based on. If you are interested in a pixel-oriented workflow, please note, that an according check-box is offered in the Startup Dialog, when you create a new project.
Pandoras Box allows you to work in a 3D space based on so called 3D units or generic units (GU).
The result you see on your display is a rendering of the 3D space done in two steps, so called render passes. First a 3D compositing and then a 3D output space is created. The chapter "Video Processing Pipeline" describes the Composition and Output Pass in more detail.
The final render output is based on pixel units. Depending on the resolution set up in the Display driver, the pixel width and height changes.
Now, there are different options how to translate a 3D unit to a pixel. When choosing the option "Map 16 3D Units to each Resolution", Pandoras Box sizes the 3D spaces so that 16 3D units exactly match the pixel width of each render pass. This is achieved by applying specific parameters to the camera; the XYZ-position equals 0,0,-25 and the opening angle, the field of view, is 35.489°.
To give you an example, no matter whether your display / render pass resolution is 1024px or 1920px, moving a layer with 8 units has the same result in both displays. If the layer's center was in the middle of the screen, it will now be at the monitor's edge.
In other words, different render passes may map same 3D unit distances to different pixel distances. In the example, 16 units were mapped to the 1024px as well as the 1920px output, hence 8 units is half the width of both monitors.
16units / 1024px = 0.15625 units / px = 15.625 units / 1000 px
16units / 1920px = 0.83333 units / px = 8.333 units / 1000 px
When positioning and sizing elements based on pixel values it can be helpful to ensure that the entire system globally uses only one fixed relationship for translating between 3D units and pixels. This is for example of interest when displays with different resolution form one "pixel space", one large screen. Or, when you like to work with pixel values in general e.g. to be able to shift the layer exactly 512px.
This form of unit translation can be enabled by selecting 'Use Fixed Relationship' below. In this mode, a distance in pixels always results in the same distance in 3D units independent of render pass resolution.
If you choose to use a fixed relationship, enter how many 3D units should be mapped on 1000 pixel. Per default the Output Pass uses the same translation factor and should be changed only if needed. If your Clients are already connected to the Master system, you may click the "Init with Resolution" button. This opens a dialog that lists all output resolutions from the Clients. Choose one resolution and Pandoras calculates the translation factor automatically. As a result, the cameras of each site will adopt to new default values. Whilst the Z-position stays at -25units, the FOV (field of view) changes to a value according to your translation factor. To ensure consistent translation of units, leaving the cameras in the default state is strongly recommended!
"Origin Settings" are further options that become available when working with a fixed relationship. Layers and other devices (Camera, Output) can be positioned differently in regards to the origin of the coordinate system.
In the left image you see that the layer's and the camera's center match the origin of the coordinate system XYZ=0,0,0.
This is the default when the "Unit Translation Mode" is set to "Map 16 3D Units to each Resolution".
In this example the "Compositing space" is left in the center (check box not ticked) but the "Default Layer Mesh" is activated so that the 0,0,0 origin is in the layer's upper left corner.
At last, in this example the upper left corner of the "Compositing Space" and the "Default Layer Mesh" match the 0,0,0 origin.
At last, these three buttons ensure that your workflow is based on correct settings.
"Set All Layer Sizing Modes To 'Media Pixel Size' " changes the Sizing Mode from a Layer. Please see further information in the Layer Inspector.
"Reset All Cameras" resets all (active) parameters from the Camera Layer. As explained above, the translation modes set different default parameters for the cameras. In case you have already changed some parameters, please click this button (and adopt your programming).
"Reset All Layer Z-positions" resets all (active) Z-position parameters from all Video and Graphic Layers. If you work with "Fixed Relationship" and the pixel-oriented workflow the pixel accuracy is only achieved when leaving the layers on Z-position 0.
All these options are already prepared for you in case you open a new project and click the check-box "Pixel-Oriented Workflow" in the Startup Dialog.