A typical 3D projection mapping workflow looks like this:
A 3D model in the viewport is a precise digital twin of the physical projection object you are projecting on. If the 3D model is properly UV mapped, you will be able to apply texture on it.
3D projection mapping workflow follows these steps:
Import and place precise 3D models of your physical projection objects. If there is more than one, their position relative to each other, needs to be accurate as well.
Map the 3D models to your projectors.
Calibrate your projectors: if you use Iris, you should calibrate it first and then automatically calibrate all your projectors with computer vision. If you don't use Iris, then you can use 3DCal process to calibrate your projectors manually.
Blend your projectors automatically using AutoBlend.
In the next few chapters, we will go through all the steps mentioned above.
Map your 3D objects to projectors
In this chapter we will learn how to map objects to a projector. We will use 3 primitives, however in your case, you will most likely use a real 3D model of your projection object.
Insert 3 primitives and place them relatively close to each other
Then, add 2 WUXGA projectors and position them so that they would be aimed towards the 3 primitives and spaced a bit apart.
There are 2 ways to map projector’s sources. The first one is to use the Media section in projector’s properties as shown above. You can double click on one of the available sources or use the
And the second is to simply drag from the objects to the projector.
If you select the projector, you will see that the 3 primitives appear in its thumbnail.
Good to know:
For projection mapping, the object’s render mode should be set to Unshaded. When you map the object to a projector, it’s render mode should automatically be set to Unshaded, but it is still worth having in mind.