WEBVTT 1 00:00:02.200 --> 00:00:03.440 Realistic 2 00:00:04.712 --> 00:00:08.863 Realistic Advanced Projetion Mapping 3 00:00:08.863 --> 00:00:11.525 GCC Academy 4 00:00:28.220 --> 00:00:29.600 Hello 5 00:00:29.601 --> 00:00:34.381 I am Kim Saet-byeol, the Instructor of the realistic media content lecture 6 00:00:34.381 --> 00:00:42.232 In this lecture, we will discuss an innovative technology that has greatly changed visual art and spatial design 7 00:00:42.492 --> 00:00:45.252 Projection mapping 8 00:00:45.778 --> 00:00:49.798 Projection Mapping 9 00:00:49.820 --> 00:00:54.900 Projection mapping is not simply a technology for projecting images onto a flat surface 10 00:00:54.900 --> 00:01:03.360 but rather onto three-dimensional surfaces such as buildings, sculptures, and even natural elements 11 00:01:03.360 --> 00:01:08.020 to create new visual experiences 12 00:01:08.127 --> 00:01:13.487 This technique maximizes audience immersion 13 00:01:13.488 --> 00:01:19.408 in various fields, such as art, performances, advertising, and events 14 00:01:19.680 --> 00:01:23.700 Today, I will introduce the basic principles of projection mapping 15 00:01:23.701 --> 00:01:27.049 the programs used in mapping 16 00:01:27.049 --> 00:01:32.572 and how to respond to various transmission methods 17 00:01:32.573 --> 00:01:35.357 This will be conducted in this lecture 18 00:01:36.040 --> 00:01:42.840 First, projection mapping is used interchangeably with media façade 19 00:01:42.840 --> 00:01:48.690 Those who have heard of projection mapping may also have heard of media façade 20 00:01:49.010 --> 00:01:55.859 Media façade is a term that combines media and façade 21 00:01:55.859 --> 00:02:02.289 which means the exterior wall of a building 22 00:02:02.529 --> 00:02:08.040 It can be seen as a form that combines architecture and digital media 23 00:02:08.040 --> 00:02:12.570 Through this, buildings go beyond being simple structures 24 00:02:12.570 --> 00:02:16.033 and take on a role as a communicative medium 25 00:02:16.451 --> 00:02:22.611 The technology used in this media façade is projection mapping 26 00:02:22.771 --> 00:02:28.059 This technology creates visual changes by projecting light and images 27 00:02:28.060 --> 00:02:35.118 onto surfaces such as 3D structures, buildings, and sculptures beyond the flat surface 28 00:02:35.678 --> 00:02:42.699 It is characterized by attempting to interact with real space beyond 2D images 29 00:02:43.039 --> 00:02:50.139 Projection mapping basically requires tasks such as space scanning 30 00:02:50.140 --> 00:02:54.600 and surface-fit projection adjustment through mapping software 31 00:02:55.039 --> 00:03:02.039 It is very important to implement an appropriate image that can be projected three-dimensionally onto the actual object 32 00:03:02.039 --> 00:03:08.039 When starting projection mapping, you must first analyze the surface to be mapped 33 00:03:08.039 --> 00:03:14.059 If the surface is made of a non-reflective material or does not project light 34 00:03:14.060 --> 00:03:17.520 it cannot be expressed through mapping 35 00:03:17.839 --> 00:03:23.039 Next, you need to prepare the video content to be mapped 36 00:03:23.039 --> 00:03:31.159 The location and settings of the projector that will broadcast the content are important 37 00:03:31.559 --> 00:03:35.820 Once the settings are complete 38 00:03:35.820 --> 00:03:38.560 you need to use mapping software 39 00:03:38.560 --> 00:03:43.260 to perform precise calibration and create interaction between the content and the surface 40 00:03:43.840 --> 00:03:47.719 Projection mapping is used in various fields 41 00:03:47.719 --> 00:03:56.479 It is used in various fields, such as art and entertainment, commercial advertising, and architecture 42 00:03:56.739 --> 00:04:00.739 You can see mapping installations on the exterior walls of 43 00:04:00.739 --> 00:04:06.122 buildings, festivals, and events 44 00:04:06.399 --> 00:04:12.680 Projection mapping provides an immersive experience 45 00:04:12.681 --> 00:04:16.167 by combining physical space and virtual content 46 00:04:16.167 --> 00:04:21.591 Interactive, immersive experiences that allow 47 00:04:21.591 --> 00:04:25.531 the audience to interact with the environment are increasing in 48 00:04:25.532 --> 00:04:29.694 theme parks, amusement parks, art galleries, and performing arts 49 00:04:30.074 --> 00:04:39.560 It is expected to be widely used in experiential events, travel destinations, and entertainment 50 00:04:39.560 --> 00:04:46.481 Projection mapping can also breathe new life into buildings and sculptures 51 00:04:46.481 --> 00:04:50.402 revolutionizing the cityscape 52 00:04:50.462 --> 00:04:58.680 Through this, the building can be transformed into a fluid and ever-changing digital canvas 53 00:04:58.680 --> 00:05:04.480 used as media art for special events or city promotion 54 00:05:04.940 --> 00:05:09.380 For example, the entire city can be turned into a huge gallery 55 00:05:09.381 --> 00:05:14.293 or used as a public art piece 56 00:05:14.293 --> 00:05:20.740 Examples include the National Heritage Media Art and Seoul Light at DDP 57 00:05:21.240 --> 00:05:28.511 In various educational fields such as science, history, and medicine 58 00:05:28.511 --> 00:05:33.332 Projection mapping can be introduced to realistically reproduce 59 00:05:33.332 --> 00:05:35.840 3D objects or real-world phenomena 60 00:05:36.040 --> 00:05:41.890 For example, it can accurately project the structure of the human body in medical training 61 00:05:41.891 --> 00:05:45.291 or visually reproduce historical events 62 00:05:45.292 --> 00:05:50.864 to help learners understand more easily 63 00:05:51.040 --> 00:06:00.490 In the future, projection mapping can be used in various areas such as interior decoration, furniture design 64 00:06:00.491 --> 00:06:03.803 and media world in homes and commercial spaces 65 00:06:03.960 --> 00:06:09.510 The walls of offices or homes can be transformed into digital spaces 66 00:06:09.511 --> 00:06:16.271 and project real-time information, artwork, and personalized content 67 00:06:16.651 --> 00:06:24.140 This will make smart home systems more intuitive and visually rich 68 00:06:24.141 --> 00:06:27.392 and the range of applications has greatly expanded 69 00:06:27.392 --> 00:06:30.200 as home CineBeams become more widespread 70 00:06:30.540 --> 00:06:36.100 Projection mapping can also be used to try different styles on models at fashion shows 71 00:06:36.100 --> 00:06:43.010 or to visually test various options in real-time 72 00:06:43.010 --> 00:06:46.040 in product design 73 00:06:46.040 --> 00:06:52.380 Consumers can experience how a product will look before purchasing it 74 00:06:52.381 --> 00:06:58.765 which can have a big impact, especially in the props and interior markets 75 00:06:59.040 --> 00:07:01.740 Next, augmented reality 76 00:07:01.741 --> 00:07:04.281 It's the case of convergence with AR 77 00:07:04.500 --> 00:07:08.290 Combining AR devices and projection mapping 78 00:07:08.290 --> 00:07:12.213 can provide a more immersive experience 79 00:07:12.214 --> 00:07:15.794 through digital overlays on physical spaces 80 00:07:16.040 --> 00:07:23.840 For example, people can see virtual objects in indoor spaces 81 00:07:23.840 --> 00:07:29.360 or recreate historical sites in outdoor spaces through AR equipment 82 00:07:30.040 --> 00:07:35.240 This can enrich and creatively transform our daily lives 83 00:07:35.241 --> 00:07:40.321 public environments, and cultural experiences 84 00:07:40.321 --> 00:07:44.692 Projection mapping breaks down the boundaries between art and technology 85 00:07:44.693 --> 00:07:49.221 and enables a new level of interaction 86 00:07:49.221 --> 00:07:54.340 Experts in various fields predict the potential 87 00:07:54.341 --> 00:07:59.536 for convergence with augmented reality, AR, and immersive experiences 88 00:07:59.536 --> 00:08:08.040 This can creatively transform our daily lives, public environments, and cultural experiences 89 00:08:09.214 --> 00:08:13.334 Projection Mapping Program Utilizing MadMapper 90 00:08:13.894 --> 00:08:18.660 I would like to introduce a program used for projection mapping 91 00:08:19.880 --> 00:08:22.840 There are many different programs 92 00:08:22.840 --> 00:08:30.180 Projection mapping provides different functions and interfaces 93 00:08:30.180 --> 00:08:34.559 So you can choose according to your needs and skill level 94 00:08:34.899 --> 00:08:37.099 The following are representative software 95 00:08:37.227 --> 00:08:39.707 Resolution Arena, Mad Mapper 96 00:08:39.708 --> 00:08:42.187 and Touch Designer 97 00:08:42.407 --> 00:08:48.440 Resolution Arena is a program for live visual performances and projection mapping 98 00:08:48.440 --> 00:08:52.220 It has an intuitive UI and powerful functions 99 00:08:52.379 --> 00:08:57.539 It supports multi-projector settings and various output formats 100 00:08:57.540 --> 00:09:00.700 making it excellent for real-time image control and effects 101 00:09:00.999 --> 00:09:05.579 Therefore, it is widely used in performances and events 102 00:09:05.579 --> 00:09:11.359 Mad Mapper is a software specialized in projection mapping and LED mapping 103 00:09:11.359 --> 00:09:16.099 It is widely used in art exhibitions and commercial spaces 104 00:09:16.100 --> 00:09:20.522 because it provides user-friendly, fast, and efficient mapping functions 105 00:09:20.843 --> 00:09:27.703 It suits various 3D mapping tasks, including stage design and building mapping 106 00:09:27.703 --> 00:09:33.719 Touch Designer is a node-based software for media art and interactive installations 107 00:09:33.720 --> 00:09:37.459 with powerful visual programming tools 108 00:09:37.459 --> 00:09:42.239 It is strong in real-time graphics processing and data visualization 109 00:09:42.240 --> 00:09:45.959 and is widely used in audio visualization 110 00:09:46.239 --> 00:09:50.839 It can be especially useful when building complex interaction systems 111 00:09:51.567 --> 00:09:55.407 I would like to introduce Mad Mapper 112 00:09:55.407 --> 00:09:59.799 Such as a demo version, rental subscription 113 00:09:59.806 --> 00:10:00.739 and buy 114 00:10:00.739 --> 00:10:03.440 and purchase, it has various options 115 00:10:03.440 --> 00:10:06.319 and since the demo version is free 116 00:10:06.320 --> 00:10:08.060 I recommend that you try it out 117 00:10:09.112 --> 00:10:12.852 and choose the software that suits you 118 00:10:15.079 --> 00:10:18.139 You can download the demo version 119 00:10:18.140 --> 00:10:25.325 and the download link will be sent to your email from the Mad Mapper official website 120 00:10:25.599 --> 00:10:28.659 Then, you can download the demo version 121 00:10:28.660 --> 00:10:35.606 and if you have a genuine key, you can activate it and use it 122 00:10:37.486 --> 00:10:41.439 If you download the demo version, you can check Mad Mapper and Mad Laser 123 00:10:41.794 --> 00:10:46.694 I will proceed by checking Mad Mapper 124 00:10:48.019 --> 00:10:52.079 Currently, up to 5.6.4 demos are available 125 00:10:52.480 --> 00:10:59.139 and I will also turn on Mad Mapper and proceed with the practice 126 00:11:02.459 --> 00:11:08.939 When you enter Mad Mapper, a project window where you can create a video will pop up 127 00:11:09.279 --> 00:11:13.366 Click OK to open the project 128 00:11:13.704 --> 00:11:17.784 and I will briefly introduce the UI 129 00:11:18.899 --> 00:11:23.599 There is an input window on the left and an output window on the right 130 00:11:24.039 --> 00:11:27.339 The input is where we can set the environment 131 00:11:28.379 --> 00:11:34.719 in the input window before sending by putting in the materials we selected 132 00:11:34.719 --> 00:11:36.779 and the window on the right 133 00:11:36.780 --> 00:11:41.656 is a space where you can preview the screen 134 00:11:41.656 --> 00:11:44.453 where the input entered as input is output as output 135 00:11:45.933 --> 00:11:52.279 This workspace can be changed to suit your user's convenience 136 00:11:52.279 --> 00:12:01.239 and there is an icon with two squares at the top to view the input and output at the same time 137 00:12:01.619 --> 00:12:04.719 and an icon to view only one 138 00:12:05.039 --> 00:12:10.319 You can view both and change them up and down 139 00:12:10.319 --> 00:12:12.539 There is a toolbar on the left 140 00:12:12.540 --> 00:12:19.003 It is intuitively shown as a plus button that can create 141 00:12:19.004 --> 00:12:22.701 squares, lines, triangles, circles, masks, and 3D solids 142 00:12:22.961 --> 00:12:26.519 and on the right, you can insert materials 143 00:12:26.723 --> 00:12:29.803 Currently, the test card is selected 144 00:12:29.804 --> 00:12:33.540 so the test card is shown in the input window on the left 145 00:12:33.959 --> 00:12:36.799 and when this test card is pressed 146 00:12:36.999 --> 00:12:41.579 Madmapper uses this mint-colored key color 147 00:12:41.579 --> 00:12:45.859 This means that it has been selected because it has changed to mint 148 00:12:46.199 --> 00:12:49.879 If you open a square quad in this state 149 00:12:50.414 --> 00:12:54.614 the image shown in the input will be sent to the output 150 00:12:55.014 --> 00:13:03.179 and this screen will be applied to the production as much as the input is adjusted 151 00:13:06.999 --> 00:13:12.479 A shortcut key allows you to see the corresponding input and output 152 00:13:12.479 --> 00:13:16.459 First, let me explain it in the tool window, not the shortcut key 153 00:13:16.460 --> 00:13:19.840 If you click on the output part 154 00:13:19.841 --> 00:13:23.041 you will see desktop and full-screen modes 155 00:13:23.201 --> 00:13:26.780 The shortcut keys are Ctrl+T and Ctrl+U 156 00:13:26.780 --> 00:13:32.520 and yo have to check this to exit the full-screen mode 157 00:13:34.059 --> 00:13:36.660 When you switch to full-screen mode 158 00:13:36.900 --> 00:13:42.000 the entire screen will be displayed as the projector's screen being transmitted 159 00:13:42.519 --> 00:13:46.340 Right now, we are in the Edit section 160 00:13:46.340 --> 00:13:52.320 Next to it, the section where you can edit the DMX that controls the lighting 161 00:13:52.320 --> 00:13:57.359 the section where you can control the projector video output 162 00:13:57.360 --> 00:13:59.585 the section where you can web in 3D 163 00:13:59.586 --> 00:14:04.211 and the icon where you can set the overall master environment 164 00:14:04.211 --> 00:14:06.331 five icons can be clicked 165 00:14:06.331 --> 00:14:10.339 We will proceed to the first Edit window 166 00:14:10.839 --> 00:14:16.939 When you always look at Madmapper, you should look at the columns on the left and right 167 00:14:17.288 --> 00:14:23.088 Both have simple environment settings at the bottom 168 00:14:23.088 --> 00:14:29.139 and since these parts can adjust to different environment settings 169 00:14:29.140 --> 00:14:35.384 it would be good to pay close attention to which part you are using 170 00:14:35.704 --> 00:14:40.139 Looking at the window on the right, you will see Generator, Material 171 00:14:40.909 --> 00:14:49.669 ISF, Image, Movie, Folder, Spout, Live Input, etc. 172 00:14:50.039 --> 00:14:53.379 You can put the materials you want here 173 00:14:53.379 --> 00:14:59.120 The materials provided by default are on the left 174 00:14:59.121 --> 00:15:02.089 and the play button looks like a reversed triangle shape 175 00:15:02.549 --> 00:15:10.039 Through this, you can see what shape each material is provided in 176 00:15:10.039 --> 00:15:14.499 and some of them are looped like a video 177 00:15:15.868 --> 00:15:19.529 but some materials are fixed as images 178 00:15:19.529 --> 00:15:23.267 so I think it would be good to click on them and use them 179 00:15:23.587 --> 00:15:27.239 First, I will explain Solid Color 180 00:15:27.539 --> 00:15:31.239 The quad is white 181 00:15:31.240 --> 00:15:34.879 and if you look to the right, there's the size and color 182 00:15:35.439 --> 00:15:41.079 You can select the chip in a convenient way 183 00:15:42.239 --> 00:15:48.219 and if you enter a color on this screen, the color of the input itself will change 184 00:15:48.539 --> 00:15:50.239 I'll return this to white again 185 00:15:51.539 --> 00:15:54.359 There is also a color window on the left 186 00:15:55.399 --> 00:15:59.459 If you select red in the color window on the left 187 00:15:59.460 --> 00:16:04.660 the output color will change, not the input 188 00:16:04.860 --> 00:16:11.119 In other words, if you change the color on the right 189 00:16:11.120 --> 00:16:13.547 the nature of the basic material will change 190 00:16:13.719 --> 00:16:18.599 If you want to leave the basic material as is but change the output settings 191 00:16:18.600 --> 00:16:23.260 you can use the environment settings window on the left 192 00:16:26.599 --> 00:16:31.299 In the realistic media content, we provide a basic mapping 193 00:16:31.299 --> 00:16:36.439 especially the basic usage called box mapping 194 00:16:36.439 --> 00:16:39.359 and you can try box mapping in advance here 195 00:16:39.939 --> 00:16:46.319 If you click on the circle drawn on the mint-colored vertex here 196 00:16:46.530 --> 00:16:52.510 you can distort the corresponding paper 197 00:16:52.510 --> 00:16:57.139 Then, when you project it on the wall that fits the scene 198 00:16:57.140 --> 00:17:01.550 you can catch the distortion and create it like a box 199 00:17:02.050 --> 00:17:03.950 First, change it to white 200 00:17:03.950 --> 00:17:07.267 and copy this quad 3 times 201 00:17:10.571 --> 00:17:14.411 to create a box shape 202 00:17:18.680 --> 00:17:24.660 When I move the mouse, you can see that each vertex snaps 203 00:17:24.660 --> 00:17:30.140 This snapping function works when the magnet shape at the top is turned on 204 00:17:30.140 --> 00:17:34.440 and if it's turned off, it won't stick even if you get close 205 00:17:35.820 --> 00:17:39.400 When you want to create an environment where you're intentionally separated 206 00:17:39.401 --> 00:17:41.421 turn off this snapping 207 00:17:42.280 --> 00:17:48.340 and when you need to create a perfect vertex, turn on the magnet and work 208 00:17:49.160 --> 00:17:52.720 Here, I will explain how to change the color again 209 00:17:53.440 --> 00:17:58.820 The entire input will change if you change the color on the right 210 00:17:58.820 --> 00:18:02.860 However, if you click on the corresponding quad in mint color 211 00:18:03.580 --> 00:18:05.353 and change the color 212 00:18:06.860 --> 00:18:12.280 the three will be expressed differently 213 00:18:12.280 --> 00:18:15.540 Learning the difference between input and output 214 00:18:16.061 --> 00:18:19.961 would be by looking at the color 215 00:18:20.720 --> 00:18:24.400 This time, I will put in different materials 216 00:18:31.880 --> 00:18:34.660 They are all white 217 00:18:34.661 --> 00:18:37.140 but changing the output color 218 00:18:37.140 --> 00:18:39.900 can make the colors diverse 219 00:18:39.901 --> 00:18:42.548 and you can go back 220 00:18:45.720 --> 00:18:51.260 Once you have finished mapping the box, press multi-select 221 00:18:52.340 --> 00:18:57.720 and copy it to create another one 222 00:18:58.420 --> 00:19:00.420 I will select the entire thing 223 00:19:01.585 --> 00:19:06.205 and make it about three 224 00:19:11.313 --> 00:19:15.711 All the points must be clicked to make it like this 225 00:19:15.950 --> 00:19:23.030 and I will change the corresponding points 226 00:19:23.430 --> 00:19:28.540 to create a scene where the boxes are piled up 227 00:19:33.620 --> 00:19:37.380 This point can be moved together 228 00:19:50.800 --> 00:19:53.160 by holding down the shift key 229 00:19:57.700 --> 00:20:01.540 Let's connect all the small lines 230 00:20:02.460 --> 00:20:07.480 and finish the box mapping to a certain degree 231 00:20:16.540 --> 00:20:24.953 Let's mix some other materials on top of the completed materials 232 00:20:29.440 --> 00:20:34.760 If you look at the corresponding materials used on the right 233 00:20:35.320 --> 00:20:39.920 there is an icon indicating that they were used once 234 00:20:39.921 --> 00:20:41.652 so I think it would be good to check 235 00:20:41.652 --> 00:20:46.040 Those who were used twice are listed as 2 here 236 00:20:46.540 --> 00:20:50.460 and let's try putting them in various ways 237 00:20:51.060 --> 00:20:55.600 Here, I'll add some of my images 238 00:20:56.493 --> 00:20:58.433 and do blending 239 00:20:59.040 --> 00:21:02.080 I added the video by dragging and dropping it 240 00:21:02.188 --> 00:21:05.288 you can do it with the plus button 241 00:21:05.300 --> 00:21:08.720 But drag and drop is easier 242 00:21:09.160 --> 00:21:13.800 If you create a quad with the corresponding material selected 243 00:21:13.964 --> 00:21:17.064 a shape that covers the entire area will appear 244 00:21:17.180 --> 00:21:22.040 and here, we'll change the blend mode 245 00:21:22.280 --> 00:21:25.340 The transparency, called opacity, is now 100% 246 00:21:25.341 --> 00:21:27.661 meaning that the back is not fully visible 247 00:21:28.040 --> 00:21:35.480 and through opacity, you can see an image where two are mixed 248 00:21:35.900 --> 00:21:39.320 and the blend mode is set to over by default 249 00:21:39.320 --> 00:21:43.340 If you set it to add mode, it will add 250 00:21:43.341 --> 00:21:47.646 If you set it to multiply, it will multiply 251 00:21:48.040 --> 00:21:54.040 So you can use the images you want in various ways 252 00:21:54.660 --> 00:21:58.460 You can use it by utilizing the blend mode 253 00:21:59.160 --> 00:22:01.340 and you can also add a folder here 254 00:22:08.600 --> 00:22:13.600 and organize the corresponding group to create it 255 00:22:13.600 --> 00:22:17.260 As you can see now, when the order of the layers changes 256 00:22:17.260 --> 00:22:22.040 the multiplied blend mode affects the lower layer 257 00:22:22.040 --> 00:22:27.800 If the order of the layes is not organized, it will be shown as a completely different image 258 00:22:27.800 --> 00:22:32.040 so it is important to organize the relationship between the layers well 259 00:22:32.040 --> 00:22:36.940 and continuously check the form of the final output 260 00:22:37.860 --> 00:22:40.460 If you look at the blend mode now 261 00:22:41.009 --> 00:22:44.489 there is also a function called Flip 262 00:22:44.700 --> 00:22:50.840 I will show you this by mixing it in add mode so that you can see it well 263 00:22:51.400 --> 00:22:57.800 When the white part is added, the projector light shines brighter 264 00:22:58.140 --> 00:23:06.160 and if you press Flip, the corresponding image will be flipped 265 00:23:06.160 --> 00:23:11.480 You can freely express it by flipping it left, right, up, and down 266 00:23:12.400 --> 00:23:15.260 of course, you can also create a mask 267 00:23:15.820 --> 00:23:23.940 I will roughly print only the corresponding part by pressing the line 268 00:23:25.040 --> 00:23:31.240 The input is entered as a square, but if you connect the line in the output 269 00:23:31.917 --> 00:23:34.697 and after connecting it like this 270 00:23:34.697 --> 00:23:40.380 if you right-click and exit, this mask part will be created 271 00:23:40.380 --> 00:23:45.280 The masked part is not being transmitted right now 272 00:23:45.280 --> 00:23:49.620 and if you want to check this in detail at once 273 00:23:49.620 --> 00:23:52.500 there is an eye button next to the magnet button 274 00:23:52.780 --> 00:24:01.080 If you press the eye button, only the corresponding layer will be changed to a visible state 275 00:24:01.400 --> 00:24:09.200 If you press the part called invert mask at the bottom left 276 00:24:09.200 --> 00:24:16.540 the input is now entered as a square 277 00:24:16.540 --> 00:24:21.820 but only the masked part is multiplied and comes out 278 00:24:23.340 --> 00:24:27.080 You can see it better if you look at it like this 279 00:24:27.080 --> 00:24:31.540 This mask was done roughly 280 00:24:31.540 --> 00:24:37.340 so you can click on it and move the point 281 00:24:37.340 --> 00:24:42.160 to modify it to your desired location 282 00:24:42.400 --> 00:24:44.800 This function also has to snap 283 00:24:45.126 --> 00:24:50.966 so you can select it roughly and proceed 284 00:24:55.880 --> 00:24:59.320 There is also a function to add a mask here 285 00:24:59.660 --> 00:25:04.360 If I show you in the window before the shortcut key 286 00:25:05.480 --> 00:25:09.360 there is a Project tab that says Add Mask to Surface 287 00:25:09.361 --> 00:25:10.779 Alt-A 288 00:25:10.779 --> 00:25:15.740 If you click this part, you can add another mask 289 00:25:15.940 --> 00:25:18.660 Like a window 290 00:25:19.437 --> 00:25:21.377 if I add this part 291 00:25:21.377 --> 00:25:25.600 a layer is created within the corresponding mask 292 00:25:26.060 --> 00:25:27.774 You can continue 293 00:25:27.774 --> 00:25:32.474 to add masks within the corresponding quad 294 00:25:32.474 --> 00:25:36.800 not the entire upper part, the projector layer 295 00:25:37.340 --> 00:25:40.240 I will change this material 296 00:25:44.420 --> 00:25:47.820 If you look, the mask is like this 297 00:25:50.420 --> 00:25:57.420 If you invert the mask again, it will be shown like this 298 00:25:57.420 --> 00:25:59.520 showing only the opposite part 299 00:26:01.760 --> 00:26:04.780 Masks also have a feathering function 300 00:26:04.780 --> 00:26:08.140 If you feather the corresponding mask 301 00:26:08.140 --> 00:26:14.040 you can transform it into one that blends naturally 302 00:26:14.040 --> 00:26:16.286 If the feathering work 303 00:26:16.286 --> 00:26:22.006 makes the slightly faint edge part fall cleanly 304 00:26:22.006 --> 00:26:24.500 it is rather unnatural 305 00:26:24.501 --> 00:26:27.941 so you can use the feathering function to create a natural look 306 00:26:28.421 --> 00:26:34.040 Since you can change the feathering to the center, outside, inside 307 00:26:34.040 --> 00:26:39.340 and various other options below 308 00:26:42.040 --> 00:26:44.680 it would be good to use it well 309 00:26:45.580 --> 00:26:48.840 I got out like this by removing the feathering 310 00:26:51.060 --> 00:26:55.820 I will explain the warping function, which is also the most important in mapping 311 00:26:55.900 --> 00:26:57.760 Erase the entire thing 312 00:26:58.280 --> 00:27:03.620 and I will bring the photo again with the test card selected 313 00:27:03.900 --> 00:27:08.760 I asked the AI ​​to create a photo of a building 314 00:27:08.960 --> 00:27:11.460 and there is a building like this 315 00:27:11.461 --> 00:27:18.656 I will proceed with mapping the part of the facade of this building 316 00:27:19.040 --> 00:27:25.140 The warping function is the most important in mapping 317 00:27:25.140 --> 00:27:27.840 I will add one more photo 318 00:27:28.654 --> 00:27:31.754 and add it to Quad 319 00:27:31.920 --> 00:27:37.140 It would be good always to leave the input as it is and adjust the output 320 00:27:37.140 --> 00:27:40.480 so that the corresponding part can be mapped 321 00:27:40.480 --> 00:27:44.600 without damaging the original image 322 00:27:45.040 --> 00:27:50.060 If this part is inconvenient to keep moving 323 00:27:50.560 --> 00:27:54.560 you can lock it to prevent it from moving 324 00:27:54.561 --> 00:27:57.161 making mapping easier 325 00:27:58.280 --> 00:28:07.300 Like before, you can also warp by increasing each point 326 00:28:08.860 --> 00:28:12.960 If you do this, you can see it to some extent 327 00:28:13.360 --> 00:28:16.140 You can check if it is well mapped to the exterior wall 328 00:28:16.141 --> 00:28:20.798 of the building while lowering the opacity a little 329 00:28:20.940 --> 00:28:27.860 and you can adjust the small movements in detail with the arrow keys 330 00:28:29.240 --> 00:28:39.660 If I want to map by distorting the part next to this 331 00:28:40.400 --> 00:28:43.080 I will try mesh warping 332 00:28:43.560 --> 00:28:48.760 If you look at the bottom of the mask part, there is a corner called mesh warping 333 00:28:48.920 --> 00:28:52.940 You can activate it through this Enable 334 00:28:53.420 --> 00:28:55.580 I will create a grid 335 00:28:55.580 --> 00:29:01.180 If you make too many, there will be too many lines, called subdivision 336 00:29:01.180 --> 00:29:06.820 When there are too many lines, the distortion of the image can become rough 337 00:29:06.820 --> 00:29:11.980 so it is important to put in subdivisions at an appropriate size and interval 338 00:29:12.420 --> 00:29:16.060 I will put in about five 339 00:29:16.860 --> 00:29:19.820 If you put it in, a grid pattern will appear 340 00:29:20.040 --> 00:29:24.000 I'll add a little more vertically 341 00:29:29.160 --> 00:29:31.360 I'll add it horizontally 342 00:29:32.020 --> 00:29:33.620 Now 343 00:29:34.158 --> 00:29:35.578 should I add a little more? 344 00:29:35.820 --> 00:29:39.040 If you add it like this to create 345 00:29:40.720 --> 00:29:42.900 a small 'ㄱ' here 346 00:29:42.900 --> 00:29:47.900 the corresponding points will move independently 347 00:29:48.200 --> 00:29:53.320 You can create it by moving these points 348 00:29:53.320 --> 00:29:56.520 The disadvantage of having many points is that 349 00:29:56.520 --> 00:30:02.720 you have to capture the corresponding points as a whole 350 00:30:02.720 --> 00:30:06.740 and as this whole moves, 351 00:30:07.080 --> 00:30:09.960 the whole flow can be broken 352 00:30:09.960 --> 00:30:11.121 so it's the end 353 00:30:11.980 --> 00:30:14.400 You can see the corner where two circles are formed 354 00:30:14.680 --> 00:30:19.680 It's important to move the whole part through 355 00:30:19.681 --> 00:30:23.841 and individually 356 00:30:23.841 --> 00:30:28.940 so that the warping doesn't look awkward 357 00:30:29.820 --> 00:30:39.760 I'll add this part like this and proceed 358 00:30:40.040 --> 00:30:43.580 Since the photo's resolution is not very good 359 00:30:43.580 --> 00:30:46.200 you can proceed 360 00:30:49.331 --> 00:30:51.031 by moving it slightly 361 00:30:51.340 --> 00:30:58.560 and the corresponding warping can also be moved as a line 362 00:30:58.560 --> 00:31:04.590 This operation is often used when very detailed work is required 363 00:31:12.190 --> 00:31:17.040 Overall, this part is proceeding awkwardly 364 00:31:30.690 --> 00:31:38.130 so you can proceed with natural warping through detailed adjustments 365 00:31:38.130 --> 00:31:43.950 By warping this way 366 00:31:43.950 --> 00:31:48.220 you can check the projection phenomenon in advance 367 00:31:48.220 --> 00:31:49.480 Simulation 368 00:31:49.480 --> 00:31:51.353 If this is a video 369 00:31:52.220 --> 00:31:54.040 I'll put the video in 370 00:31:55.660 --> 00:32:00.840 If you put two in and change the strobe effect to head mode 371 00:32:00.840 --> 00:32:04.740 you can see the corresponding light coming out 372 00:32:04.740 --> 00:32:18.300 You can also put this in the siren operation to see the corresponding mapping situation 373 00:32:18.300 --> 00:32:21.780 It looks like this because I copied and pasted it 374 00:32:21.780 --> 00:32:23.340 as it was warped 375 00:32:23.700 --> 00:32:31.840 , and this image can be expressed by slightly multiplying it like this 376 00:32:31.840 --> 00:32:38.060 So you can express the feeling of compositing it with the original image 377 00:32:39.620 --> 00:32:44.040 Next, let's try curved warping 378 00:32:44.500 --> 00:32:48.580 Delete the existing quad 379 00:32:48.580 --> 00:32:50.500 change it to a test card 380 00:32:50.716 --> 00:32:54.336 and bring in a curved image 381 00:32:56.320 --> 00:32:58.700 This facade format 382 00:32:58.700 --> 00:33:01.940 I brought in a facade 383 00:33:01.940 --> 00:33:04.220 but it's the same for any object 384 00:33:04.220 --> 00:33:06.380 So, it would be good 385 00:33:09.460 --> 00:33:11.380 to create a quad here 386 00:33:11.380 --> 00:33:13.660 and give it a little opacity 387 00:33:13.660 --> 00:33:20.440 to see if it's the image you want 388 00:33:22.140 --> 00:33:29.540 When creating the corresponding image in a curved shape, warping is also used 389 00:33:34.600 --> 00:33:40.040 I will only put in about 5 390 00:33:40.040 --> 00:33:49.590 I think it would be good to proceed like this so that it can move naturally on this screen 391 00:33:56.560 --> 00:33:59.560 When the screen starts to distort 392 00:33:59.560 --> 00:34:03.180 there are times when it is difficult to handle the points 393 00:34:03.180 --> 00:34:07.400 In that case, it would be good to proceed 394 00:34:07.400 --> 00:34:12.990 while checking 395 00:34:22.040 --> 00:34:27.980 if there are too many grids and if the grid is expressed in accordance 396 00:34:27.980 --> 00:34:30.540 with the message you want to convey 397 00:34:36.300 --> 00:34:43.200 This process creates smooth curves 398 00:34:45.910 --> 00:34:53.260 If this edge part does not match, it would be good to use the feathering function 399 00:34:53.780 --> 00:34:57.300 You may feel that it is very crooked now 400 00:34:57.300 --> 00:35:00.260 but after a certain amount of progress 401 00:35:00.260 --> 00:35:10.900 if you activate the Bezier part at the bottom of the mesh warping, it will change into a curved shape 402 00:35:10.900 --> 00:35:16.540 The curve has handles like Illustrator 403 00:35:16.540 --> 00:35:21.200 so you can adjust the shape of the curve as you want 404 00:35:21.200 --> 00:35:25.200 and finish the mapping you want 405 00:35:25.580 --> 00:35:31.460 After the curves are created, you can map them a little more freely 406 00:35:32.180 --> 00:35:38.640 so if you design it like this, it would be good 407 00:35:51.440 --> 00:35:56.440 Its great advantage is that it can cover various types of mapping 408 00:35:56.440 --> 00:35:58.780 Since almost nothing can be done 409 00:35:58.780 --> 00:36:03.320 it is naturally connected to everything you think of in your head 410 00:36:03.320 --> 00:36:07.100 so it would be good to practice 411 00:36:07.100 --> 00:36:10.441 and proceed with mapping while looking at it 412 00:36:13.300 --> 00:36:16.720 Next, to explain the line part 413 00:36:16.720 --> 00:36:19.460 I will remove the photo 414 00:36:20.660 --> 00:36:27.280 and start with a single quad created with a solid color 415 00:36:27.760 --> 00:36:32.680 In this state, I will slightly reduce the color 416 00:36:33.400 --> 00:36:36.760 You can add a line 417 00:36:37.540 --> 00:36:40.680 You can also add a line within this quad 418 00:36:40.680 --> 00:36:44.340 and you can add this line like this 419 00:36:44.520 --> 00:36:49.920 If you continue from this state, the line will continue 420 00:36:49.920 --> 00:36:59.760 and if you use Alt-A 421 00:36:59.760 --> 00:37:04.060 you can create separate lines 422 00:37:04.740 --> 00:37:22.920 I created a line that seems to express a slightly shining sun 423 00:37:25.060 --> 00:37:30.280 and if you do this, you can erase the part where you made a mistake with the Delete key 424 00:37:30.480 --> 00:37:35.140 This line is now tied as a single object 425 00:37:35.140 --> 00:37:37.500 You can see that 426 00:37:37.501 --> 00:37:41.569 it is added as a layer 427 00:37:41.760 --> 00:37:46.500 You can select the entire thing, adjust its thickness 428 00:37:46.500 --> 00:37:51.580 and add specialized materials for the line I explained earlier 429 00:37:51.580 --> 00:37:56.920 For example, if you add a line pattern, it will become a moving line 430 00:37:58.134 --> 00:37:59.440 This is a line repeat 431 00:38:00.260 --> 00:38:04.280 I will explain it again with the line pattern 432 00:38:04.600 --> 00:38:11.240 On the right card, you can adjust various components for this input value 433 00:38:11.240 --> 00:38:14.260 and create the desired material format 434 00:38:14.643 --> 00:38:17.803 by adjusting the corresponding parameters 435 00:38:18.040 --> 00:38:23.700 The most used ones are the speed part, cell size 436 00:38:24.394 --> 00:38:26.154 and rotation 437 00:38:26.460 --> 00:38:30.880 I will use the bottom part here 438 00:38:32.140 --> 00:38:38.340 Since the input value is adjusted on the right 439 00:38:38.340 --> 00:38:40.260 I will leave this as the default 440 00:38:40.261 --> 00:38:45.417 and adjust the output on the left 441 00:38:45.820 --> 00:38:48.100 Here's an interesting feature 442 00:38:48.100 --> 00:38:53.760 In the texturing section, there's a section called Media Line Change 443 00:38:54.260 --> 00:39:00.080 When this is selected, this line pattern moves clockwise 444 00:39:00.080 --> 00:39:04.060 If you change this to geometry 445 00:39:04.360 --> 00:39:09.500 it follows the line in the input image 446 00:39:10.040 --> 00:39:16.580 If you press the segment, light comes in from each line 447 00:39:17.040 --> 00:39:23.800 You can create three scenes like this 448 00:39:23.800 --> 00:39:27.240 and create them with the Scene and Queue functions 449 00:39:27.241 --> 00:39:31.421 that I haven't explained yet 450 00:39:31.640 --> 00:39:35.360 You can change them using shortcut keys 451 00:39:35.700 --> 00:39:41.280 in the case of scenes, it's a concept of saving the current situation 452 00:39:41.600 --> 00:39:54.040 Here, I'll put another scene outside in the quad 453 00:40:06.320 --> 00:40:10.640 If you save it like this and press Scene 454 00:40:10.640 --> 00:40:16.800 the basic solid screen will appear as it is in Scene 1 455 00:40:16.800 --> 00:40:20.720 and in Scene 2, you can simply press the plus button 456 00:40:20.720 --> 00:40:26.560 to save the output window that I'm currently seeing in the scene 457 00:40:26.840 --> 00:40:33.420 I'll put the texture of the line I showed you in the Queue at the bottom 458 00:40:33.820 --> 00:40:38.280 The Queue is activated by pressing the Edit button 459 00:40:38.860 --> 00:40:44.000 In this state, if you press Queue and Media Line Changes 460 00:40:44.000 --> 00:40:47.060 the texture will be stored in the Queue 461 00:40:47.240 --> 00:40:52.540 If you can't check this, open the information window on the right 462 00:40:52.800 --> 00:40:58.160 and it will show you the values ​​I saved in this queue 463 00:40:58.460 --> 00:41:01.240 The values ​​are media line changes 464 00:41:02.040 --> 00:41:06.100 Move to the side and check the same thing 465 00:41:06.100 --> 00:41:10.120 and I'll change this to geometry 466 00:41:10.120 --> 00:41:13.360 Then, it says this has changed to yellow 467 00:41:13.460 --> 00:41:21.560 Click on one more cue and put the changes in segments instead of geometry 468 00:41:21.560 --> 00:41:25.100 Then, when you exit Edit 469 00:41:25.101 --> 00:41:29.800 you can see that the texture changes through the play button 470 00:41:30.200 --> 00:41:33.420 just like when you play the scene 471 00:41:37.840 --> 00:41:44.780 This cue and scene can be received again as a keyboard or MIDI controller input 472 00:41:44.780 --> 00:41:48.460 You can add this in the Edit window 473 00:41:48.760 --> 00:41:52.800 I'm going to proceed with the keyboard edit 474 00:41:52.800 --> 00:41:55.520 assuming that you're all using a keyboard 475 00:41:55.520 --> 00:42:01.480 but since you can also cue MIDI control by holding down a button 476 00:42:01.480 --> 00:42:04.040 I think it would be good to practice with the keyboard first 477 00:42:05.040 --> 00:42:11.820 When you click on the keyboard, all the items that can be used with the keys are selected in purple 478 00:42:12.040 --> 00:42:18.860 In cue, in number one, put 1, two, 2, three, 3 479 00:42:18.860 --> 00:42:21.480 You can press any button on your keyboard 480 00:42:21.480 --> 00:42:26.140 and it will show you which key was pressed in the upper left corner 481 00:42:26.400 --> 00:42:30.840 This window should be exited without being purple 482 00:42:31.140 --> 00:42:39.780 and now, when you press 1, 2, or 3, you can see that the corresponding cue changes 483 00:42:39.780 --> 00:42:48.040 Because of this advantage, various VJings are possible through real-time mapping 484 00:42:48.040 --> 00:42:51.700 Lastly, I would like to explain multi-display 485 00:42:52.040 --> 00:42:59.140 In this case, you can organize it with the quad-layer concept 486 00:42:59.140 --> 00:43:04.040 as before by adding a projector video output 487 00:43:04.040 --> 00:43:06.460 If there are multiple outputs 488 00:43:06.790 --> 00:43:09.590 you can set the destination 489 00:43:09.591 --> 00:43:12.507 for two like this 490 00:43:12.507 --> 00:43:17.780 Right now, I can set two outputs 491 00:43:18.400 --> 00:43:22.590 and you can also send 492 00:43:26.338 --> 00:43:31.918 the outputs by 493 00:43:33.001 --> 00:43:35.421 linking the same scene 494 00:43:35.721 --> 00:43:38.600 If you set the destination 495 00:43:39.062 --> 00:43:42.622 and open the corresponding desktop window 496 00:43:42.902 --> 00:43:47.800 you can preview which part of the output 497 00:43:47.801 --> 00:43:51.021 is being sent 498 00:43:53.300 --> 00:44:00.660 You can use it in various ways by connecting the corresponding projectors 499 00:44:01.880 --> 00:44:04.861 Even in very special environments, 500 00:44:04.861 --> 00:44:08.123 you can proceed with all the adjustments through the mapping program 501 00:44:08.423 --> 00:44:11.860 and in the field, you can find 502 00:44:17.218 --> 00:44:21.558 the corresponding location 503 00:44:21.559 --> 00:44:25.439 through the test pattern and express it by linking it 504 00:44:25.659 --> 00:44:30.700 Since the resolution is automatically captured 505 00:44:30.701 --> 00:44:34.986 you can proceed with multi-display linkage through this mapping program 506 00:44:36.040 --> 00:44:40.100 The projection mapping, mapping program 507 00:44:40.101 --> 00:44:43.121 and method of responding to the transmission introduced today 508 00:44:43.121 --> 00:44:48.560 are essential for creating realistic media content and final transmission 509 00:44:49.040 --> 00:44:56.740 I hope this will inspire your project and be a useful resource for your future creative process 510 00:44:56.740 --> 00:44:59.040 Thank you 511 00:44:59.752 --> 00:45:00.673 Projection Mapping A technology that projects light and images onto surfaces of 3D structures, buildings, and sculptures beyond the flat surface to create visual changes 512 00:45:00.673 --> 00:45:01.673 Basic Projection Mapping Operations: Space Scanning, Surface Alignment through Mapping Software, Projection Adjustment, etc. 513 00:45:01.674 --> 00:45:02.655 Projection Mapping Operation Principles: Surface Analysis to be Mapped - Preparing Image Content - Setting Up the Projector - Using Mapping Software - Precise Correction - Interaction of Content and Surface 514 00:45:02.655 --> 00:45:03.336 Projection Mapping Use Cases Immersive experiences: theme parks, art museums, performing arts, travel destinations, entertainment, etc. Urban spaces and public art: national heritage media art, city promotion media art, etc. 515 00:45:03.336 --> 00:45:03.917 Education and training: human body projection, visual representation of historical events, etc. Smart homes and commercial spaces: interior decoration, furniture design, media walls, etc. 516 00:45:03.917 --> 00:45:04.546 Fashion and product design: props, interiors, etc. Fusion with augmented reality: virtual objects, historical site experiences, etc. 517 00:45:04.546 --> 00:45:05.587 Use of the projection mapping program Madmapper Projection mapping program Resolum Arena: Real-time image control program supporting multi-projector setup and various output formats 518 00:45:05.587 --> 00:45:06.508 MadMapper: Program suitable for various 3D mapping tasks including stage design and building mapping Touch Designer: Node-based software for media art and interactive installations 519 00:45:06.508 --> 00:45:07.269 Madmapper_UI View panel in the center of the screen: Consists of input window on the left and output window on the right Layer management toolbar on the left of the screen: Select a layer to map 520 00:45:07.269 --> 00:45:07.990 Media panel on the right of the screen: Consists of built-in sources and various media art sources Project panel on the left of the screen: Layer management, lighting management, project management, extended module management, master settings 521 00:45:07.990 --> 00:45:08.751 Madmapper_Box Mapping Select a solid color in the media panel Use the circles on the vertices to distort the shape to fit the scene and create a box 522 00:45:08.751 --> 00:45:09.551 Create a new quad and then import the video source to apply Implement various blend effects with the opacity option and blend mode option 523 00:45:09.551 --> 00:45:10.508 Use of projection mapping program Madmapper Madmapper warping settings After adding a facade building image, keep the original image in the input window as it is Proceed with work in the output window 524 00:45:10.509 --> 00:45:11.509 Lock and fix the lock of the building image layer After adjusting the opacity, move the vertices to map them to the exterior wall of the building Check the ENABLE item of the left mesh warping to activate it 525 00:45:11.510 --> 00:45:12.510 Click on the generate grid to enter the appropriate values ​​for each sub-vision item Move the generated points individually to adjust their positions to fit the building's exterior 526 00:45:12.511 --> 00:45:13.511 Madmapper curved warping settings Load a curved display building image After creating a new quad, adjust the opacity, and adjust the vertex positions to fit the facade area 527 00:45:13.512 --> 00:45:14.548 Click on the generate grid to enter the appropriate values ​​for each sub-vision item When the Viz item of the left mesh warping is activated, it changes to a smooth curve shape 528 00:45:14.548 --> 00:45:15.468 Madmapper line settings Add a line layer on the left toolbar to add a line, and then use ALT+A to create multiple straight lines Select the entire line layer and then use the line pattern source 529 00:45:15.469 --> 00:45:16.469 Click the Edit button to activate the cue Click the cue frame and set Media Line Changed in the Texturing item Click the cue frame 2 and set Match Output Geometry in the Texturing item 530 00:45:16.470 --> 00:45:17.271 Click the cue frame 3 and set Media Line Per Segment in the Texturing item After completing the settings, click the Edit button to deactivate the cue 531 00:45:17.271 --> 00:45:18.112 Madmapper Input Key Setting Select Edit Edit Keyboard Control and click the keyboard button to be applied to each cue Select Edit Edit Keyboard Control and deactivate it, then press the applied key to check the output of the cue 532 00:45:18.112 --> 00:45:18.993 Madmapper Multi-Display Set the target display to the destination of the video output and check the output in advance 533 00:45:18.993 --> 00:45:19.590 You can select the location through a test pattern on site and direct it by linking it