Client Display

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Client Display

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Navigation:  Pandoras Box > User Interface - Master > Tabs Overview > Configuration >

Client Display

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The section "Client Display" in the Global category from the Configuration tab allows to influence what is rendered in the outputs of your Client (e.g. a Server). You can for example change the rendering of the Ground Grid, Gizmo and untextured objects.

Note that all settings here are for the (remote) Client Display only. To change the rendering appearance in the (local) Preview tab, please go to the section "Preview Display" or click the according button configuration_client-display_preview-display-button.

Gizmo Visibility for Clients

Choose to display or hide the following objects.

"Gizmo" describes the icon with three axes in the colors red, green and blue. In the Output only Layers have a Gizmo.

"Bounding Box" describes the blue box rendered around an object indicating its size. As long as you do not assign a three-dimensional object but work with flat 2D images or videos, the bounding box looks like a blue rectangle.

The "Position Hint" is visible when the Preview is toggled to the Mesh Editing Mode. As you move the mouse cursor in the local Preview tab, but look at the Mesh points in the Client Display the Position Hint helps to identify where the cursor is as it renders a circle around the according position within the Client Display.

Control Point Size on Sites

The fader influences the size of an FFD control point preview_ffd-point , e.g when working in the Mesh Editing Mode.

Wireframe Visibility in Mesh Editing Mode

These settings refer to the rendering of Mesh and FFD grids when the Preview is toggled to the Mesh Editing Mode.

The check box "For Editing Context" toggles the visibility of the Mesh grid (not the points itself!) for the Layer that is chosen in the "Editing Context" drop-down list, i.e. the Layer that is currently being warped and which is depicted with the editing icon in the Device Tree: device-tree_editing-context-on

The next check box "Wireframes on Sibling Layers or Outputs of Clients" toggles the Mesh grid on all other Layers and Outputs. These means that you can toggle the Mesh from the Editing Context Layer and all other ones separately. You can toggle each Site by its own which helps to align a Mesh to another one, e.g. within a softedge area where two Meshes overlap each other. The Mesh appearance, e.g. its color, can be changed in the Object Inspector.

"Show FFD Edges" renders the lines between FFD points.

Ground Grid

- Display in...
Choose whether you want to see the Ground Grid in the Compositing and / or Output Pass which are described in the chapter Video Processing Pipeline.

- Width / Height
With the number fields you can influence the size of the Ground Grid.

Mesh Shading and Color

Please note that the Inspector for an object allows to overwrite the below settings with individual ones.
The left bottom example shows an untextured object with gray material color and blue wireframe edges.

- Shade untextured object
With an activated option, even objects without an assigned texture are visible as they can be shaded according to the below settings e.g. colored and with visible wireframes. The default for the Output is set to "Never".

- Shade untextured particles
If you assign an object but no texture (i.e. media file) to a Particle System, it can still be shaded according to the Particle Emitter Color if this check box is ticked. If you disable this option,  particles are only visible with an assigned texture.

- Wireframes
Choose whether an untextured object should be rendered without Wireframes, with Wireframe Edges or Wireframe Triangles.

- Width
Define the thickness of above mentioned Wireframes.

- Mesh Colors
Adjust the color of untextured objects.
--Define Colors
Click on the color fields to define a color that is used for the Fill Color and Wireframes. Use the number fields to adjust the transparency.
--Use in file defined color
If the object was originally saved with an assigned fill and wireframe color, Pandoras Box can use them also. Use the number field to adjust the wireframe's brightness.

- Material
Adjust the Ambient, Diffuse, Specular reflection levels and the shininess that influence how an untextured object reflects the global light, e.g. to appear rather glossy than dull. Further information...

- Global Point Light
You may adjust the X-, Y- and Z-position of a global light that is reflected from untextured objects according to the "Material" settings.