Preview Display

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Preview Display

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

Preview Display

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The section "Preview Display" in the User category from the Configuration tab allows to influence the appearance in the Preview tab. You can for example change the rendering of the Ground Grid, Gizmo and untextured objects. You can also open these settings through the right-click menu of the Preview tab > Preview Display Configuration.

Note that all settings here are for the local Preview only. To change the rendering appearance from all Client outputs, please go to the section "Client Display" or click the according button configuration_preview-display_client-display-button.

Gizmo Visibility for Local Preview

Choose to display or hide the following objects.

"Gizmo" describes the icon with three axes in the colors red, green and blue. Many objects in Pandoras Box have a Gizmo: Layers, Cameras, Mesh points, etc. but they all work in the same way described in the chapter Gizmos and Wireframes in the Preview. Note that this check box is linked to the "Gizmo Visibility" button preview_button_gizmo in the Preview tab.

"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.


camera-frustumThe three camera objects help visualizing cameras and their opening angle and Look-at point. "Camera Rectangle" refers to the rectangle (highlighted in blue) or border that shows what the camera "sees". The "Camera Frustum" includes the camera icon itself plus the pyramid connecting it with the rectangle. It consists of the Camera Wireframes (here in white), the four lines connecting the camera with each corner of the Camera Rectangle and the line to the Look-at point. Per default, the pyramid sides are shaded. The Frustum's appearance can be changed in the Camera Inspector tab. Note that this check box is linked to the "Camera Visibility" button preview_button_camera in the Preview tab. Lastly, the "Camera Name" (here in blue) simply means the display of the Camera device number, its device name from the Device tree tab and resolution.

Likewise, a Light Device has its own icon and Frustum which can be toggled with the "Light Frustums" check box. Its style can be changed in the Light Inspector.

Control Point Size in Local Preview

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 "For all Editing Context Sibling Layers or Outputs" 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. This 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...
With these check boxes you may choose where the Ground Grid is displayed. The "Global Preview" refers to the view when the "Select Preview" drop-down list is set to "All cameras" as described in the chapter Select Preview: Camera or Output View.
The Composition and Output Pass are described in the chapter Video Processing Pipeline.
Venue Sites are explained in the chapter Venue Sites.

- 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.

- 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.