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The scene graph

The scene graph shows your surfaces, projectors, alignments and media as a wired diagram you can edit directly.

It is the panel that slides up from the bottom of the window. It is available from every tab, not just Scene, so it stays open while you work anywhere else in the interface.

The scene graph open at the bottom of the window showing a Scene root, one surface with Material and Texture, and two projectors

Open and size the panel

Action How
Open or close Press G, or click Scene Graph at the right of the status bar
Resize Drag the thin strip along the panel's top edge up or down
Fit everything into view Hover the panel and press F

The panel remembers whether it was open and how tall you left it. Height is limited to a sensible band — it will not shrink to nothing or take over the window.

Tip

Toggle Scene Graph is also in the command palette.

What the nodes represent

Nodes are laid out as a tree that grows left to right from a single root, which carries your scene's name.

Node Sits under What it is Its second line reads
Scene The root. Holds scene-wide settings.
Surface Scene One model or primitive in the scene No mesh, Plane, Box, or the name of the uploaded model
Media A surface, or a Texture The model a surface was built from, or the image or video wired into a Texture The media type
Material A surface What that surface is currently showing No source, an asset name, or Playlist: name — with · playing when that playlist currently owns the transport
Texture A Material Where the image is applied on the surface UV 0
Playlist A Texture The playlist feeding that surface, drawn in the tree when it has no loose node of its own The number of items in it
Selection set A surface A named group of vertices belonging to one projector The number of vertices in the set
Warp A selection set The alignment driven by that selection set
Projector Scene One projector
Keystone A projector That projector's 4-corner correction
Mask A projector That projector's mask

Media and playlist nodes can also sit loose on the canvas rather than in the tree. Those are the ones you place yourself, and they are the only nodes you can drag around freely — everything else is positioned by the tree.

Note

Selection sets and their warps hang under the surface they reshape, not under the projector that owns them. The projector's name is on the Warp node, so you can tell at a glance which machine an alignment belongs to.

The wiring is meaningful

The lines are not decoration. The wire that runs into a surface's Texture node is what decides what plays on that surface. Change the wire and you change what the audience sees.

That is why a playlist wired into a surface behaves differently from a playlist you merely opened in the playback panel: the graph is the routing, and the transport follows it. See Putting media on a surface.

Select a node

Click a node to select it. Selection is shared with the rest of the interface, so clicking a node also takes you where that thing is edited:

Node clicked Where you land
Scene, Surface, Media, Projector Scene tab, Object mode
Selection set Scene tab, Select mode, with that set made active
Warp Scene tab, Warp mode, with that set made active
Keystone Warp tab
Mask Mask tab
Material, Texture Scene tab

The reverse is true as well: selecting a projector from the top bar, or switching to the Warp or Mask tab, highlights the matching node in the graph.

Buttons on a node

Button Node What it does
Eye Surface Hides or shows that model in the 3D view. A hidden model keeps all its alignment work.
Eye Projector Enters or exits that projector's point of view. It appears on the selected projector only.
Initials badge Any Someone is holding this node — green when it is you, their own color when it is another operator. See Locks.

Right-click menus

Everything you can build in the graph is on a right-click menu. A ▸ marks a submenu, and a bullet marks the option currently in force.

On empty canvas

Item Result
Add Projector Adds a projector with default optics, and selects it
Add MeshPlane / Box / Empty Adds a surface — a flat plane, a box, or an empty placeholder you can point at an uploaded model later
Add Playlist Creates an empty playlist

On the Scene node

Scene-wide settings. None of them touch the projected image — they change the 3D view you are working in, or record how the scene was built:

Item Options
Rename Renames the scene
Add Projector As above
Units Meters, Feet, Centimeters — records the unit the scene was built in. It does not rescale anything already in the scene.
Background Dark, Charcoal, Midnight, Black, Gray
Show Grid / Hide Grid Toggles the floor grid
Grid Size 10, 20, 40, 100 — how many units across the grid spans. The squares stay one unit each, so this is also how many squares you get.

The same settings, plus a free-form grid size and a full color picker for the background, live in the Properties panel when the Scene node is selected.

Warning

Distances are read in meters for the photometric Lux view mode. Changing Units relabels your intent; it does not convert a scene that was modeled at the wrong size.

On a surface node

Item Result
Rename Renames the surface
Change SourceNone / Plane / Box Swaps the geometry underneath
Reset Transform Returns position, rotation and scale to their defaults
Add Selection Set Creates an empty selection set on this surface. With more than one projector, a submenu asks which projector it belongs to. The item is absent until the scene has at least one projector.
Remove Mesh Deletes the surface

On a projector node

Item Result
Add Selection Set Creates a selection set for this projector on the active surface
Rename Renames the projector
Projector Settings Opens the full settings page for it
Frame Scene Model Moves the 3D view so the scene model fills it
Delete Removes the projector and all its settings, after a confirmation

On alignment nodes

Node Item Result
Keystone Reset Keystone Returns all four corners to their untouched positions
Warp Reset Warp Selects the owning projector and returns the surface to its unwarped shape. The reset still has to be baked — see Baking and reverting.
Selection set Rename Renames the set
Selection set Clear Vertices Empties the set without deleting it
Selection set Delete Removes the set, after a confirmation

Mask nodes have no menu — masks are edited on the Mask tab.

On Material and Texture nodes

This is the texture routing menu — the fastest way to point a surface at something without dragging anything:

Item Result
Set Asset Lists every image and video in the project. Choosing one shows it on the surface and drops a matching media node beside the Texture node, already wired.
Set Playlist Lists every playlist. Choosing one wires it in and starts it playing on that surface.
Clear Texture Unwires the surface, leaving it with no source

Both submenus mark the current source with a bullet, so you can see what is routed before you change it. Each entry only appears when there is something for it to do: no images or videos in the project and there is no Set Asset; no playlists and there is no Set Playlist; nothing routed yet and there is no Clear Texture.

On media and playlist nodes

Node Item Result
Media in the tree Open in Asset Library Jumps to the Assets tab
Loose playlist node Open in Playback Panel Jumps to the Playback tab with that playlist loaded
Loose media or playlist node Remove from Graph Removes the loose node from the canvas. The media itself is untouched.

Route media by wiring

Dragging is the other way to do the same job, and it is usually faster when you are auditioning options.

Drop media straight onto a surface's source:

  1. Drag an image, a video or a playlist from the assets or playback list.
  2. Drop it directly on the surface's Material or Texture node — the node highlights as you hover it.
  3. The surface takes it immediately, and a loose node for the source appears beside it, wired in.

Park sources on the canvas, then wire them:

  1. Drag media or a playlist onto empty canvas. The panel highlights and shows Drop asset to add to graph, and a loose node lands where you dropped it.
  2. Drag from the round handle on that node to the round handle on a surface's Texture node.
  3. Release. The surface switches to that source — a video or image starts previewing, a playlist starts playing.

Loose nodes stay put after they are wired, and where you put them is remembered. That is the point: park three candidate clips beside a surface and swap between them by re-wiring, instead of hunting through a media list each time.

Other drop behavior worth knowing:

  • Dropping a 3D model on empty canvas creates a new surface from it rather than a loose node. Material and Texture nodes take images, videos and playlists only — a model dropped on one is ignored.
  • Only media and playlist nodes can be wired to a Texture or Material node. Any other connection is refused as you drag it.
  • Select a loose node and press Delete or Backspace to remove it from the canvas.

Rename a node

Right-click the node, choose Rename, type, and press Enter — or click away, which commits as well. Esc cancels. Scenes, surfaces, projectors and selection sets can all be renamed this way, and the new name appears everywhere else in the interface immediately. A node another operator is holding cannot be renamed until they release it.

Move around the graph

  • Pan — drag empty canvas.
  • Zoom — scroll, or pinch on a trackpad.
  • Fit — hover the panel and press F. The view also fits itself whenever the number of nodes changes, so a newly added projector never lands off-screen.
  • Minimap — bottom-left. Drag or zoom it to jump around a large graph.

Working with other operators

Nodes carry the same locks as the panels they represent. A node held by someone else shows their initials in a badge, and its fields are read-only for you until they move on. You can still click it to look. See Locks and Following an operator.