Does projector node compensate for projection expansion?

im trying to project over 3d surfaces but having trouble because the projection beam expands the further it travels, so it does not overlay the 3d surface correctly. Is there a way to compensate for the expansion? Is this what the projector node does? thnx.

hmm. did phrase this right?

I mean does it compensate for actual projector beam expansion in the real world (not in the virtual world of the vvvv interface).

hi kitw…

the projector node is done to correct the deformation of the projection and match it on the real 3d shape where you are projecting.

you have to put inside in the projector node the parameter of the real world and it automatically correct the projection.

more precise you will be taking the parameter and more precise the projector node it will work…

also the form of the 3d object where you are projecting on is important and the form in vvvv must match with the real one…

so off course the virtual world is precise the real one (fortunately) it isn’t…

than after you take all the measure and put inside in vvvv could happen (to me always happen) that it does not match exactly so in that case you have to modify the vvvv 3d model until it will match perfectly…

i did like that…

i hope this could help you

great thanks! So I guess I measure the distance from the projector to the object that I am projecting over? Do I also have to measure the projection beam expansion over distance? I use a Sony CX70 projector.

beam expansion should be what the projector module named “Zoom Ratio = distance / width”. it should be specified in the manual of the projector. you also need to adjust shift and translate and rotate the projector in a way that it looks the same way onto the virtual scene, like the real projector looks onto the real scene.