Patch Editor

Overview

Patch nodes (or Patches) such as Rect, Bezier, Perspective, and others are designed to apply different types of image transformations and arrangements. Extensive control for the patch management is provided in the Patch Editor tab of the Screenberry Panel. In addition, most operations with the patches can be performed directly from a computer keyboard connected to the Server.

Patch Editor View

The Patch Editor view: (1) Context Area selection, (2) Patches List, (3) Patch Settings, (4) Work Area which is split into two parts: (A) Geometry Layout Area, and (B) UV Layout Area. Тo zoom in and out a specific area in the Geometry Layout Area or UV Layout Area of the Patch Editor, move the cursor to the desired location, and use the mouse scroll wheel. Alternatively, click the button in the top right corner and move the mouse to the left or right to change the magnification. To pan a view, hold the mouse scroll wheel button or click the  button in the top right corner and move the mouse.

Adding a Patch

Patch nodes are added in the Node Graph (see Adding Nodes). In a typical setup, a patch node is connected to the source image node on the input and the Display or Context node on the output.

The BezierPatch receives input from the Media Player and sends output to the Context

Deleting a Patch

To delete a patch, right-click on the patch name in the Patches List and select Delete Patch from the drop-down menu, or delete the patch node in the Node Graph.

Editing Patches

Selecting a Patch for Editing

To select a patch for editing do one of the following:

  • Right-click on the patch node in the Node Graph and select Edit Patch from the drop-down menu.
  • Click on the patch name in the Patches List of the Patch Editor

To switch between patches, do one of the following:

  • Press the Z key to go to the next patch, or press Shift + Z to go to the previous patch, 
  • Right-click in the Patch Editor work area and choose Select Next Patch or Select Previous Patch from the drop-down menu.

When a particular patch is selected, its Settings panel opens to provide control over its parameters. If the Settings panel was previously closed, it can be turned on in Window/Settings.

Multiple patches can be selected at once by Ctrl-clicking or Shift-clicking on the patch names in the Patches List.

Modifying Geometry with Control Points

Select and drag the circular handles of control points:

  • In the Geometry Layout Area to transform image geometry.
  • In the UV Layout Area to transform UV coordinates of the image.

Multiple control points can be selected at once by Shift-clicking them one by one, or left-clicking and dragging a marquee selection box around them.

Note: It is recommended to have visual control over Screenberry output while making adjustments.

Setting Control Points Coordinates

To show control points coordinates, press the Spacebar, or right-click in the Patch Editor work area and select Show Coordinates from the drop-down menu.

To change control point coordinates manually, select the control point and press the Enter key, or right-click on the control point and select Set Position from the drop-down menu. Enter X and Y coordinates in the dialog window.

Note: The coordinate origin (0,0) is located at the top-left corner.

Flipping and Rotating the Patch Indexes

You can apply a vertical flip or 90 degrees clockwise rotation to the source media in the Geometry Layout Area, or to a UV selection in the UV Layout Area. To flip, select a control point and press F key, or right-click on a control point and select Transform>Flip from the drop-down menu. To rotate, select a control point and press R key, or right-click on a control point and select Transform>Rotate Indexes from the drop-down menu.

Note: Selecting a control point when flipping or rotating the image helps to understand which transformation has been performed in relation to geometry and UV layouts.

Modifying Mesh Subdivision of a Patch

You can change the mesh subdivision of a patch to achieve more control over the geometry transformations.  

To change the mesh subdivision, use the related keyboard shortcut, or right-click in the Patch Editor work area and select Grid/[Function] from the drop-down menu.

Available functions and related keyboard shortcuts:
Subdivide (Ctrl + X) splits the edges and faces by cutting them in half, and adding new vertices.
Merge (Ctrl + Shift + X) combines the neighboring polygons by removing their shared boundary.
Subdivide Columns (Ctrl + Shift + Right) splits the edges and faces of all columns by cutting them in half, and adding new vertices.
Merge Columns (Ctrl + Shift + Left) combines the neighboring polygons of all columns by removing their shared boundary.
Subdivide Rows (Ctrl + Shift + Up) splits the edges and faces of all rows by cutting them in half, and adding new vertices.
Merge Rows (Ctrl + Shift + Down) combines the neighboring polygons of all rows by removing their shared boundary.

Guidelines

When the position of a patch control point is edited in the UV Layout Area, the green dotted horizontal and vertical smart guides are displayed. They provide a visual reference to the previous coordinates of the control point and help with its alignment along the prior axes.

In the Geometry Layout Area, the smart guides are displayed only when editing the position of control points in the Rect patch.

To add custom guidelines, right-click in the Patch Editor layout area and select Guideline Editor from the drop-down menu. In the dialog box, do one of the following:

  • Create the guideline grid by entering the number of Columns and Rows and pressing the Add Grid button.
  • Add individual guidelines by entering their coordinates and pressing the Add Horizontal Guideline or Add Vertical Guideline buttons. 

Press the Clear All button if you want to remove all guidelines.  After the guidelines setup is finished, press the OK button to add guidelines to the layout area.

By default, the snapping of the control points to the guidelines is turned on. To avoid snapping, hold the Shift button while dragging the control points.

Setting the Background Image

Setting the background image provides visual cues for the finer positioning of control points. Selecting the layout area and pressing the F5 key sets / refreshes the background image to the following:

  • In the Geometry Layout Area – the snapshot of the current video output of the media server.
  • In the UV Layout Area –  the snapshot of the source feed received by the patch.

Pressing Shift + F5 removes the background image. To set the background image from the uploaded file, press Shift + F5 or right-click in the Patch Editor work area and select Set Background Image from File from the drop-down menu.

Using the GridImage Node as a Test Pattern

For more efficient and convenient patch editing, it is recommended to use the GridImage node connected to the patch node as the source image.

The GridImage node generates a test grid pattern that can be modified using various parameters in the node settings.

A default test grid pattern generated by the GridImage node

Restoring Patch Default Settings

To restore the default settings of a patch, right-click on the patch name in the Patches List and select Reset Patch from the drop-down menu.

Using Keyboard Shortcuts to Edit Patches

Keyboard shortcuts can be used for more effective patch editing. If necessary, manual calibration can also be performed directly on the Server, without using the Screenberry Panel, and requires only a keyboard connected to the Server computer.  Keyboard shortcuts list:

General operations
Enter/Exit calibration mode (Server shortcut only) Ctrl + C
Open help screen with the keyboard shortcuts list (only F1 works in the Screenberry Panel) H or F1
Undo Ctrl + Z
Redo Ctrl + Shift + Z or Ctrl + Y
Patch selection
Select the next patch Z
Select the previous patch Shift + Z
Calibration mode selection
Switch to Geometry mode (the patch mesh lines are shown in red). Pressing G in Geometry mode shows / hides the subdivision grid. G
Switch to UV mode (the patch mesh lines are shown in green).  U
Switch to Compensated mode (the patch mesh lines are shown in blue). This mode allows the editing of Geometry and UV simultaneously. Y
Show / Hide the subdivision grid for all patches (Server shortcut only) Space
Control points operations
Select a control point Arrow keys
Select objects inside the patch frame (Server shortcut only) Ctrl + Arrow keys
Move control point W, S, A, D
Move control point in smaller increments Shift + W, S, A, D
Move all control points at once Ctrl + W, S, A, D
Scale all control points at once Alt + W, S, A, D
Increase increment + or =
Decrease increment or  _
Reset increment to the default value (1%) 0
Rotate and flip operations
Rotate all control points clockwise Q
Rotate all control points counterclockwise E
Rotate all control points clockwise in smaller increments Shift + Q
Rotate all control points counterclockwise in smaller increments Shift + E
Flip the image vertically F
Rotate the image 90 degrees clockwise R
Advanced operations
Rotate orientation 90 degrees clockwise (Server shortcut only) Ctrl + Q
Rotate orientation 90 degrees counterclockwise (Server shortcut only) Ctrl + E
Rotate orientation 90 degrees clockwise in smaller increments (Server shortcut only) Ctrl + Shift + Q
Rotate orientation 90 degrees counterclockwise in smaller increments (Server shortcut only) Ctrl + Shift + E
Reset patch geometry Ctrl + R
Rebuild blending maps if the Blender node is connected Ctrl + B
Increase grid subdivision Ctrl + + (plus)
Decrease grid subdivision Ctrl + (minus)
Grid subdivision density modification
Increase grid subdivision Ctrl + X
Decrease grid subdivision Ctrl + Shift + X
Increase grid columns subdivision Ctrl + Shift + Right
Decrease grid columns subdivision Ctrl + Shift + Left
Increase grid rows subdivision Ctrl + Shift + Up
Decrease grid rows subdivision Ctrl + Shift + Down