Neon Projection
Neon Projection is a complete Scene3D example in which a projector casts moving media onto a lit skull, followed by highlight bloom and tone mapping.
Replaceable sources
Section titled “Replaceable sources”Replace Projection source with a video, image, image sequence, or camera. The Scene3D projector keeps referring to the same Project Input, so its position, angle, fit, and intensity remain authored.
The Skull model can also be replaced inside the scene, but that is a model edit rather than the primary Project Input workflow.
Useful controls
Section titled “Useful controls”- Surface roughness changes how sharply the projected and direct lighting read on the material.
- Projector brightness controls the projected light intensity.
- Camera distance reframes the sculpture.
- Highlight bloom controls the finishing glow.
- Finishing exposure sets the final tone-mapped brightness.
Map your source first, then set Camera distance. Raise Projector brightness until the content reads on the surface, and use Surface roughness to balance the projection against highlights.
Add it to another project
Section titled “Add it to another project”Import the complete Neon Projection layer and map Projection source. Keep the Scene3D resource, skull model, material, projector, lights, camera, bloom, and tone mapping together. See Add reusable layers.
Understand the graph
Section titled “Understand the graph”The projector samples an explicit Project Input inside Scene3D. This is different from Previous Pass and does not require a Shared Texture unless another graph must publish a computed image into the scene. Read Project Inputs and Shared Textures.