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EVT3D Manual

REV. 1·7 SECT.
    1. 01.01Welcome to EVT3D
    2. 01.02Your first project
    1. 02.01Your Home page
    2. 02.02The Library
    3. 02.03Materials & Looks
    4. 02.04Camera Roll
    5. 02.05Visual polish
    1. 03.01Stage Builder
    2. 03.02LED Wall Builder
    3. 03.03Screen Builder
    4. 03.04Audience Builder
    5. 03.05Venues
    1. 04.01AI Enhance
    2. 04.02IMAG
    1. 05.01Uploading a prop
    2. 05.02Premodeled light fixtures
    3. 05.03Assemblies
    1. 06.01Share Mode
    2. 06.02Share Analytics
    3. 06.03VR Viewer
    1. 07.01Vendor Portal
RES-DOCS / 04.02§M.04 · AI & Live Video

IMAG

REV. 1 · 2026-05-03

#IMAG

Live video on the wall — point an IMAG camera at the action, see it on every screen and LED wall in the scene.

IMAG (Image MAGnification) is what your audience sees on the side screens at a keynote, the jumbotron over the dance floor, the wraparound LED wall behind the DJ — a live camera feed of the action, big enough to read from the back row. In EVT3D, IMAG is built in. Drop an IMAG camera in your scene, aim it at whatever you want broadcast, and assign its feed to any display surface. The feed updates in real time as your scene plays.

#What it does

#IMAG cameras

An IMAG camera is a special camera node you place in your scene like any other camera. It renders what it sees to a live texture that other surfaces can display. The IMAG camera isn't the camera you look through — it's the broadcast camera pointing at the action, the way a real IMAG camera lives front-of-house and feeds the side-screen rig.

  • Position it like any prop. Put the IMAG camera where the broadcast camera will be — front-of-house, side stage, follow position. Aim it at the stage.
  • Frame the shot with the live preview. Select the IMAG camera and its Live Camera Feed preview in the properties panel shows what it's seeing right now. Use it to confirm your aim.
  • Fine-tune with directional arrows. Small arrow buttons on the sides of the preview nudge the camera's target — where it's aiming — up, down, left, or right by a step you set with the slider beside them, so you can perfect the framing without disturbing the placement.

#Live feed on display surfaces

Once an IMAG camera is active, its feed becomes available to any display surface in the scene — an LED wall, a Screen Builder screen, or any prop surface using the I-MAG material type. Each IMAG camera also gets its own feed material, shown under IMAG Material in the camera's panel. The surface shows the live feed, updating as the scene changes.

  • LED walls. In the wall's Screen Source section, pick IMAG. The feed flows seamlessly across LED panels — flat walls, curved walls, multi-section walls — because the wall's screen surface is one continuous logical canvas.
  • Screen Builder screens. Single-surface displays show the IMAG feed at the screen's full extent — same Screen Source → IMAG choice.
  • As a PIP overlay. Set a wall's or screen's PIP 1 or PIP 2 Source to IMAG feed — a rounded-rect overlay floats over the base content with the live camera signal inside it, optionally aspect-locked, with a border and drop shadow. Use this for a "speaker camera in the corner of the keynote graphic" look.

#Adapts to curved and irregular walls automatically

A curved LED wall, a stairstepped wall, or a multi-section wing wall all show the IMAG feed correctly. The feed lives in the wall's logical canvas space, so the geometry can bend, step, or angle without distorting the picture or breaking the framing.

#One IMAG feed per scene (today)

The current platform supports one active IMAG camera at a time. The first IMAG camera you add is the live feed; if multiple IMAG cameras are in the scene, going to another one from its row in the hierarchy makes it the live feed, and the active one drives every surface showing IMAG. (Multi-camera switching with program / preview lanes is on the roadmap.)

#Practical limits

  • Two PIPs per surface. Each wall or screen has PIP 1 and PIP 2. Real broadcast graphics don't stack more than a handful of picture-in-picture regions on one wall, and the platform caps the count to keep performance predictable.
  • One IMAG feed per scene. One render target shared across every surface bound to IMAG. Sufficient for most real-world events (keynote main + side stacks, jumbotron + ring screens — all the same feed).

#How you use it

  1. Add an IMAG camera to your scene. Click Add Camera and pick I-MAG Camera (next to Target Camera and Free Camera). It places like any other camera node, from your current view.
  2. Aim it. Move and rotate the IMAG camera node so it points at the action you want broadcast. The Live Camera Feed preview shows what it's seeing.
  3. Fine-tune the framing. Use the directional arrow buttons around the preview to nudge the camera's target until the shot is right.
  4. Bind the feed to a wall or screen. Select the LED wall (or Screen Builder screen) and pick IMAG under Screen Source — or set a PIP's Source to IMAG feed for an overlay. If the scene has no IMAG camera yet, picking IMAG under Screen Source adds one for you (and if you later delete it, an Add IMAG camera button appears there).
  5. Confirm the feed is live. The wall surface now shows what the IMAG camera sees. Move the camera, the picture moves with it.
  6. Use it across multiple surfaces. Set your side stacks, your jumbotron, and your wrap-around to IMAG — all show the same live feed.

#Why it matters

Modern live events are broadcast-shaped. Even an intimate keynote has IMAG side screens; a concert has wrap-around walls fed by program cuts; a corporate gala has live mix-and-key on the dance floor. Designing those events without seeing what the IMAG feed will look like means the screens get treated as flat panels and the show finds out at rehearsal whether the cut works.

EVT3D's IMAG system collapses that gap. The same live-feed pipeline that powers a real show drives your in-design wall — what the broadcast camera sees in the rendered scene is what your audience would see on the wall on show day. Reposition the IMAG camera, the picture moves. Curve the wall, the picture follows. Drop a PIP for a second angle, it composites on top of the program feed. It's broadcast video on display surfaces, in the design tool, before anyone calls a cable order.

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On this page
  • What it does
  • IMAG cameras
  • Live feed on display surfaces
  • Adapts to curved and irregular walls automatically
  • One IMAG feed per scene (today)
  • Practical limits
  • How you use it
  • Why it matters