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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 / 03.02§M.03 · Builders

LED Wall Builder

REV. 1 · 2026-05-03

#LED Wall Builder

Design real LED walls in seconds — real products, real pitch, real video on the surface, curves and rigging included.

The LED Wall Builder is for the screen behind the keynote, the IMAG side stack, the jumbotron over the floor, the wraparound wall behind the DJ. Pick a panel product, set how many columns wide and rows tall, choose how it's rigged, bend it if you need to — the wall builds itself, pixel-pitch-aware, sized to real-world specs, with the hangers, bases, and ladders that would actually show up on the truck.

#What it does

#Start in the create window

The LED Wall Builder window sets up the wall before it lands:

  • Panel. Pick the LED panel product the wall is built from.
  • Wall Template. A gallery of wall sizes, filtered by Aspect ratio (1 : 1, 2 : 1, 16 : 9, 3 : 1, 4 : 1, 9 : 16). Each card shows the panel grid, the panel count, the ratio the wall actually achieves, and its size in metres and in feet and inches, so you can read the scale at a glance.
  • Mounting. Choose how the wall is rigged (see below).
  • Create LED Wall. The wall appears in your scene.

#Real LED products

The Panel list points to real vendor panels — accurate dimensions, accurate depth, accurate pixel pitch, locked to the product's spec. What you design with a vendor panel looks and measures like that product, not a generic placeholder. Pick Custom to type your own Width (mm), Height (mm), Depth (mm), and Pixel pitch (mm); the window shows the resulting panel resolution.

#Parametric grid, live edit

Set the grid in panels, not feet. The wall computes its real-world width and height from the panel product's actual dimensions. Once it's placed, the LED Wall section of the properties panel exposes the high-level knobs as live controls:

  • Columns / Rows (in the Wall Settings card) — grow or shrink the grid. The wall reflows in real time. Allow Half Rows lets Rows land on a half, adding a half-height row at the top or bottom.
  • Curve Type + Curve — bend the wall (see below). Pick the bend shape (Sides / Right / Left / S-Curve) and dial the per-joint angle.
  • Rigging & Supports — pick how it's rigged, and the hardware appears (see below).
  • Panel type (in the Panel Spec card) — change the underlying LED product; the wall keeps its column and row count, and its size and resolution follow the new panel.

#Curve — per-joint hinge angles, the way real panels actually bend

The Curve control isn't an abstract arc dial. It matches how real LED panels work: each panel hinges ±5° to ±7° against its neighbor, depending on the product (ROE Black Pearl ±5°, ROE Carbon ±7°, Absen PL ±5°). You set the degrees per joint — anywhere from −8° to +8° — and the wall bends across columns the way it would on the truck.

  • Positive degrees → concave (wall wraps around the audience — edges come closer to the viewer).
  • Negative degrees → convex (wall bulges outward — edges fall away).
  • Panel faces stay rigid (LED tiles don't bend); the bend happens between columns at the joints.
  • Hardware curves with the wall. Each column's hangers, ladders, and bases tilt as a unit with that column, so a curved rig looks correct end-to-end — no trusses floating off the panels at the edges.

The video stays seamless across the curve. Every column gets its fair share of the source pixels measured along the arc (unrolled flat), not the straight-line distance between the ends.

#Curve shape — Sides, Right, Left, or S-Curve

Curve Type controls which panels stay flat and how the bend distributes across the rest:

  • Sides (symmetric). The center panel stays flat; the wall bends evenly outward toward both edges. The classic wraparound or scoop look.
  • Right. The leftmost panel stays flat; the bend accumulates rightward across the wall. Useful for an angled wing where one edge needs to align with an adjacent surface.
  • Left. Mirror of Right — the rightmost panel stays flat; the bend accumulates leftward.
  • S-Curve. The wall flexes into a sinusoidal S — left half curves one direction, right half curves the opposite, with a smooth transition through the middle. Use it for serpentine stage edges, undulating lobby walls, or any case where a single bow doesn't sell the look.

S-Curve adds two extra dials to shape the wave:

  • S-Curve Phase. Slides the wave along the wall, from −1 to +1. At zero the S is centered (the wave crosses zero at the wall's center); pull it toward −1 or +1 to push the inflection toward one edge or the other.
  • S-Curve Width. Controls how much of the wave fits across the wall, from 0.25 to 4. At 1, you see one full S across the wall. At 0.5, two cycles fit (more peaks and valleys — closer to a ripple). At 2, you see half an S — a gentler bow. Independent of Curve, which controls how deep each bend goes.

All four curve types compose correctly with the hardware system, the override anchors, and the video pipeline — the picture stays continuous even when the wall serpentines.

#Mounting modes — four ways to rig a wall

Pick how your wall is supported — in the create window's Mounting row or the panel's Rigging & Supports section — and the right hardware appears automatically:

  • None. Panels only — useful for early-stage layouts where the rigging isn't decided yet.
  • Flown. Hangers across the top row, one per column. The wall hangs from rigging above.
  • Ground. Bases under the bottom row plus ladder stacks behind each column, floor to ceiling. The wall stands on the floor.
  • Ground & Tied-Off. Bases + ladders + hangers — the full belt-and-suspenders ground rig where the bottom carries the load and the top is tied off to overhead rigging for safety. This is what tall ground-supported walls actually use.

Switch modes and the hardware updates live. The wall keeps its column/row layout; only the rigging swaps under it. Rigging Lines can add pickup cables above the wall, with an optional Hanging Pipe for them to land on.

These tools are for concepting: they don't confirm that a venue's rigging points line up or that the rig can be built as shown. Always run rigged elements past an experienced technical director.

#Hardware accessories — real parts, real dimensions, real curve behavior

Panels alone aren't a real LED rig. The builder spawns the support hardware as separate library props with real dimensions, each in its own slot in Rigging & Supports:

  • Rigging Hardware — the panel hangers across the top row for flown and tied-off walls.
  • Support Base — bottom-row supports for ground-stacked walls (Alternate Bases puts one under every other column).
  • Support Ladders — vertical support members behind each column, segment-stacked floor to ceiling.

Every piece is instanced across the wall, so a 96-panel rig still renders efficiently. Every piece composes with the per-column curve transform, so curved walls' rigging tilts correctly. And every slot can swap in a different library asset and exposes fine-tune sliders — Forward / Back plus a height control (LED Hang Drop, Wall Ground Offset, or Screw Clearance) — for the inevitable real-world variance. When the actual product's mounting bracket sits 8mm farther back than the model assumes, you can nudge it without rebuilding anything.

#Per-panel overrides — hide and replace

Most walls are rectangles, but the real world has cutouts, rounded corners, and irregular footprints. Open Wall Customizations, click ✎ Edit Panels in Scene, then click a panel, hanger, base, or ladder in the 3D view (Shift-click adds more) to open a popup:

  • Hide. Drop the part from the wall entirely — useful for cutouts, doorways, or planned gaps.
  • Replace… (single panels). Replace the panel with a different shape from your library — rounded corners, angled edges, custom shapes — without disturbing the rest of the wall.

Every change is listed under Overrides, where you can revert one or all of them.

The video keeps flowing as one continuous surface across whatever panel set remains.

#Override anchors — corner overrides ride the corner

This is one of the small touches that matters a lot in practice. When you put rounded-corner panels in the four corners of a 5×3 wall and then widen the wall to 7×3, those corner panels follow the corner — they don't get stranded at the old (4, 0) cell while a fresh default panel takes the new corner. The wall remembers that a corner override is meant for that corner, not that cell, and re-routes the override automatically on resize. Works on legacy walls authored before this rule existed, too.

#PIP overlay — picture-in-picture on the wall surface

Under Screen Overlays, each wall has two PIP cards, PIP 1 and PIP 2. Drop a rounded-rect PIP region anywhere on the wall surface. Position, size, corner radius, opacity, and Aspect ratio lock (Free (no lock) / 16:9 / 4:3 / 1:1 / 9:16 / 21:9) — all controlled from the properties panel. The aspect lock factors in the wall's physical proportions, so a 16:9 PIP on a wide, short wall actually renders 16:9, not stretched.

  • Source. Empty (gray), Solid color, IMAG feed (the live signal from an IMAG camera in the scene), or Texture (library image).
  • Border. Toggle on, set color and thickness — rendered as a ring inside the rounded edge, not a slap-on box.
  • Drop Shadow. Distance, angle, size, blur, opacity, color — for that "broadcast graphic floated over the IMAG bed" look.
  • Bring to front. Choose which PIP paints on top where the two overlap.
  • Curves come along for free. Because the PIP lives in the wall's logical grid space (not world space), it bends with the curve automatically.

Two PIPs per wall is the practical limit — more than that and you're past what a real show would actually do.

#Continuous video on the surface

The whole wall is one display surface to the rest of EVT3D. Screen Source, at the top of the panel, sets what's on it — Standby, IMAG, Material Slot, Video, or Off. Drop a logo, brand graphic, or media texture onto it (Allow image drop in Materials is on by default) and it spans every panel in pixel-perfect continuity — no per-panel UV finickiness, no seams unless you ask for them. Curves, hidden cells, and replaced corner panels all keep the video continuous.

#How you use it

  1. Open the LED Wall Builder. Click + (Add) in the toolbar; under Add Builder, open Video Builders and pick LED Wall Builder.
  2. Pick a starting point. Choose the Panel, an Aspect ratio, a Wall Template card, and a Mounting mode, then click Create LED Wall.
  3. Place the wall. It lands in your scene in front of your view, sized to real-world dimensions for the panel product. Move it into position.
  4. Tune the grid. In Wall Settings, set Columns, Rows, and the Curve.
  5. Pick a mounting mode. In Rigging & Supports: Flown, Ground, or Ground & Tied-Off — the hardware appears.
  6. Drop content on it. Drag a graphic, brand asset, or texture onto the wall and it spans the whole surface. Or set up a PIP with an IMAG feed for a live camera signal.
  7. Refine the shape (optional). Click ✎ Edit Panels in Scene, select a panel, and hide or replace it. Cut doorways, notches, and rounded corners into the rectangle.
  8. Fine-tune the rigging (optional). If the real product's hardware sits a few millimeters off from the model, use the per-piece offset sliders.
  9. Swap the panel product. If the rental team comes back with a different inventory, switch the Panel type in the properties panel — the wall keeps its column and row count, and its size and resolution follow the new panel.

#Why it matters

LED walls are the most expensive and most production-critical surface at most modern events. Misjudging the size, getting the pitch wrong, forgetting the back-of-house clearance won't accept a 12-panel-wide rig, picking a 6m-tall ground stack without ladders or tie-offs — these are mistakes that cost the show.

The LED Wall Builder is built so the wall in your design is the wall you'll actually rent: real product, real dimensions, real pixel pitch, real curve behavior, realistic rigging hardware, ready to be quoted by a vendor or specced into a load-in plan. Plus the parts a designer wants — drop the keynote graphic on it, float a PIP for the speaker camera, bend it around the room — without leaving the 3D view.

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On this page
  • What it does
  • Start in the create window
  • Real LED products
  • Parametric grid, live edit
  • Curve — per-joint hinge angles, the way real panels actually bend
  • Curve shape — Sides, Right, Left, or S-Curve
  • Mounting modes — four ways to rig a wall
  • Hardware accessories — real parts, real dimensions, real curve behavior
  • Per-panel overrides — hide and replace
  • Override anchors — corner overrides ride the corner
  • PIP overlay — picture-in-picture on the wall surface
  • Continuous video on the surface
  • How you use it
  • Why it matters