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CornerPin

Provides controls for mapping textures to an output window by repositioning the image corners.

It is the most simple and easy to use mapping nodes at SPARCK's disposal

CornerPin Node

Quick Rectangular Mapping

CornerPin lets you quickly match a rectangular video texture onto simple planar surfaces by dragging four corner handles. It's the fastest way to align projection content when you don't need complex geometric correction — ideal for flat walls, screens, and simple rectangular surfaces.

Reference

The following properties can be configured for this node:

Property Type Description
edit - sets the focus of the editor window to this node
reset - resets the corner pins to their default positions
drawto - set the render group. Capture/Beamer/3DViewer have an equivalent in which you can choose which group to render.
viewport - select viewport this cornerpin is directly rendered to. Inside the viewport node you should set the mesh to 'off'
object color - object color
corner radius - size of the handles
drawcorners - draws to handles in the final rendering
layer - depth layer (works best with depth-buffering off)
smooth - smooth rendering
blend - enables blendmode
blendmode - choose blendmode:
  • alphablend
  • add
  • multiply
  • screen
  • exclusion
  • colorblend
  • coloradd
  • alphaadd
  • interpolate - use interpolation
    preserve aspect - preserve aspect ratio
    Inlet Type Description
    properties properties properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties
    texture texture texture
    Outlet Type Description

    Basic Setup

    Wall Projection Workflow

    Set up a simple wall projection with CornerPin:

    1. Create a Window node and configure your output display
    2. Create a ViewPort node and set mesh to none
    3. Link the ViewPort to the Window
    4. Create a CornerPin node
    5. Set CornerPin's viewport to reference your ViewPort
    6. Connect your texture source (Video, SpoutReceiver, etc.) to CornerPin's texture inlet
    7. Click edit to open the corner editor and adjust the four corners

    ViewPort Mesh Setting

    When using CornerPin, set the ViewPort's mesh property to none. The CornerPin node handles all geometric mapping — using both would create conflicts.

    Corner Editor

    Adjusting Corners

    Click edit to open the CornerPin editor window:

    • Drag corners to reposition them and match your projection surface
    • Adjust corner radius to change handle size for easier selection
    • Enable drawcorners to see handles in the final output (useful during setup)
    • Click reset to return corners to their default rectangular positions

    The editor provides a visual interface where you can see the texture and drag each of the four corners independently.

    Display Options

    Rendering Settings

    Fine-tune how the mapped texture is displayed:

    Property Effect
    smooth Enable smooth/antialiased rendering
    interpolate Use texture interpolation for smoother scaling
    preserve aspect Maintain original texture aspect ratio
    layer Set depth ordering when using multiple CornerPins
    blend/blendmode Control transparency and blending with background

    CornerPin vs MeshWarp

    Choosing the Right Tool

    Feature CornerPin MeshWarp
    Control points 4 corners Full lattice grid
    Surface types Flat, rectangular Curved, irregular
    Setup time Very quick More involved
    Geometric correction Perspective only Full mesh deformation
    Best for Walls, screens, simple surfaces Domes, curved screens, complex shapes

    Use CornerPin when you need fast, simple alignment on flat surfaces. Use MeshWarp when projecting onto curved or irregular geometries.



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    Last updated: 2025-12-01 | Edit this page on GitHub