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

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: |
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:
- Create a Window node and configure your output display
- Create a ViewPort node and set
meshto none - Link the ViewPort to the Window
- Create a CornerPin node
- Set CornerPin's
viewportto reference your ViewPort - Connect your texture source (Video, SpoutReceiver, etc.) to CornerPin's texture inlet
- Click
editto 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 radiusto change handle size for easier selection - Enable
drawcornersto see handles in the final output (useful during setup) - Click
resetto 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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Quick Start
Get started with CornerPin in minutes
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Complementing CornerPin
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub