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Viewport overlay

Limner draws a reference over the level viewport, so you can match the scene to it without a second screen. The viewport bar at the top of the panel controls it on every page.

  • Double-click an image on the board to show it over the viewport. Double-click it again to hide it.
  • Or select it and click Show in the inspector, or Show in viewport in its … menu.

The reference shown this way is pinned: it stays over the viewport until you hide it, pin another one or close the board. If the overlay mode is Off, pinning switches it to Overlay.

The viewport bar shows the active reference with a thumbnail and its title, and how it got there: Pinned, Linked to Cam_Hero or Linked to Bookmark 3. On the board, the active reference has an accent frame and an IN VIEWPORT badge.

Mode Shows
Off No reference over the viewport.
Overlay The reference blended over the scene. Strength sets how much (50 % by default).
Difference The difference between the scene and the reference: black where they match, bright where they differ.
Onion skin The reference’s edges as coloured outlines over the scene, for matching composition and silhouettes. Strength sets how strong the lines are.
Wipe The reference left of a split line, the scene right of it. Split moves the line.

The slider is labelled Strength, or Split in Wipe mode, and is disabled in Off and Difference. The mode and the slider apply to the whole session; they are not saved with the board. The defaults come from Default Overlay Mode, Default Opacity and Onion Skin Color in the settings, where Overlay is called Opacity.

The views next to the modes (Color, Values, Notan and Off-palette) work on the whole viewport, with or without a reference. See Values & palettes.

After Bands, two menus open the 1.1 tools for the whole viewport:

  • Vision: … previews protanopia, deuteranopia or tritanopia in the viewport, on the board and in the palettes. See Colour vision preview.
  • Guides: … draws composition guides, safe frames and aspect masks, saved per camera or bookmark. See Composition guides.

Each reference has its own Fit setting in the inspector:

Fit Places the reference
Fit (whole image) The whole image, centred, with empty bars where the aspect ratios differ.
Fill (crop edges) Fills the viewport and crops the edges of the image that don’t fit.
Stretch Stretched to the viewport’s aspect ratio.

The same setting decides which part of the images Compare looks at.

A reference can belong to a camera or to a level bookmark. It then appears by itself whenever the viewport looks through that camera or jumps to that bookmark, and disappears when you leave it. That way every shot of a level keeps its own concept art.

To link a reference, select it and open Link to… in the inspector (or Link to camera or bookmark in the right-click menu):

  • Current view: The camera the viewport looks through while you pilot a camera, or The bookmark the viewport sits on right after jumping to a bookmark.
  • Cameras in the level: every camera actor, Cine Camera Actors included, by name.
  • Bookmarks: the level’s bookmarks. Set bookmarks with Ctrl+0 to Ctrl+9 in the viewport and jump to them with 0 to 9.
  • Remove link.

A reference has one link, to a camera or to a bookmark. Each camera and each bookmark has one reference: linking a camera that another reference already uses moves the link.

Look through in the inspector pilots the linked camera or jumps to the linked bookmark. If the camera is no longer in the open level, the status bar says so.

A camera counts as “looked through” when you pilot it and when Sequencer locks the viewport to a camera cut. While the viewport looks through a camera or sits on a bookmark, the viewport bar shows Viewing and its name.

A linked reference takes priority over the pinned one while the viewport looks through its camera or bookmark. Pinning another reference while you look through a linked camera shows a note in the status bar: the camera’s reference stays until you leave the camera. Turn Follow Camera Links off in the settings to show only pinned references.

The overlay is drawn in the active perspective level viewport. Click into another viewport to move it there. Orthographic viewports never show it.