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How-to guides
The rest of this site is a reference manual: every control, one page per feature. This section is the opposite: complete, numbered walkthroughs that build something real, starting from an empty project. Each step says what you should see, so you can check your work as you go.
The four tutorials
Take them in order; each one assumes the moves the previous one taught.
| Tutorial | What it teaches |
|---|---|
| Build your first wall | The canonical starter build: the new-project wizard, a half-panel bottom row, the processor's per-string pixel budget, and a 10G trunk → switch → 1G fan-out: one screen, one processor, one output, lit with a test pattern. |
| Split one screen across two processors | What to do when a wall outgrows a single processor: cut its picture in two, move one half's panels to a second processor, and span one surface seamlessly across two 4K outputs. |
| Three screens with switch redundancy | Several screens of different panel types on one processor, duplicating a screen, arranging in 3D, and giving every data string a dashed backup feed through a second switch. |
| Four outputs from one processor | An 8K wall on a single processor: four 4K inputs stitched into a 2×2 canvas, one linked surface across all four, and authoring a custom panel. |
If you're brand new to the app, skim the interface overview first so the tree, workbench tabs, and Inspector are familiar words.
Jump straight to a task
Not everything needs a tutorial. Common tasks and where the manual covers them:
- Set up redundancy (backup ports, switches, processors, trunks) → Redundancy
- Export a drawing packet for the shop or show site → Drawings (PDF)
- Make a custom panel that isn't in the library → Custom equipment
- Curve a screen → Screen curving
- Hang or ground-stack a wall with real hardware counts → Mounting
- Put video on the wall and run a live output window → Video workbench

