Scenes
A scene is a saved composition of one or more media assets — with their playback settings, lighting presets, and layer configurations all stored together. Scenes let you set up complex display states in advance and switch between them instantly during a production or event.
What a Scene Contains
- One or more media assets (background images, videos, overlays)
- Layer order and visibility settings
- Lighting configuration (presets, group settings, brightness)
- Camera and 3D depth settings (if applicable)
- Video playback settings (loop, end behavior, volume)
- Audio layers — a soundtrack that plays whenever the scene is cast
Creating a Scene
- Set up your display exactly how you want it — select your media, configure lighting, adjust layers
- Open the Save Scene dialog from the player controls
- Give the scene a name
- Choose a folder to save it in
- Click Save
The scene saves a snapshot of all current settings. You can save as many scenes as you need.
Creating Scenes Without a Connected Display
You can create scenes even when you are not connected to a display. This lets you build and save compositions ahead of time — for example, while planning a show off-site — without needing an active player connection.
How it works
Because there is no live wall to read dimensions from, you set up an offline configuration that describes the display(s) you want to build for:
- Start scene creation without connecting to a player.
- Configure the sizes of the displays you want to work with, so the canvas matches the real wall's dimensions.
- Build your composition — add media, arrange layers, and adjust settings just as you would when connected.
- Save the scene to a folder.
When you later connect to the matching wall, you can load the scene and apply it. This makes it possible to prepare an entire show's worth of scenes in advance and simply recall them on-site.
Working with Layers
When you add a new layer to a scene, it is placed at the top of the layer stack so it appears above existing layers by default. Multiple layers can be added to a single player, and layers can be reordered within the stack; the layer order updates to match your changes and all layers remain available after reordering.
The Layers Tab
While a scene is the active content on a player, the player's remote controls show a Layers tab in place of the usual Adjust and Transform tabs. It lists every layer on every display in the scene, grouped by display and numbered in stacking order, and each layer row carries:
| Control | What it does |
|---|---|
| Drag handle | Drag the layer up or down to change its order in the stack |
| Eye icon | Hide or show that layer without removing it from the scene |
| Lock icon | Lock the layer so it can't be selected, dragged, or edited by accident |
| Trash icon | Remove that layer from the scene |
Clicking the layer itself selects that asset, and the remote switches to that layer's own Adjust and Transform controls. Click Return to Scene at the top of the remote to step back out to the scene as a whole.
If the scene was built by layering content on the fly and hasn't been saved yet, Save Scene to Library appears above the layer list — see Temporary Scenes →.
Transform and Scale for the Whole Scene
You can change Transform and Scale for every asset in a scene at once, from the scene level, instead of opening each layer and repeating the same adjustment.
Scene-level values do not replace what each layer already has. Every asset keeps its own individual attributes — its position, scale, rotation, crop, and colour adjustments — and the rendered result on the wall combines both: the player draws each asset with its own attributes, then applies the scene-level transform on top. A layer you deliberately offset or shrank inside the composition keeps that relationship while the whole scene moves or scales together.
To adjust the whole scene:
- Cast or load the scene so it is the active content on the player, and open that player's remote controls.
- Make sure the scene itself is selected rather than an individual layer — if you have drilled into a layer, click Return to Scene first.
- Open the Transform tab.
- Drag the Scale slider to resize every asset in the scene together, or drag inside the Media Transform pad to move them together. The pad shows the current X/Y position next to its label, and the reset arrow beside it returns the position to its default.
- The wall updates live as you drag. Save the scene — or use Save Scene to Library if it is still a temporary scene — to store the new values with it.
To go back to adjusting a single asset, open the Layers tab and click that layer; its Transform and Adjust controls then affect only that layer.
Per-Instance Changes
Adjusting an asset inside a scene affects that instance only. Scrolling, transforming, cropping, or otherwise interacting with a layer changes how it looks in this scene and leaves the original asset in your library untouched — including when the asset was cast into a position in a scene template. The same file can therefore appear in several scenes, each with its own settings, and casting it on its own later still uses its original attributes.
Adding Audio to a Scene
A scene can include audio as well as visuals, so a soundtrack plays alongside what's on the wall and comes back every time you cast that scene.
- With the scene playing on the wall, click the audio asset you want in the Asset Library.
- Vū Studio asks Play audio — how should this audio play? Choose Add to this scene. The track is added to the scene as a layer with nothing visible on the wall, and plays whenever the scene is cast.
- If what's on the wall is not a scene yet, the same option reads Save as a scene with this audio and turns the current content into a new scene with the audio attached.
- Play in the background is the other choice: it leaves the scene untouched and plays the track on the player's background audio, which keeps going when the content changes. That track is not part of the scene and won't come back with it.
- Save the scene so the audio layer is stored with it.
Audio layers belong to the scene rather than to a particular display, so they are unaffected by display-level changes, and they stop when the scene stops. Scenes that contain audio are badged in the library so you can tell at a glance that a scene has sound.
See Music and Audio → for supported formats, the background audio bus, and volume control.
Loading a Scene
Scenes appear as tiles in your library alongside regular media. Click a scene tile to load it — all its settings are applied to the connected wall.
You can also access saved scenes from the scene controls in the player view while connected to a wall.
Temporary Scenes
When you make changes to a playing scene without saving, Vū Studio tracks it as a temporary scene. From there you can save the temporary scene into a folder of your choosing, or load a different scene to discard the in-progress changes.
Scenes vs Experiences
Scenes are live wall compositions — they capture what's on the wall right now, including layers, lighting, and camera settings, so you can recall the exact state later.
Experiences are launchable content programs — external 3D environments, web apps, videos, or custom Canvas Designs — organized into Sessions for kiosks, briefing centers, and event launchers. See Experiences →.
Tips
- Save scenes before important transitions so you can snap back if something goes wrong
- Use descriptive names with the context — e.g. "Main Stage — Intro Slate" rather than just "Intro"
- Scenes can be shared in folders with team members so everyone has access to the same show presets
Custom Scene Templates
Custom Scene Templates are saved screen layouts — arrangements of positioned zones across a display — that let you cast content into set locations quickly and consistently. Instead of placing and sizing each asset by hand every time, you pick a template and drop content into its predefined positions.
What you can cast into a template
Templates are built for casting NDI sources, web links, and text into their positions. When a template is active and you cast one of these asset types, Vū Studio places it into the template location you choose rather than filling the whole display.
Creating and saving a template
- Arrange the assets on a display the way you want the layout to look.
- In the template controls, choose Save current layout as template.
- When prompted (Name your template), enter a name (3–100 characters) and confirm.
The saved template appears in the template selector for reuse.
Using a template to cast content
- In the template selector, choose a template to make it active.
- Cast an NDI, web link, or text asset. You'll be prompted to choose which location in the template to place it in.
- The asset is placed into that zone; repeat to fill the other positions.
- To stop using the template, choose Clear Template.
Notes and limitations
- Only web links, NDI sources, and text can be cast into template locations. Other asset types are not placed via templates.
- Templates capture layout positions for the display you saved them from.