Moiré is a sampling problem, not a screen fault
A wall is a grid of emitters. A sensor is a grid of photosites. Point one at the other
and you are sampling a regular pattern with another regular pattern — and when the
two spacings land close to a simple ratio, the difference between them shows up as slow
bands that crawl when anything moves. That is aliasing, and the wall is innocent.
It follows that anything changing the ratio helps, and anything changing the
content does not. Repainting the graphic will not fix moiré. Moving the camera might.
What changes the ratio
| Move | What it does | Cost |
| Change distance |
Alters how many panel pixels land on each photosite. Usually the fastest fix:
a metre either way often clears it. |
Framing changes. |
| Change focal length and re-frame from a new spot |
Same effect, different route — same shot, different sampling. |
Perspective changes. |
| Open the aperture |
Shallower depth of field, so the wall falls slightly out of focus and the
grid is optically blurred before it is sampled. This is the classic fix and it
looks intentional. |
Exposure, and the wall goes soft. |
| Come off axis |
Rotates the sensor grid relative to the panel grid. A few degrees is often
enough. |
Angle on the wall, and LED brightness falls off axis. |
| Defocus slightly |
Blunt but effective on a background wall nobody is meant to read. |
Obvious if there is text on it. |
Notice what is not on that list: the content, the processor, the brightness,
and the resolution of the file you are playing. If someone suggests re-exporting the
video to fix moiré, the shot is not the problem you are solving.
The other banding, which is not moiré
Horizontal bands that roll through the frame are the panel's refresh, not its
pixel grid. An LED wall does not hold a steady light level: it strobes, at a scan rate
that may be thousands of hertz, and a camera shutter that is not a whole multiple of that
period catches some strobes and misses others. The fixes are different:
- Shutter angle or speed — walk it until the bands stop. 1/50 and 1/60
are the usual landing points, and a 180° shutter at the frame rate you are
shooting is the first thing to try.
- The wall's own scan and refresh settings — a processor set to a higher
refresh, or to a camera-friendly scan mode, fixes it at source. This is the right
answer if the wall will be on camera all day, and it is a five-minute job for
whoever owns the processor.
- Genlock if the chain supports it.
Tell the two apart by moving the camera: moiré from the pixel grid moves with the
camera, scan banding does not.
What the wall does to your exposure
- It is a light source, not a surface. It does not take key light; it throws
it. Expose for the talent and the wall will usually be hot, which is why walls are
run at 30–60% brightness for camera rather than the full output they are sold on.
- Black is not black on camera. A wall's floor is a dark grey that a sensor
lifts further, so a "black" background often reads as a smoky panel with visible
seams. Check it on the camera, not with your eyes.
- Colour shifts off axis. LEDs are directional; a camera 40° off centre
does not see the colour the front row sees. Grade to the camera's position if the
camera is the audience.
- Watch for a green or magenta cast that only appears on camera. Sensors and
LEDs disagree about spectrum, and the fix is a white balance shot off the wall
itself, not off a card in front of it.
Staging: the decisions made before anyone lifts a lens
- Height and rake. If the wall is above head height, everyone is looking up
and the camera is looking up with them — which puts the panels' worst viewing
angle in the shot. Lower is nearly always better on camera.
- Distance to the nearest person. Inside about
3.4 × pitch metres the pixels are individually visible.
The calculator gives the number for a given wall;
if the front row is inside it, that wall is scenery, not a screen.
- Ambient spill. Stage wash landing on the panels raises their black level
far more than it raises anything else in shot. Flag the wash off the wall before
reaching for the processor.
- Where the seams fall. Panel joins are invisible in motion and obvious on a
flat colour, so put flat colour where the seams are not: a gradient, a texture or a
slow move hides a join that a plain background advertises.
- Content at the wall's own raster. Not 1080p scaled up. Scaling is what
softens the one-pixel detail moiré loves and text needs.
On the day, in this order
- Prove the pixel map before anything else. Put up a
numbered panel map at the wall's exact raster. A
swapped tile shows the wrong number, a rotated one shows the corner marker in the
wrong corner, and a dead receiver card shows nothing. Five minutes here saves an
argument at rehearsal.
- Check 1:1 mapping. A one-pixel checkerboard should look like a crisp
checkerboard, not a soft grey field. If it is soft, something in the chain is
scaling and every later judgement is being made through it.
- Set black level. Dark-detail steps, with the house lights at show state,
looking at the camera's picture rather than the wall.
- Check uniformity. Flat fields at 25, 50 and 100 per cent. Mismatched batches
and dead pixels show on flat colour and nowhere else.
- Then move the camera for moiré: distance first, aperture second, angle
third.
- Then walk the shutter for scan banding.
- White balance off the wall and grade to the camera's position.
- Only now put the show content up. Every earlier step is quicker to diagnose
on a pattern than on a picture somebody has opinions about.
Patterns for each of those steps
Free, generated at your wall's exact size, nothing to sign up for:
panel map, 1:1 moiré tests, dark detail, uniformity, boresight,
crosshatch, SMPTE bars, PLUGE, convergence, multiburst and safe areas. If you would
rather have a fixed 1920×1080 set to keep on a stick,
there is a kit.
Deckboy plays them, and the show, from one cue list — free and open source for
Windows, macOS and Linux, at whatever raster the wall actually is, with a moving frame
counter and latency clock for the faults a still cannot show.