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Wall and Ceiling

 

Ambient Light Rejection and Acoustic Dampening are Important Elements for Any Projection Room or Studio. 

A quality projection screen will reject ambient light and bounce most of the light from the projector back to the viewer. Did you know that your walls and ceiling can do the same?  The light that scatters off the screen bounces onto the adjacent walls and ceiling creating a halo around your screen. This halo causes what's known as "washout" on your projection screen. The light around your screen reduces perceived image contrast and leads to eye fatigue as you squint or use excessive pupil constriction. 

 

wall and eye fatigue

The image above is an example of projected light coming off the projection screen and bouncing onto the wall and ceiling. Those surfaces are creating more ambient light and reducing contrast. 

 

Studio Color Correction

Professional editing has always about achieving a baseline and creating an effect. 

Ambient light off walls and ceilings will carry the hue or color of those walls. This hue can, in turn, tint the projected image on the projection screen. Color shift, as it is called, directly affects your projector's percieved color reproduction. 

 
Control Contrast and Ambient light to make your images pop and allow your eyes to soak up the details. 

 Acoustic Dampening

 We use a specialized filler to "fluff" the coating. This process not only greatly expands the coating with micro pockets but enhances light absorption. This coating is unlike anything out there. Wall and Ceiling can be rolled or sprayed and leaves a silky smooth finish. It's designed specifically to stop light from bouncing off of walls and ceilings making your image sharper, brighter and with greater contrast. 

NRC RATING:   .15
Description: Our Wall and Ceiling coatings have a noticeable ability to absorb room echoes and eliminate most 1st phase bounce in a typical 4 wall theater environment.

STC RATING:   +5.0 
Description: Using Wall and Ceiling coatings will add +5 noise reduction to applied materials according to STC standards.  ( 125 - 4000 Hz )

 It's completely organic composition, zero VOC, and easy to apply. 

All Wall and Ceiling coatings can be rolled or sprayed.

Rolling Instructions: Use a 3/8" nap roller and apply generously. Allow to completely dry before recoat. Apply 2 coats. 

Spraying Instructions: Use a 317 tip. Approx 60 - 80 psi ( 4 - 5 bar )

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PROJECT PLANNING TOOLS

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01 / COVERAGE

Size your screen.

Two dimensions. Your two-coat paint estimate.

56.7 ft² / 5.3 m²1 gallon
Coverage, curves & domes
02 / BRIGHTNESS

Know your light.

Estimate brightness at your reference gain.

Enter lumens to estimate—
Brightness & product matching
03 / PRODUCT PASSPORT

Scan what you have.

Your product documents, guides and certificates.

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Then scan your can.Find documents when available and activate your warranty.

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OPTICAL PLANNING / SEATING

Find your best seat.

Viewing geometry. Screen elevation. Gain at every position.

Illustrative gain modelSeat angles are calculated from your dimensions. Angular gain uses editable assumptions, not measured coating curves.
PROJECTOR POSITION · LIVE FOR ALL SEATS

Adjust for any room. Seat locations stay fixed; incidence, reflected direction and estimated gain update live.

Screen & seating dimensions

Distances start at the screen plane. Fan rows follow an arc; seat spacing and aisle apply to straight rows. Presets are editable starting points.

Reflection & oblique light

Move projector distance, offset or lens height to change incidence. Angle-reflective and retroreflective modes shift the assumed gain lobe. These are comparison models, not measured coating behavior.

Coating & gain assumptions

Half-gain is the one-sided angle at 50% of peak. Published viewing cones are shown for reference and are not automatically treated as half-gain measurements. Default assumptions: ±45° horizontal / ±30° vertical.

Top view

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≥75% · green65–74% · yellow50–64% · orange35–49% · amber20–34% · red<20% · purplePercent of modeled peak gain. Below 50% is outside the assumed half-gain boundary, not a measured product specification.
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Side view

Selected seat · screen center
How the estimates work

Flat, vertical screens only. Angles are measured from the screen center; eye height includes row risers. The normal-centered mode places peak gain on the screen normal. Angle-reflective mode mirrors the projector direction across the normal; retroreflective mode points back toward the projector. A smooth angular falloff is applied around the chosen lobe axis: gain = peak × 2−[(horizontal / H)² + (vertical / V)²]. H and V are your assumed half-gain angles. Screen-edge gain is sampled at the corners, edge midpoints and center.

This is a planning model, not a measured product gain report. Projector-to-screen incidence and ideal reflection directions are geometric. Reflection-mode falloff is assumed; the model excludes measured ALR directionality, curved screens, obstructions, irradiance nonuniformity and real installation losses. Do not use it to predict UST/ALR performance. Changing screen size changes image angles and edge estimates; center gain depends on the seat angle and assumed curve.

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170 ft² finished coverage per gallon, two coats. Brightness and viewing gain are planning estimates.

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