Pixel Mapping Tutorial 2 - DMX

Поділитися
Вставка
  • Опубліковано 25 жов 2024

КОМЕНТАРІ • 5

  • @wesjackson2176
    @wesjackson2176 2 роки тому

    Hey you briefly touched on this, but if you have a grid that is more than 170 pixels, how do you control all of it if you can only assign 1 universe?
    I have a grid that is 8 x 32 or 256 pixels. How do I control that as one entity?

    • @ChrisMonson
      @ChrisMonson  2 роки тому

      Hi Wes, if you have more pixels than the pixels per universe number it will just roll the rest over into a new universe.

  • @alexv4907
    @alexv4907 3 роки тому

    Hi Chris, are you still maintaining this tool? I'm having some issues with the universe mapping. It seems fixture one only works when the pixel groups and fixture are set to universe 0. When I add a second fixture and map the fixture and associated groups to universe 1 I am getting data from fixture 1/universe 0 bleeding over but no data from fixture 2 on universe 1. Is there a reason you have redundant universe address mappings for the fixtures and pixel groups? Thanks.

    • @ChrisMonson
      @ChrisMonson  3 роки тому +1

      Hi Alex, I'm just going to summarize the results of our email conversation here in case someone else comes across this with a similar issue.
      In short the issue here was that the control fixtures which are used to accept input from external lighting consoles were configured on the same artnet universes that the pixel groups were outputting to resulting in an artnet feedback loop. Moving either the control fixtures or pixel groups to a different universe, or using the output mapping system to direct the output data to a specific ip address would resolve this issue.

    • @alexv4907
      @alexv4907 3 роки тому

      @@ChrisMonson thanks again for all of your help!