Video Pixel Mapper

Module dedicated to direct pixel mapping for led pixels screens. See Pixel Mapping for a complete tutorial.

This module sends direct ArtNet and use networks settings of the plot panel defined by the target plot number setting.

Each universe is limited to 512 channels so you with RGB pixels you can only have 170 pixels per universe. This module will send several ArtNet/DMX frames by incrementing the universe by each bloc of 512 channels.

For example if you have a 100 x 100 RGB led matrix (10000 RGB), Usine will send 10000 div 170 = 59 universes with 170 pixels each.

Settings

on

Activates or deactivates the module.

video in

Video input flow(s).

process time

Total time used for the calculation of the module.

show hide

Toggle visibility state of the pixel mapper window, visible/invisible.

show

Shows the pixel mapper window.

hide

Hides the pixel mapper window.

general settings

target plot

Sets the target plot for the pixel mapper. The pixel mapper will take the settings of the target plot (Artnet IP address, etc.).

width

Width (in number of led pixels) if the mapper.

height

Height (in number of led pixels) if the mapper.

clear mapper

Clear the pixel mapper, deactivates all led pixels, resets all DMX channels.

image file name

Select the image to import to create special mapping based on a drawing. Image should be in black&white, white pixels will enabled, and black disabled.


drawing example


imported image

pixels general

num total pixels

Gives the total number of led pixels, calculated as width x height

num active pixels

Gives the number of active (enabled) led pixels.

pixel type override

Forces the pixel type to a global value. Normally, the pixel type is set individually for each pixel with pixel type option (see bellow).

the override pixel type must have the same number of DMX channels than all pixels of the pixel-mapper. For example, if you have RGB 3 bytes pixels on the pixel-mapper, you can't override it to RGBW 4 bytes. In those cases, you might have unpredictable results.

mode multi universes

This option can be used to avoid conflicts when several pixels are sent to the same universe, same channel. When ON, all universes are sent at the same time after a filtering of conflicted pixels. The Art-Net-Sync is sent only once.

selection

  • To select pixels, use the [shift] key.
  • To unselect use [right-click].
  • You can zoom in/out with [mouse-wheel].
  • To enable a pixel use [ctrl+click]
  • To enable and fill a pixel with the first available universe/channel use [alt+click]

enable selected

Enables selected pixels.

disable selected

Disables selected pixels.

DMX channels

Automatic DMX channels assignation. You have to select pixels you want to fill first.

start universe

Universe of the first pixel.

start index

Index in the universe of the first pixel in the range [0..512].

fill direction

Defines the fill direction.

pixel type

Determines how each color value is converted to Art-Net DMX.

  • RGB 3 bytes : each color is converted into 3 DMX values R,G,B. Only 170 pixels can be sent per universe.
  • BRG 3 bytes : each color is converted into 3 DMX values B,R,G. Only 170 pixels can be sent per universe.
  • RGB- 4 bytes : each color is converted into 4 DMX values R,G,B,0. Only 128 colors can be sent per universe.
  • -RGB 4 bytes : each color is converted into 4 DMX values 0,R,G,B. Only 128 pixels can be sent per universe.
  • -BRG 4 bytes : each color is converted into 4 DMX values 0,B,R,G. Only 128 pixels can be sent per universe.
  • BRG- 4 bytes : each color is converted into 4 DMX values B,R,G,0. Only 128 colors can be sent per universe.
  • RBG 3 bytes : each color is converted into 3 DMX values R,B,G. Only 170 pixels can be sent per universe.
  • BGR 3 bytes : each color is converted into 3 DMX values B,G,R. Only 170 pixels can be sent per universe.
  • GBR 3 bytes : each color is converted into 3 DMX values G,B,R. Only 170 pixels can be sent per universe.
  • GRB 3 bytes : each color is converted into 3 DMX values G,R,B. Only 170 pixels can be sent per universe.
  • RGBW 4 bytes : each color is converted into 4 DMX values R,G,B,W. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • WRGB 4 bytes : each color is converted into 4 DMX values W,R,G,B. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • --W 3 bytes : each color is converted into 4 DMX values, 0,0,W. Only 170 pixels can be sent per universe. Algorithm GrayScale.
  • ---W 4 bytes : each color is converted into 4 DMX values, 0,0,0,W. Only 128 pixels can be sent per universe. Algorithm GrayScale.
  • W--- 4 bytes : each color is converted into 4 DMX values, W,0,0,0 followed by 3 values filled with 0. Only 128 pixels can be sent per universe. Algorithm GrayScale.
  • W 1 bytes : each color is converted into 1 DMX value W. Only 512 pixels can be sent per universe. Algorithm GrayScale.
  • WWWW 4 bytes : each color is converted into 4 DMX values W,W,W,W. Only 128 pixels can be sent per universe. Algorithm GrayScale.
  • WWW 3 bytes : each color is converted into 3 DMX values W,W,W. Only 170 pixels can be sent per universe. Algorithm GrayScale.
  • WW 2 bytes : each color is converted into 2 DMX values W,W,0,0. Only 256 pixels can be sent per universe. Algorithm GrayScale.
  • GRBW 4 bytes : each color is converted into 4 DMX values G,R,B,W. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • WGRB 4 bytes : each color is converted into 4 DMX values W,G,R,B. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • RGBWW 5 bytes : each color is converted into 5 DMX values R,G,B,W,W. Only 102 pixels can be sent per universe. Algorithm WhitePart.
  • WWRGB 5 bytes : each color is converted into 5 DMX values W,W,R,G,B. Only 102 pixels can be sent per universe. Algorithm WhitePart.
  • RGBW x2 8 bytes : each color is converted into 8 DMX values R,G,B,W,R,G,B,W. Only 64 pixels can be sent per universe. Algorithm WhitePart.
  • RGBW x4 16 bytes : each color is converted into 16 DMX values R,G,B,W,R,G,B,W,R,G,B,W,R,G,B,W. Only 16 pixels can be sent per universe. Algorithm WhitePart.
  • RGB- x4 16 bytes : each color is converted into 16 DMX values R,G,B,0,R,G,B,0,R,G,B,0,R,G,B,0. Only 16 pixels can be sent per universe.
  • RGBW MaxLuminance x4 16 bytes : each color is converted into 16 DMX values R,G,B,W,R,G,B,W,R,G,B,W,R,G,B,W. Only 16 pixels can be sent per universe. Algorithm MaxLuminance.
  • RGBW MaxLuminance 4 bytes : each color is converted into 4 DMX values R,G,B,W. Only 128 pixels can be sent per universe. Algorithm MaxLuminance.
  • WRGB MaxLuminance 4 bytes : each color is converted into 4 DMX values W,R,G,B. Only 128 pixels can be sent per universe. Algorithm MaxLuminance.
  • algorithm GrayScale: the W channel is calculated with W = (R x 0.3 + G x 0.59 + B x 0.11).
  • algorithm WhitePart: the W channel is calculated with W = min ( R , G , B ). G' = G-W, R' = R-W, B' = B-W.
  • algorithm MaxLuminance: the W channel is calculated with W = min ( R , G , B ). G' = G, R' = R, B' = B.

universe size

Size of the DMX universe, only DMX 512 available in Usine.

fill DMX channels

Fills the pixels DMX channels according the settings above. Once filled, on screen, each universe is drawn with a distinct color.


each universe is drawn with a distinct color

test

Various ArtNet tests for the selected pixels.

test selected

Sends a small chaser to the selected pixels.

abort test

Abort the current test selected operation.

all ON selected

Switches ON selected pixels.

all OFF selected

Switches OFF selected pixels.

image

Implantation map.

save image

Saves the pixel mapper window as hi-def image to be used as an implantation map.

selected pixel

Visible only if a pixel is selected. Gets or sets the DMX channel information of the pixel.

enabled

The pixel is enabled.

universe

Universe number of the pixel.

channel

DMX channel of the pixel.

index

Pixel in order in the universe. For example with a RGB pixel type it's a number in the range [0..169].

See also

version 5.0.210914

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