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In order to understand and use the content on this page, make sure you are familiar with the following topics:
The feature allows the user to sample the pixels of a specified texture and output the color sample as DMX. The pixel mapping feature integrates with the other DMX plugins utilizing the DMX Library assets and DMX Protocol functionality. To create a new Pixel Mapping asset right-click the content browser, navigate to the DMX category, and select DMX Pixel Mapping.
The Pixel Mapping editor is organized similarly to the UMG interface.
Panel |
Description |
---|---|
Palette |
Default components that represent different types of fixtures. Drag a component into the Designer to add them. |
Hierarchy |
This is a representation of all the components added for this Pixel Mapping asset and their associated parents and children in the hierarchy. |
Designer |
Move around various components to sample portions of the texture. This is where you configure what part of the texture will actually be sampled for DMX output. |
Preview |
Provides a preview of the visible output after the downsampling is applied to the texture from the component layout in the Designer. |
Details |
Set relevant properties for the selected component in the hierarchy. |
Components
Fixture Group
The Fixture Group component is used to output DMX to multiple fixtures defined in a DMX Library. Fixtures can be added to this group via drag and drop from the Details panel into the Designer. Each fixture in the group can be configured so the RGB values output to any attributes assigned for the fixture.
Property |
Description |
---|---|
Color Mode |
The method for sampling the texture, RGB (Red Green Blue) or Monochrome (Black and White). |
Color Sample |
The colors to sample for DMX output (includes an invert option). |
R/G/B Attribute |
The attribute to which the fixture patch is assigned to output the color sample data. |
Extra Attributes |
Additional attributes to statically output to while the pixel mapper renders. |
Relative Position X |
The X position relative to the parent position. |
Relative Position Y |
The Y position relative to the parent position. |
Size X |
The size X in pixels. |
Size Y |
The size Y in pixels. |
Cell Blending Quality |
The quality at which to sample the image section. |
Lock in Designer |
Lock position in the Designer. |
Visible in Designer |
Show/Hide in the Designer. |
Editor Color |
The color set for the box visualization. |
Matrix
The Matrix component is used to output DMX to a matrix fixture set in a DMX Library. A matrix fixture can be assigned by setting the DMX Library and Fixture Patch properties to a patched matrix fixture. All cells will automatically show in the pixel mapper with a number assignment representing the position relative to the matrix order defined in the DMX library.
Property |
Description |
---|---|
Color Mode |
The method for sampling the texture, RGB (Red Green Blue) or Monochrome (Black and White). |
Color Sample |
The colors to sample for the DMX output (includes an invert option). |
R/G/B Attribute |
Attribute to which the fixture patch cells are assigned to output the color sample data. |
Extra Attributes |
Additional attributes to statically output to while the pixel mapper renders. |
Extra Cell Attributes |
Additional cell attributes to statically output to while the pixel mapper renders. |
Fixture Patch Matrix Ref |
DMX Library and Fixture Patch assignment to output the DMX. |
Relative Position X |
The X position relative to the parent position. |
**Relative Position Y* |
The Y position relative to the parent position. |
Size X |
Size X in pixels. |
Size Y |
Size Y in pixels. |
Cell Blending Quality |
The quality at which to sample the image section. |
Lock in Designer |
Lock position in the Designer. |
**Visible in Designer* |
Show/Hide in the Designer. |
Editor Color |
The color set for the box visualization. |
DMX Screen
The DMX Screen component is used to output raw DMX to a matrix of cells manually set in the details panel.
Property |
Description |
---|---|
Remote Universe |
The output universe. |
Start Address |
The starting address for the first cell. |
Color Space |
The desired sample type. |
Distribution |
The order in which to address consecutive cells. |
Ignore Alpha Channel |
Controls whether or not to use the Alpha channel when the color space includes Alpha. |
Pixel Intensity |
Controls the pixel intensity multiplier for the DMX output. |
Alpha Intensity |
Controls the intensity of the Alpha channel when the color space includes Alpha. |
Show Addresses |
Hide/Show the assigned address of the cell. |
Show Universe |
Hide/Show the assigned universe of the cell. |
X Cells |
The number of cells in the grid in the X-direction. |
Y Cells |
The number of cells in the grid in the Y-direction. |
Protocol Name |
The DMX protocol to output. |
Size X |
The size of the screen in the X-direction in pixels. |
Size Y |
The size of the screen in the Y-Direction in pixels. |
Position X |
The X position of the screen relative to the texture origin. |
Position Y |
The Y position of the screen relative to the texture origin. |
Cell Blending Quality |
The quality at which to sample the image section inside the cell. |
Lock in Designer |
Lock position in the Designer. |
Visible in Designer |
Show/Hide in the Designer. |
Editor Color |
The color set for the box visualization. |