DMX Pixel Mapping

Information about DMX pixel mapping, which enables users to sample texture pixels and output the color as a DMX sample.

Choose your operating system:

Windows

macOS

Linux

Prerequisite Topics

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 .

dmxpixelmapping1.png

The Pixel Mapping editor is organized similarly to the UMG interface.

dmxpixelmapping2.png

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.

The DMX Fixture Group component

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.

Output Modulator

DMX Modulators are available data manipulation and conversion functions that can be used and applied to either inbound or outbound DMX data. Refer to Output Modulators for more information.

Editor Color

The color set for the box visualization.

Lock in Designer

Lock position in the Designer.

Visible in Designer

Show / Hide in the Designer.

Cell Blending Quality

The quality at which to sample the image section.

Position X

The X position relative to the parent position.

Position Y

The Y position relative to the parent position.

Size X

The size X in pixels.

Size Y

The size Y in pixels.

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.

The DMX Matrix component

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.

Output Modulator

DMX Modulators are available data manipulation and conversion functions that can be used and applied to either inbound or outbound DMX data. Refer to Output Modulators for more information.

Fixture Patch Matrix Ref

DMX Library and Fixture Patch assignment to output the DMX.

Editor Color

The color set for the box visualization.

Lock in Designer

Lock position in the Designer.

Visible in Designer

Show / Hide in the Designer.

Cell Blending Quality

The quality at which to sample the image section.

Position X

The X position relative to the parent position.

Position Y

The Y position relative to the parent position.

Size X

Size X in pixels.

Size Y

Size Y in pixels.

DMX Screen

The DMX Screen component is used to output raw DMX to a matrix of cells manually set in the details panel.

The DMX Screen component

Property

Description

Local 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.

Send to All Output Ports

When enabled, outputs to all Output Ports specified in the Plugin Settings .

DMX Output Ports

Add Array elements to select which Output Ports to use. This parameter is disabled when Send to All Output Ports is enabled.

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.

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.

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.

Editor Color

The color set for the box visualization.

Lock in Designer

Lock position in the Designer.

Visible in Designer

Show/Hide in the Designer.

Cell Blending Quality

The quality at which to sample the image section inside the cell.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss