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How to set this up in S4 Visualiser


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Posted

I have a very complicated pixel channel setup. It seemed like a good idea, and works great with the actual lights, and minimizes cable runs, but now I am setting it up in the vis I am getting loads of problems and errors.


 


My matrix starts on channel 1, universe 1, and the first half (144 pixels) goes onto channel 464. Those are connected to a normal DMX controller, coming off the RS485 output of my Pixlite4.


Then the second half of the matrix (Which is controlled off the SPI outputs of the Pixlite4) starts on channel 151 on universe three. The gap is filled in with the 50 pixel wreath.


When the matrix gets to channel 512, it jumps strait over to channel 1 on universe 4, and continues to channel 89. Channel 89 is the last one on that output. 


On the next output, which starts with channel 90, still on universe 4, there is a single strip, that goes on up to channel 240, and on channel 240 there are the pixel icicles, which go all the way up to channel 29 on universe 5.


 


Also, I have arches on universe 2 from channel 1 to 300, but those are controlled from an LOR RS485 dongle, but I have set them up successfully.


 


How would you set this up in the visualizer? Is it even possible?


 


I always get the error saying I need a pixel that starts with 1, and I have tried "filling in" the unused pixels but it still comes up with that message. I don't think the vis understands the jumps between universes and props where I just use the channel next to it, although it is in the same pixel.


 


 


 


I am really confuzzled. Thanks.


Posted (edited)

got this response on the same type question from mike

 

There is no such thing as Pixel Packing in the Visualizer.  You should get used to using 1 fixture per whatever with a max of 170 pixels per universe.

 

If you are forced to pixel pack by your hardware, then you need to draw the matrix by hand in the Visualizer, remembering the rules:

http://www.lightoram...he_visualiz.htm

Edited by jerrymac
Posted

Ok. I am going to revise my entire channel setup.

 

This method seemed easier, but the visualizer is essential now I have so many pixels and want to use Superstar.

Posted

LOR really should just let you start the fixture on any channel. I do not see the advantage of it always starting on 1.

Posted

Not the best answer but my solution was to setup up 2 different files.  One has the real sequence number setup, one has pixels with new universe number that comply with the limitation. each string has a unique universe number.  Once I have completed sequencing and viewing with the visualizer I paste from the file that complies to the real file.

Posted

Sorry guys, it's not a 'Limitation', and there is a very good reason why a fixture has to have a Pixel 1.  You need to remember that we have to create something that makes the most sense for the most people - and sometimes, what makes the most sense for our hardware customers.  In other words, sometimes the way you do things is more the exception than the rule.

 

The rule is simple when you remember what you are dealing with.  A pixel UNIVERSE is just that -- a UNIVERSE full of Pixels.  It needs to start on Pixel 1 - simply because we need to know WHICH fixture out of multiple ones on the same universe/Net & UID is going to be the one in charge of all the rest.  A pixel universe can't have more than 170 pixels total since that would exceed the DMX standard of 512 channels.  No duplicate pixels.  

 

Oh, and we DO allow you to start a pixel fixture on a pixel other than #1 - as long as you have a fixture WITH #1.  Check out parent/child fixtures.

 

Why it isn't working for you is because how you have divided them up - due to the constraints of your hardware.  And I am not saying you can't do what you want.  You can.  You just may have to draw it yourself rather than use a Wizard.  And you only need to do it ONCE since you can always export the fixtures/props.

  • 1 month later...
Posted

Sorry guys, it's not a 'Limitation', and there is a very good reason why a fixture has to have a Pixel 1.  You need to remember that we have to create something that makes the most sense for the most people - and sometimes, what makes the most sense for our hardware customers.  In other words, sometimes the way you do things is more the exception than the rule.

 

The rule is simple when you remember what you are dealing with.  A pixel UNIVERSE is just that -- a UNIVERSE full of Pixels.  It needs to start on Pixel 1 - simply because we need to know WHICH fixture out of multiple ones on the same universe/Net & UID is going to be the one in charge of all the rest.  A pixel universe can't have more than 170 pixels total since that would exceed the DMX standard of 512 channels.  No duplicate pixels.  

 

Oh, and we DO allow you to start a pixel fixture on a pixel other than #1 - as long as you have a fixture WITH #1.  Check out parent/child fixtures.

 

Why it isn't working for you is because how you have divided them up - due to the constraints of your hardware.  And I am not saying you can't do what you want.  You can.  You just may have to draw it yourself rather than use a Wizard.  And you only need to do it ONCE since you can always export the fixtures/props.

 

Mike

Having trouble setting up my hardware for S4 Visualizer using dmx; just wanted to clarify a couple things: I'm having to "pixel pack" some of my display, using E682 controllers;

I can get it to work if I use the older Superstar keyword references for S3, but when I convert the same dmx pixel mapping in the Vis to S4, it doesn't work, some of the channels overlap 

 

Just pretend I'm stupid here and don't know anything :)

 

 It needs to start on Pixel 1     What is  "it", and where does it  need to start;  I'm trying to use some of the examples provide in the Vis; but they aren't working in Superstar; 

can you provide me a real world example of overlapping dmx pixel packed dmx channels

 

Oh, and we DO allow you to start a pixel fixture on a pixel other than #1 - as long as you have a fixture WITH #1.  Check out parent/child fixtures.

Does each fixture have to start with channel 1?

What are parent/child fixtures?

 

You just may have to draw it yourself rather than use a Wizard;  

do you mean "draw pixel strings"?  So every fixture/prop would have to be drawn manually?

 

thanks

Posted

It is " A pixel UNIVERSE".   

 

Everything is explained here

http://www.lightorama.com/help/compile_errors_in_the_visualiz.htm

 

I don't know how I can more easily explain it.  Pixel Universe fixtures WHEN FULLY ASSEMBLED (compiled):

Must have a fixture with PIXEL #1.  NO EXCEPTIONS.

CAN NOT Have more than 170 total pixels.  NO EXCEPTIONS.

CAN NOT have duplicate pixels.

 

Pixel universes are assembled based on their UNIVERSE ID.  All pixel universe fixtures on a single unique universe number are considered to be part of the SAME pixel universe.   Maybe it's easier for you to think of it this way.  The visualizer looks at ALL pixel universe fixtures that YOU created, finds the ones with the SAME universe ID, and then puts them in order by starting pixel number.  Any gaps are filled with dummy pixels.  It then deletes all your existing pixel fixtures and replaces them with this single one that is COMPILED from all the rest.  

 

Once that assembly is done:

The Assembled fixture MUST start with PIXEL 1.

It WILL have 170 pixels or less.  Some of those pixels could be dummied.

NONE of the pixels will be duplicated. 

 

If one or more of those rules are broken it doesn't work.

 

Do it by hand:  You have 2 pixel universe fixtures on universe 23.  One of the fixtures has a starting pixel of 12 and a qty of 12.  The other fixture has a starting pixel of 1 and a qty of 10.  Do you have other pixel fixtures on other universes?  Maybe, but they don't matter at this point.  We only assemble pixel fixtures on the same universe id.

  1. Take all your pixel universe fixtures that are on a particular universe (23).  Write down the starting pixel number and the qty of pixels.
  2. Rearrange the list so that it is in order by starting pixel number
  3. Start with the first fixture in this rearranged list.  Write down the pixels it will represent  For example, if your first fixture has a starting pixel number of 1 and a qty of 10 pixels write down [1,2,3,4,5,6,7,8,9,10]
  4. Move to the next fixture in the rearranged list and do the same thing.  Your second fixture has a starting pixel number of 12 with a qty of 12.  Your list now looks like [1,2,3,4,5,6,7,8,9,10],[12,13,14,15,16,17,18,19,20,21,22,23]
  5. Continue doing #4 until you run out of fixtures on that re-arranged list.  For this example there are only 2.

Look carefully at the the numbers you have written down.  Do you see:

  1. The number 1?  Yes.
  2. A number GREATER than 170?  No.
  3. Any DUPLICATED number?  No.

This fully ASSEMBLED pixel universe is GOOD.  It has pixel 1.  It has no duplicates.  It has 170 or less pixels.

 

 

Now, lets add a third fixture in.  It also is on universe 23, has a starting pixel of 11 and a qty of 5.  That makes the numbers:

[1,2,3,4,5,6,7,8,9,10],[11,12,13,14,15],[12,13,14,15,16,17,18,19,20,21,22,23]

 

Do you see:

  1. The number 1?  Yes.
  2. A number greater than 170?  No.
  3. Any DUPLICATED number?  YES.  ERROR.  "The DMX Pixel Universe on Universe 23, when assembled has duplicate pixels."

 

 

Change that list so that the fixture that used to start with pixel #1 now starts with pixel #2, and has 9 total pixels.  That makes the numbers:

[2,3,4,5,6,7,8,9,10],[11,12,13,14,15],[12,13,14,15,16,17,18,19,20,21,22,23]

 

Do you see:

  1. The number 1?  NO.  ERROR.  "The DMX Pixel Universe on universe 23 when assembled does not have a fixture with pixel #1."
  2. A number greater than 170?  No.
  3. Any DUPLICATED number?  YES.  ERROR.  "The DMX Pixel Universe on Universe 23, when assembled has duplicate pixels."

 

 

Change the starting list so that the fixture that used to start with pixel #12 now starts with pixel #160.  That makes the numbers:

[1,2,3,4,5,6,7,8,9,10],[11,12,13,14,15],[160,161,162,163,164,165,166,167,168,169,170,171]  (remember gaps are filled with dummy pixels, so 16-159 are counted too, just not shown)

 

Do you see:

  1. The number 1?  Yes.
  2. A number greater than 170?  YES.  ERROR.  "The DMX Pixel Universe on universe 23 when assembled has more than 170 pixels (171)."
  3. Any DUPLICATED number?  No.

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