Pixel Mapping Basics
Map visual effects to LED strips and matrices
Pixel Mapping Basics
Learn to map effects to individually addressable LED pixels.
Goal
Create a pixel map and apply effects to:
- LED strips
- LED matrices/panels
- Custom pixel arrangements
Time: 20-25 minutes
What is Pixel Mapping?
Pixel mapping treats a group of LEDs as a canvas. Instead of controlling fixtures individually, you render effects to a 2D (or 3D) space, and each pixel receives its color based on position.
Step 1: Create a Pixel Map
- Go to Window > Pixel Map List
- Click + to create a new pixel map
- Name it (e.g., "LED Wall")
- Set dimensions:
- Width: Number of pixels horizontally
- Height: Number of pixels vertically
For a single LED strip of 60 pixels:
- Width: 60
- Height: 1
For a 16x16 matrix:
- Width: 16
- Height: 16
Step 2: Map Pixels to DMX
Each pixel needs a DMX address:
- Open the Pixel Map Editor
- Select your pixel map
- Click Auto Address for sequential addressing
- Or manually assign addresses by clicking pixels
Addressing Modes
- Sequential - Pixels addressed in order
- Snake - Alternating direction each row (common for zigzag LED strips)
- Custom - Manual assignment for irregular layouts
Universe Spanning
Large pixel maps span multiple universes:
- Universe 1: Pixels 1-170 (at 3 channels each)
- Universe 2: Pixels 171-340
- And so on...
Step 3: Position the Pixel Map
For accurate preview visualization:
-
In the Pixel Map settings, set:
- Position - Where the map appears in 3D space
- Scale - Physical size
- Rotation - Orientation
-
Or drag in the Preview panel with the positioning tool
Step 4: Create a Pixel Effect
Effects for pixel maps use spatial nodes:
-
Create a new layer for your pixel map
-
In the Node Editor, add:
- Input > UV - Provides normalized coordinates (0-1)
- Generator > Gradient - Creates a horizontal gradient
- Output > Color Output
-
Connect: UV → Gradient → Color Output
Understanding UV Coordinates
UV provides position for each pixel:
- U (X): 0 at left edge, 1 at right edge
- V (Y): 0 at top, 1 at bottom
Use these to create position-based effects.
Step 5: Animate the Effect
Add movement:
- Add a Generator > Time node
- Add the time value to the U coordinate:
- UV → Split (get U component)
- Time + U → Fract → HSV to RGB → Output
This creates a moving rainbow across your pixels.
Step 6: Apply Different Patterns
Radial Gradient
- Use Spatial > Distance from center (0.5, 0.5)
- Map distance to color
Waves
- Use Wave > Sine with UV as input
- Combine horizontal and vertical for interference patterns
Shapes
- Use SDF Primitives for circles, rectangles, etc.
- SDF > Circle with UV creates circular patterns
Step 7: Assign to Fixtures
Connect the pixel map to your output:
- In Pixel Map Settings, assign the Output Universe(s)
- Ensure Art-Net is configured for those universes
- Test output to verify mapping
Working with Multiple Pixel Maps
For complex setups:
- Create separate pixel maps for each element
- Each can have independent effects
- Or use the same effect with different UV transformations
Example Setup
- "Back Wall" - 100x50 matrix
- "Floor Strips" - 8 strips of 60 pixels each
- "Ceiling Ring" - 200 pixels in a circle
Pixel Map Tips
Performance
Large pixel maps need more processing:
- Reduce effect complexity for many pixels
- Lower preview quality if needed
- Use efficient node graphs
Color Accuracy
Different LED types vary:
- Adjust gamma in output settings
- Use color calibration if available
- Test with actual hardware
Troubleshooting Mapping
If pixels are out of order:
- Check your addressing mode (sequential vs. snake)
- Verify start address
- Check universe assignments