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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

  1. Go to Window > Pixel Map List
  2. Click + to create a new pixel map
  3. Name it (e.g., "LED Wall")
  4. 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:

  1. Open the Pixel Map Editor
  2. Select your pixel map
  3. Click Auto Address for sequential addressing
  4. 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:

  1. In the Pixel Map settings, set:

    • Position - Where the map appears in 3D space
    • Scale - Physical size
    • Rotation - Orientation
  2. Or drag in the Preview panel with the positioning tool

Step 4: Create a Pixel Effect

Effects for pixel maps use spatial nodes:

  1. Create a new layer for your pixel map

  2. In the Node Editor, add:

    • Input > UV - Provides normalized coordinates (0-1)
    • Generator > Gradient - Creates a horizontal gradient
    • Output > Color Output
  3. Connect: UVGradientColor 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:

  1. Add a Generator > Time node
  2. Add the time value to the U coordinate:
    • UVSplit (get U component)
    • Time + UFractHSV to RGBOutput

This creates a moving rainbow across your pixels.

Step 6: Apply Different Patterns

Radial Gradient

  1. Use Spatial > Distance from center (0.5, 0.5)
  2. Map distance to color

Waves

  1. Use Wave > Sine with UV as input
  2. Combine horizontal and vertical for interference patterns

Shapes

  1. Use SDF Primitives for circles, rectangles, etc.
  2. SDF > Circle with UV creates circular patterns

Step 7: Assign to Fixtures

Connect the pixel map to your output:

  1. In Pixel Map Settings, assign the Output Universe(s)
  2. Ensure Art-Net is configured for those universes
  3. Test output to verify mapping

Working with Multiple Pixel Maps

For complex setups:

  1. Create separate pixel maps for each element
  2. Each can have independent effects
  3. 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

Next Steps