Map an Effect to an LED Strip
Map visual effects to LED strips and matrices
Map an Effect to an LED Strip
Map effects to individually addressable LED pixels.
Goal
Create a position map and apply effects to:
- LED strips
- LED matrices/panels
- Custom pixel arrangements
Time: 20-25 minutes
What is position mapping?
Position 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 position map
- Open the Mappings panel (via Window > Add panel > Mappings, or switch to the Position Maps workspace)
- Click + to create a new position 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 Position Map Editor
- Select your position 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 position 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 position map
For accurate preview visualization:
-
In the Position 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 position maps use spatial nodes:
-
Create a new layer for your position map
-
In the Node Editor, add:
- Input > Pixel Position - Provides normalized coordinates (0-1)
- Color > HSL to RGB - Converts a position value to color
- Color > Combine Color - Assembles RGB channels into a color
- Output > Output
-
Connect: Pixel Position X output → HSL to RGB Hue → R/G/B to Combine Color → Output
Understanding Pixel Position coordinates
Pixel Position provides a normalized position for each pixel:
- X: 0 at left edge, 1 at right edge
- Y: 0 at top, 1 at bottom
Use these to create position-based effects.
Step 5: Animate the effect
Add movement:
- Add an Input > Time node
- Add the time value to the X coordinate:
- Pixel Position X output
- Time + X → Fractional Part → HSL to RGB → Combine Color → Output
This creates a moving rainbow across your pixels.
Step 6: Apply different patterns
Radial gradient
- Use Spatial > Exponential Falloff or Spatial > Linear Falloff from center
- Map distance to color
Waves
- Use Wave > Sine with Pixel Position as input
- Combine horizontal and vertical for interference patterns
Shapes
- Use SDF Primitives for spheres, boxes, etc.
- SDF Primitives > Sphere SDF with Pixel Position creates circular patterns
Step 7: Assign to fixtures
Connect the position map to your output:
- In Position Map Settings, assign the Output Universe(s)
- Ensure Art-Net is configured for those universes
- Test output to verify mapping
Working with multiple position maps
For complex setups:
- Create separate position maps for each element
- Each can have independent effects
- Or use the same effect with different position transformations
Example setup
- "Back Wall" - 100x50 matrix
- "Floor Strips" - 8 strips of 60 pixels each
- "Ceiling Ring" - 200 pixels in a circle
Position map tips
Performance
Large position 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