DMX node

Pixel Map

Turns a picture into the colours of an LED strip or matrix. The picture (or a Region of it, 0–1) is sampled on a Columns × Rows grid — each LED gets the average of the area it covers — the pixels are ordered the way the data line runs (Start Corner, Direction, Serpentine), and every DMX universe comes out as a list of channel values 0–255: cable Universe 1 into a DMX Sender’s Universe Data (leave the Sender’s Values at 0–255), one Sender per universe. 170 RGB or 128 RGBW pixels fit a universe; a pixel is never split across two. The colours are one frame behind the picture.

Inputs

PortTypeDefault
ImageThe picture the LEDs take their colours from: a video, a generator, a Composition. It keeps rendering although no Canvas shows it.image—
EnableOff stops sampling; every Universe output is an empty list, so a DMX Sender behind it sends zeros (the lamps go dark).booltrue
ColumnsLEDs across. A strip is Columns × 1. Columns × Rows is limited to 4096 pixels; 8 universes carry 1360 RGB or 1024 RGBW pixels — Info says when pixels do not fit.int30
RowsLEDs down. 1 for a strip. Each LED gets the average colour of the picture area it covers, not a single sample.int1
Region XLeft edge of the sampled area, 0–1 of the picture. With Region Width it places the fixture on the picture.float0
Region YTop edge of the sampled area, 0–1 of the picture (0 = top).float0
Region WidthWidth of the sampled area, 0–1. Clamped so the area stays inside the picture.float1
Region HeightHeight of the sampled area, 0–1. For a strip, a thin band (0.02–0.1) follows a line of the picture.float1
Start CornerWhere the data cable ENTERS the fixture, seen from the front. Pixel 1 is there.int0
DirectionAlong rows: the cable runs a whole row, then the next row. Along columns: a whole column, then the next.int0
SerpentineOn when the cable snakes: every second row (or column) runs back the other way instead of returning to the start side.boolfalse
Colour OrderThe order the LED chip expects its channels in (WS2812 = GRB, many pixel tapes = RGB, SK6812 = GRBW / RGBW). With a W type, what red, green and blue share is moved to the white emitter.int0
BrightnessScales every pixel, 0–1. LED walls at full scale are usually far too bright indoors — 0.2–0.5 is normal.float1
GammaLEDs are linear, pictures are not: 2.2 makes dark tones as dark as they look on a monitor. 1 = off. Not clamped above; 1–3 is the useful range.float1

Outputs

PortType
Universe 1structure
Universe 2structure
Universe 3structure
Universe 4structure
Universe 5structure
Universe 6structure
Universe 7structure
Universe 8structure
Pixelsint
Universesint
Infostring

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