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Pixel mapping

Pixel mapping treats the cells of your LED bars, matrices and LED fixtures as the pixels of a screen, seen from the hall, and plays an animated picture on it: scrolling gradient, rainbow, wave, plasma, chase, sparkle, fire, or a picture of your choice. It is a timeline block, synchronised with the cue list.

To open it: drag Pixel mapping… from the Others list (Libraries panel) onto a track of the Scene timeline panel. The Pixel mapping window opens; double-clicking the block reopens it.

What a pixel is here

Each coloured cell of a fixture becomes a pixel: an LED bar with 8 cells gives 8 pixels, a 5 × 5 matrix gives 25, an ordinary LED fixture (a single colour for the whole fixture) gives 1. DreamShow finds the cells from the fixture definition (the red, green, blue and white channels of each cell). See The fixture library.

The “Pixel mapping” window

At the top, a reminder: “The cells of the chosen bars, matrices and fixtures form a picture seen from the hall; the chosen content plays on it, in sync with the cue list.”

The preview

Under the reminder, a black frame shows each pixel as a dot, in its place, and plays the content live: every setting you change is visible at once. Below it, a counter: “48 pixels on 6 fixtures”, or “No colour cell in this target.” if the target contains no usable fixture.

Fixtures (group or fixture)

The group or fixture that receives the picture (list of groups, then of fixtures; you can type the name). Required (“Choose a group or a fixture.”).

Pixel layout

How the pixels are arranged in the picture:

Positions and heights come from Venue > Fixtures, addresses, positions….

Content

The picture played on the pixels:

Direction

The direction in which the content moves:

Upwards and Downwards only make sense with a layout on several rows (One row per fixture or By where the fixtures hang): in a line, all the pixels would take the same colour.

Time for one pass

Colours

A and B, each as “red,green,blue 0-255” (by default A = 255,0,120, a pink, and B = 0,80,255, a blue). A badly written value is ignored (the previous one is kept).

Width (chase, sparkle)

Picture (Picture content)

The picture file to play (.png, .jpg, .jpeg, .bmp, .gif). The … button opens the file chooser (in the show's media folder) and automatically switches the Content to Image. A picture from the media folder is saved by its name only (the show stays movable together with its folder); a picture taken from elsewhere is saved with its full path. The picture is reduced to 256 pixels wide at most. With the Image content, a file is required (“Choose the picture to play.”).

The picture is read as a strip: with Towards stage left or Towards stage right, it scrolls horizontally across the full width of the pixels; with Upwards or Downwards, vertically.

Open the fixtures (master intensity and shutter)

Ticked (default): the block also sets the fixtures' master dimmer to 100 % and opens their shutter, so that the picture is visible even if nothing else lights them. Unticked: only the cell colours are set; the master intensity must come from the final state or from another block.

OK / Cancel

OK checks the settings and creates (or updates) the block. Cancel at creation: no block is created.

The block on the timeline

Step by step

A rainbow running across the LED bars at the back

  1. Create a group “Bars” with your LED bars (see Libraries).
  2. Drag Pixel mapping… onto a track at 0 s.
  3. Fixtures: “Bars”; Layout: In a line, stage right to stage left; Content: Rainbow; Direction: Towards stage left (right); Time for one pass: 6 s, repeats 1. Watch the preview, then OK.
  4. Stretch the block over the length of the piece; Properties…: Fade in (s) 2, Fade out (s) 4.

A logo scrolling across a matrix

  1. Put “logo.png” in the show's media folder.
  2. Pixel mapping…: Fixtures: the matrix; Layout: One row per fixture (matrices unfolded); … to choose “logo.png” (the content switches to Image); Direction: Towards stage right (left); Time for one pass: 8.

A fireplace fire on a wall of LED PARs

  1. Place the PARs at their real height in the venue.
  2. Layout: By where the fixtures hang (seen from the hall); Content: Fire; brightness 80.
  3. The fixtures at the bottom burn brighter than those at the top, and flicker.

Good to know

See also