Light Color Array to ArtNet

Sends a color array flow to ArtNet universes.

Typically, it can be used in conjunction with video-to-color-array module to display a video on a led matrix.

Each universe is limited to 512 channels so with RGB pixels you can only have 170 pixels per universe. This module will send several ArtNet/DMX/sACN frames by incrementing the universe by each block of 512 channels.

Settings

on

Activates or deactivates the module.

plot num

Target Plot number of output.

color array

Color array flow to send.

universe base

Base ArtNet universe where the array is sent.

nb pix per universe

Sets the maximum number of pixels in the universe. Can be used to limit the number of pixels sent to the universe.

start channel

Defines the first DMX channel filled. By default the value is 1 (the first DMX channel of the universe).

pixel type

Determines how each color value is converted to ArtNet DMX.

  • RGB 3 bytes : each color is converted into 3 DMX values R,G,B. Only 170 pixels can be sent per universe.
  • BRG 3 bytes : each color is converted into 3 DMX values B,R,G. Only 170 pixels can be sent per universe.
  • RGB- 4 bytes : each color is converted into 4 DMX values R,G,B,0. Only 128 colors can be sent per universe.
  • -RGB 4 bytes : each color is converted into 4 DMX values 0,R,G,B. Only 128 pixels can be sent per universe.
  • -BRG 4 bytes : each color is converted into 4 DMX values 0,B,R,G. Only 128 pixels can be sent per universe.
  • BRG- 4 bytes : each color is converted into 4 DMX values B,R,G,0. Only 128 colors can be sent per universe.
  • RBG 3 bytes : each color is converted into 3 DMX values R,B,G. Only 170 pixels can be sent per universe.
  • BGR 3 bytes : each color is converted into 3 DMX values B,G,R. Only 170 pixels can be sent per universe.
  • GBR 3 bytes : each color is converted into 3 DMX values G,B,R. Only 170 pixels can be sent per universe.
  • GRB 3 bytes : each color is converted into 3 DMX values G,R,B. Only 170 pixels can be sent per universe.
  • RGBW 4 bytes : each color is converted into 4 DMX values R,G,B,W. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • WRGB 4 bytes : each color is converted into 4 DMX values W,R,G,B. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • --W 3 bytes : each color is converted into 4 DMX values, 0,0,W. Only 170 pixels can be sent per universe. Algorithm GrayScale.
  • ---W 4 bytes : each color is converted into 4 DMX values, 0,0,0,W. Only 128 pixels can be sent per universe. Algorithm GrayScale.
  • W--- 4 bytes : each color is converted into 4 DMX values, W,0,0,0 followed by 3 values filled with 0. Only 128 pixels can be sent per universe. Algorithm GrayScale.
  • W 1 bytes : each color is converted into 1 DMX value W. Only 512 pixels can be sent per universe. Algorithm GrayScale.
  • WWWW 4 bytes : each color is converted into 4 DMX values W,W,W,W. Only 128 pixels can be sent per universe. Algorithm GrayScale.
  • WWW 3 bytes : each color is converted into 3 DMX values W,W,W. Only 170 pixels can be sent per universe. Algorithm GrayScale.
  • WW 2 bytes : each color is converted into 2 DMX values W,W,0,0. Only 256 pixels can be sent per universe. Algorithm GrayScale.
  • GRBW 4 bytes : each color is converted into 4 DMX values G,R,B,W. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • WGRB 4 bytes : each color is converted into 4 DMX values W,G,R,B. Only 128 pixels can be sent per universe. Algorithm WhitePart.
  • RGBWW 5 bytes : each color is converted into 5 DMX values R,G,B,W,W. Only 102 pixels can be sent per universe. Algorithm WhitePart.
  • WWRGB 5 bytes : each color is converted into 5 DMX values W,W,R,G,B. Only 102 pixels can be sent per universe. Algorithm WhitePart.
  • RGBW x2 8 bytes : each color is converted into 8 DMX values R,G,B,W,R,G,B,W. Only 64 pixels can be sent per universe. Algorithm WhitePart.
  • RGBW x4 16 bytes : each color is converted into 16 DMX values R,G,B,W,R,G,B,W,R,G,B,W,R,G,B,W. Only 16 pixels can be sent per universe. Algorithm WhitePart.
  • RGB- x4 16 bytes : each color is converted into 16 DMX values R,G,B,0,R,G,B,0,R,G,B,0,R,G,B,0. Only 16 pixels can be sent per universe.
  • RGBW MaxLuminance x4 16 bytes : each color is converted into 16 DMX values R,G,B,W,R,G,B,W,R,G,B,W,R,G,B,W. Only 16 pixels can be sent per universe. Algorithm MaxLuminance.
  • RGBW MaxLuminance 4 bytes : each color is converted into 4 DMX values R,G,B,W. Only 128 pixels can be sent per universe. Algorithm MaxLuminance.
  • WRGB MaxLuminance 4 bytes : each color is converted into 4 DMX values W,R,G,B. Only 128 pixels can be sent per universe. Algorithm MaxLuminance.
  • algorithm GrayScale: the W channel is calculated with W = (R x 0.3 + G x 0.59 + B x 0.11).
  • algorithm WhitePart: the W channel is calculated with W = min ( R , G , B ). G' = G-W, R' = R-W, B' = B-W.
  • algorithm MaxLuminance: the W channel is calculated with W = min ( R , G , B ). G' = G, R' = R, B' = B.
Common Settings

info

show manual

Opens the web browser to display information or help about the selected object, if it exists.

For more details about information/help creation, see create-help-file.

description

Description of the module for internal help purposes only. The description is not displayed in the interface.

ID's

visible only in god mode, see setup-panel-tab-expert.

unique ID

Current private ID for this control used to identify the object.

preset ID

Current private preset ID for this control used for presets.

recreate ID

If you experience difficulties in Polyphonic mode, try to recreate new id(s) with this button.

repair ID s

Each Patch shared on the local network uses its own ID (identification number). If you experience issues of Patches that don't send information to the good target, this button will rebuild all these id's.

Object Remote Address

absolute

Absolute remote address. see objects-address.

local

Local to the current patch remote address. see objects-address.

user addr

User defined remote address. see objects-address.

See also

version 7.0.250121

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