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

Button. Opens the manual page of the selected object (or of its parent module for a control) in the web browser. If no page exists for this object, an error is traced in the trace panel.

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

description

Free multi-line text attached to the module, saved with the patch. It is only meant as an internal note for the patch designer: it is not displayed in the interface.

ID's

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

unique ID

Read-only, not saved. Current private numeric ID of the object, used internally to identify it (for example as the target of a bind ID).

preset ID

Read-only, not saved. Private ID used to store and recall the values of this control in presets.

recreate ID

Button. Generates a new unique ID, original ID and preset ID for the object. Use it if you experience difficulties in Polyphonic mode or if two objects share the same ID. Preset values and binds referring to the old IDs are lost.

Object Remote Address

absolute

Read-only, not saved. Absolute address of the object in the Usine objects tree, built from the workspace root. This is the address to use to reach the object from scripts, the objects panel or remote messages. Only shown for objects that are registered in the objects list. See objects-address.

local

Read-only, not saved. Address of the object relative to the current patch, valid inside that patch only. See objects-address.

user addr

Free user-defined address for the object (empty by default). When set, the object is also registered in the objects tree under this name, so it can be reached independently of its position in the workspace (the value is also reported in the mouse-over and mouse-down chunks). Changing it rebuilds the objects list. Only available on objects that support a user address. See objects-address.

See also

version 7.0.250121

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