LightAct 4 Docs
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  • LightAct 4 Documentation
  • Understanding the Basics
    • Overview of Content Pipeline
    • Pushing Content out of LightAct
    • Terminology
    • How to map Content
      • Creating a Canvas
      • Creating a Layer
      • Creating a Video Screen
      • Mapping a Canvas to a Video screen
      • Creating a Perspective Thrower
      • Using Nodes to Set Content
      • Mapping to Outputs
    • Working quickly in LightAct
      • Window docking & workspaces
      • Drag & drop
      • Viewport Navigation
      • Shortcuts
    • Launching LightAct with Arguments
    • Top Bar
    • LightAct Performance
  • Transitioning to LightAct from other media servers
    • Switching to LightAct
    • LightAct for Disguise Operators
      • GUI Overview
      • Content Sequencing
      • Content Mapping
      • Projection Mapping
    • LightAct for Pixera Operators
  • Content mapping
    • Canvas mapping
    • Throwers
      • Thrower Properties
      • Perspective Thrower
      • Cubic thrower
      • Spherical Thrower
    • 3D model
      • Rendering Mode
      • Multiple materials & sources
      • Preparing 3D Models
        • Organize the 3D Scene
        • Materials in 3D models
        • UV Mapping of 3D Models
      • Outputting 3D Model's Texture
  • TIMELINES
    • Overview
    • Timelines Window
    • Timeline Editor Window
      • Sections
      • Markers
      • Curve Editor
    • Cues
      • Cue List
  • LAYERS AND LAYOUTS
    • Overview
    • Stock Layer Templates
      • Content Layer Templates
        • Video
      • Generative Layer Templates
        • Checkerboard
        • Color grid
        • Gradient
        • Mapping ID
        • Render Time
        • Scroll Texture
        • Send Texture
        • Solid Color
        • Strobe
        • Text
        • Texture to Mapping
      • Control Layer Templates
        • Go to Marker
        • Go to Section
        • Receive message
        • Send DMX
        • Send message
        • Set Fade
        • Set Timeline State
        • Set Volume
    • Layers
      • Layer Properties
      • Layer Layouts
      • Cross-fade
    • User Layer Templates
    • Variables
      • Variable Management
      • Control Variables with DMX, OSC, or Curves
    • Nodes
      • Node Connections
      • Node Action Flow
      • Order of Node Execution
      • Texture Processing
        • LUT
        • Luma Key
        • Rotate
      • Computer Vision
        • Optical Flow
        • Find Blobs
        • Mog2 Background Subtraction
        • Combine
        • Convert CV Color
        • Subtract
  • Node reference
    • Node reference
    • Layout nodes
      • Lifeline and actions node category
        • Tick node
      • Texture generators node category
    • Device nodes
  • Content Playback
    • Video Formats & Codecs
    • Playing Video
    • Playing Image Sequences
    • Images
    • Playing Notch Blocks
  • Projection Mapping
    • Projection Mapping
    • Projection Study
    • 2D Projection Mapping Workflow
    • 3D Projection Mapping Workflow
    • 3DCal
    • Iris
      • Setting up Iris Device Node
      • Adjusting Focus
      • Adding and calibrating Iris camera
      • Calibrating projectors using Iris
      • IrisVirtual
    • AutoBlend
    • Warp & Blend
      • Texture Warp & Blend node
      • Texture Mesh Warp node
      • Texture Perspective Warp node
      • Texture Softedge node
      • Warp & Blend Output Window
    • Texture Mask
  • DMX
    • DMX Overview
    • DMX Setup
    • DMX Out
      • Fixture Editor
      • Output to DMX Fixture
      • Set DMX in Layer Layouts
    • DMX In
      • Adjust layer variables with DMX
      • Index manager
      • Get DMX in Layer Layouts
      • Control by DMX
    • DMX by UV
  • Unreal Engine
    • Unreal Engine Integration Overview
    • Required Unreal Engine Plugins
      • Installing LightAct Plugin
      • Setting up the Plugin
        • LightAct Runtime Actor
        • LightAct Custom Time Step
        • LightAct Timecode
    • UnrealLink
    • Texture Sharing
      • Thrower2UCam
      • Projector2UCam
      • ViewportUCam
  • Integrations
    • Camera and object tracking
      • Camera Tracking
        • Stype
        • Mo-Sys
        • FreeD
        • Ncam
        • SPNet
      • Object Tracking
        • PSN
        • BlackTrax
        • OptiTrack
        • Vive
        • Antilatency
      • Tracking Visualizer
      • Tracking Follower
    • Network
      • TCP & UDP
      • OSC
        • OSCLearn
      • TUIO
    • Serial
      • MIDI
    • Audio
    • Content IO
      • NDI
      • Deltacast
        • FLEX Management
      • ZED
      • RealSense
    • OSCIn
    • 10-Bit Displays
  • LightTrack
  • LightNet
    • LightNet Overview
    • LightNet Clusters
      • Scan Network
      • Connect to Secondary Machines
      • Transfer and Open Project
      • Cluster Management
    • LightNet Performance
      • Canvas Distribution
      • Layer Distribution
      • Asset Distribution
      • Viewport Object Distribution
      • VRAM Improvements
    • LightSync
  • WebUI
    • WebUI Setup
  • GPU Management
    • EDID Management
      • Export EDID
      • Load EDID
      • Unload EDID
    • Synchronize GPU Outputs
    • Multiple GPUs
      • Mosaic
        • Set up Mosaic
        • Modify or Disable Mosaic
      • Primary Display
      • Workflow
    • DisplayPort - HDMI converters
  • Licensing
    • Licensing Overview
    • Adding or updating a License
    • Applying a License
    • Transferring a License
  • Troubleshooting
    • Iris Troubleshooting
    • Unreal Engine Integration Troubleshooting
      • Texture Sharing Troubleshooting
    • LightNet Troubleshooting
    • Notch Troubleshooting
    • GPU Management Troubleshooting
    • Asking for support
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  • DMX Out Setup
  • 1. Insert a Node
  • 2. Send Data

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  1. DMX

DMX Out

PreviousDMX SetupNextFixture Editor

Last updated 1 year ago

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In DMX Out Window, you can visualize and send DMX data to the network. Here, you can also scan for DMX nodes on the network, which are the final endpoints DMX Data is sent to.

DMX Out window can be found under Tools -> DMX Out, in the DMX section.

DMX Out Setup

The send data through DMX Out window, you have to follow a couple of steps:

  1. Insert a Node.

  2. Send Data.

1. Insert a Node

The Nodes section is where all the added ArtNet and sACN nodes will be listed. These nodes represent the final endpoints to which DMX Data will be sent.

To choose an endpoint, you have to add it as a node. Click on Add manual button and select the desired protocol name.

If you are using Art-Net protocol, you can also click on Scan ArtNet nodes and LightAct will list out all available nodes for you after a 10-second timeout has passed.

Once you have added a node, you can customize its parameters based on your setup. In Configure column of the Nodes section, you can adjust how many ports you will be sending DMX Data to. Next, you can determine which universe you would like to send to which port.

In our case, we have manually added an Art-Net node, and we have set it up so that it sends DMX Data to two Ports. Universe 0 is being sent to port 0 and universe 1 is being sent to port 1.

Please note that sACN forbids universe 0, so universes for this protocol start from 1.

Good to know: If you Scan for ArtNet nodes, instead of adding them manually, LightAct will automatically receive information about how many ports there are and which universe node expects for each port. This means that in most cases, you will not need to make any additional changes to the Configuration of scanned Art-Net nodes.

Good to know: If your physical device supports the option to configure each port to a different protocol (e.g. port 1 is Art-Net and port 2 is sACN), then you will need to Add two separate nodes in the DMX Out window, one for Art-Net and one for sACN.

2. Send Data

So far, we have configured our DMX Out setup. Now it is time to actually send some DMX Data to our endpoints. Under the DMX section, you will notice a grid of 512 squares, each representing a different channel from a DMX Universe.

Good to know: You can toggle between different DMX universes by clicking on the + and - icons of the Universe property. LightAct supports up to 65,536 universes.

By default, all channel values are set to 0. You can populate a DMX Universe with the desired channel values, in two different ways:

Once you have assigned the correct values to the correct DMX channels, enable the Send DMX checkbox.

You can also send LightAct's Sequence timecode by enabling Send Art-Net Timecode checkbox. A dropdown menu will appear, in which you can choose which Timeline would you like to send TC from.

Once you hit Play on the chosen Timeline, the timecode should be outputted, as well.

and then.

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Create a Fixture
Output to DMX Fixture
Set DMX in Layer Layouts