DMX by UV

DMX by UV is a very powerful feature that is particularly useful for complex 3D DMX setups like the one above.
x,y,universe,channel
0,0,1,1
1,0,1,4
2,0,1,7
3,0,1,10
4,0,1,13
5,0,1,16
6,0,1,19
7,0,1,22
8,0,1,25How it works is that you provide a CSV file that matches a pixel coordinate of the incoming texture (the content) with DMX coordinate (universe and channel).
Usually this workflow includes:
3D Model: a UV mapped 3D model of the DMX setup (required only for visualisation in the Viewport)
Content: usually created as per the UV map above
CSV file: used to translate the pixels in the content into DMX coordinates (Universe & Channel)
Workflow

In general the workflow is as follows:
you play back the content (either a video file or real-time content).
If you want to visualize it in the Viewport, you may want to import the 3D model of the DMX setup and render the content onto it.
you use the same content and use it in combination with DMX by UV node and CSV file to send the DMX values out.
Using DMX by UV node

The inputs in the node are:
Input: texture that you want to use as the source of RGB values.
CSV path: path to the CSV file. You can use the Browse button in the Node properties on the right.
Delimiter: which delimiter is used in the CSV file
Channel offset: determines if you want to offset the channels in the CSV file
Adapt resolution: if this is checked and if the incoming texture has a different resolution than the CSV resolution, LightAct will use relative pixel coordinates.
In the Node properties dropdown menu, you can select a different Pixel type or even determine a custom one. It determines how many consecutive channels one pixel takes up.

You can choose how the DMX value will be calculated based on the texture and its colors, from the Method dropdown menu.
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