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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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On this page
  • Create a Fixture
  • Fixture Properties
  • Connect Fixture Pixels
  • Fixture Management

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  1. DMX
  2. DMX Out

Fixture Editor

PreviousDMX OutNextOutput to DMX Fixture

Last updated 1 year ago

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Fixture Editor is a tool for creating virtual models based on physical lighting fixtures. These models are typically used for texture mapping, in projects where transmitting DMX lighting data is key.

You can find the DMX Fixture Editor window under Tools -> Fixture Editor, under the DMX section.

Create a Fixture

Fixture Editor has two main parts. The left-hand part is meant for visualization, while the right-hand part is meant for managing and customizing your fixtures.

To create a new fixture, click Create new button under the fixtures section. Next, give the fixture a valid name and click Create.

If you now expand the dropdown menu named Templates, you should be able to see the newly created fixture, along with all other fixture templates. The fixture chosen in the Template dropdown will be visualized on the left-hand side of the Fixture Editor.

Fixture Properties

Once you have selected a fixture in the dropdown menu, a few new sections on the right-hand side of the window will appear, displaying properties unique to the selected fixture.

In the General properties section, you can enter some basic information about your physical lighting fixture.

Under Pixel properties, you can select one of many pre-determined Pixel types. If your physical lighting fixture has a configuration different from the ones suggested, you can choose Custom pixel type and apply the suitable pixel formation.

In the Fixture properties section, you can choose a pixel Arrangement that fits your physical fixture, such as Grid, Circle or Custom.

With Custom Arrangement, you have the option to add, move or remove pixels from the Fixture Model. To add a pixel, either double click somewhere on the Fixture model or choose Add pixel from the right-click menu. To move a pixel around, simply click on it and drag it to the desired location. Finally, you can delete a pixel by right-clicking on it and choosing Delete pixel.

Connect Fixture Pixels

Each physical lighting Fixture is made up of multiple LEDs, or pixels. These LEDs are arranged in some kind of order, often determined by the wiring of the Fixture itself.

Similarly, in our virtual Fixture model, each grey dot represents a Pixel. As our last task, we have to specify in what order we will transport Fixture pixel values via the network, so we correctly map each Pixel value from our virtual Fixture model to its corresponding LED of the physical lighting Fixture.

To connect the pixels of your Fixture manually, right-click on it, select Manual connect, and then Start. Click on each Pixel individually to include it in the connection. If you need to disconnect the most recently connected pixel, press Backspace.

Depending on the kind of pixel Arrangement you have chosen under Pixel properties section, you may get the option to Smart connect, where LightAct will automatically connect all pixels for you.

In the case of a Grid arrangement, there are 4 available patterns where R means right, L means left, DL is down left and DR is down right.

With Circle pixel arrangement, Smart connect will offer a Clockwise or Counterclockwise connection order.

Fixture Management

Under the Fixtures section, you will find a few options available for Fixture Model management.

Always make sure to click Save after you are done customizing your Fixture model. Otherwise, you might lose all your progress upon closing the program.