Multi-universe addressing
In DMX Pixels mode the console owns every pixel. This is where people get tripped up, so here it is in concrete terms.
One anchor, then a fixed order
Section titled “One anchor, then a fixed order”Addressing starts from a single anchor, not per element. For DMX512 (single universe) the anchor is the start address, 1-based in the 512-channel frame. For Art-Net or sACN (multi-universe) it’s channel 0 of the flat pixel buffer, beginning at your configured base universe.
There is no per-element DMX address. Elements, slices, and chains affect ordering only. From the anchor, pixels stream in this order:
element, then its slot order, then chain, then position in chain, then strip, slice, pixel
An explicit chain is the addressable unit and lands on a contiguous channel range. That’s the reason to chain segments that should sit on one tidy block of channels on the desk.
The channel math
Section titled “The channel math”Each pixel takes 3 channels for RGB or 4 for RGBW. A universe is 512 channels, so that’s 170 RGB pixels (510 ch) or 128 RGBW pixels (512 ch) per universe; the next pixel rolls into the next universe.
Worked example, 300 RGB pixels at base universe 1:
- pixels 1–170 land in universe 1, channels 1–510
- pixels 171–300 land in universe 2, channels 1–390
The desk patches this device as two universes. Reorder elements or slices in the Elements area and the whole patch re-derives; the app shows the resulting per-element channel ranges so you can re-patch the desk to match. Reordering after the desk is patched will shift channels, so treat the layout as fixed once a show is patched.
Limits
Section titled “Limits”| Board | Max pixel universes |
|---|---|
| Sparkle Motion | 8 |
| ESP32-S3-ETH | 38 |
Next: Fixture profiles.
Docs · 0.9.1-beta