Depence R4
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        • Group Items on a Group Panel
        • Connect a digital Wind Anemometer
        • Connect an analog Wind-Anemometer to a v:Server
        • Routing different DMX universes to the 4 XLR outputs of the vServer
        • Connection example for recording DMX values via the 4 DMX XLR connectors of the vServer.
        • Assign DMX universes to different ArtNet nodes or other Devices.
      • Scheduler
        • Day Schedule
        • Week Schedule
        • Year Schedule
      • ModBus
      • Synchronization
      • Viz-Key
        • Install Viz-Key Driver
        • Connect Depence to a grandMA3 session
        • Potential Issues and Limitations
      • vServer Test Period
    • Live-Panel
    • Scripting
    • Editing the scheduler with the additional 'ShowOrganizer' program
  • Tips & Tricks
    • Network Settings
    • How to use a DeskDough?
    • Using Variables
    • How to export MVR to grandMA3
    • Control Atmosphere by DMX
    • Camera Remote Control
    • Log files
  • Performance
    • Scene Organization
    • Lighting
    • Other optimizations
  • Release Notes
    • Version 4.0.6
    • Version 4.0.5
    • Version 4.0.0
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On this page
  • Material Settings
  • DMX Matrix Texture Properties
  • Emissive
  • DMX Matrix control
  • Group DMX Matrix
  • Examples
  • Depence primitives
  • Sweep Nurbs (with a spline)
  • Custom 3D model
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  1. Construction
  2. Materials
  3. PBR Material

DMX Matrix

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The DMX-Matrix feature creates a UV-mappable Matrix texture based on DMX values. This feature can be used to simulate thousands of LED fixtures without the performance overhead of individual fixtures because it directly reads DMX values from the internal buffer.

Material Settings

To add the DMX-Matrix feature on a model, access its Material settings, and click on the "..." button:

DMX Matrix Texture Properties

Columns

Number of Pixel per column

Rows

Number of Pixel per row

Channel Layout

DMX Channel layout as: - RGB: Red Green Blue - GRB: Green Red Blue - RGBW: Red Green Blue White - WRGB: White Red Green Blue - RGB16: Red Green Blue in 16bit - GRB16: Green Red Blue in 16bit - RGBW16: Red Green Blue White in 16bit - WRGB16: White Red Green Blue in 16bit

Start Address

DMX start address for the given universe

Universe

DMX Universe to start to patch

Close the window to validate your settings.

Emissive

The DMX-Matrix is material based. To make it emissive (visible in the dark), don't forget to raie the Emissive factor (maximum value is 500%):

DMX Matrix control

Now your material is ready to be used. You can patch the DMX Matrix fixture from the fixture library:

The DMX Matrix fixture has the same mode as the DMX Matrix Texture, select the one you have set.

You need to patch as many DMX Matrix fixtures as your DMX Matrix Texture has (Columns x Rows)

Note: - DMX Matrix fixture only controls 1 pixel at a time. - Their position in world space is not important, they are not represented in 3D.

Group DMX Matrix

Examples

Depence primitives

Custom 3D model

To keep your project 3D Hierarchy as clean as possible, you can all your DMX Matrix fixtures:

(with a )

group
Sweep Nurbs
spline
Material > DMX Matrix
DMX Matrix Texture window
Emissive material property
DMX Matrix fixture
DMX Matrix fixtures grouped to easily hide them in the 3D Hierarchy
DMX Matrix on Depence primitives - with textures and different PBR material settings
DMX Matrix on Sweep Nurbs based on a spline - 400 pixels
Custom 3D model with DMX Matrix - 100 pixels