Martin User Forum (closed)
Martin User Forum (closed)
Home | Profile | Active Topics | Members | Search | FAQ
Username:
Password:
Save Password
 All Forums
 Archive
 Maxedia Version 4.x Software
 Confused on patching for pixelmapping
 Forum Locked
Author Previous Topic Topic Next Topic  

shelbykitcar

4 Posts

Posted - 01 May 2011 :  06:08:05  Show Profile
So here's what I don't fully understand. I have used the Maxedia to pixelmap before, so I understand how that works. What I have not done is used a fixture that had pan/tilt functions on top of RGB or CMY functionality for the pixelmapping. Here's an example of what I'm trying to do:

Say I have a console that has 10-Mac301's patched as fixtures on universe 5. I want to then use the Maxedia to pixelmap those fixtures, and the console to have the pan/tilt control. I then patch the Maxedia also to the console (say in universe 6) with the layers and pixelmapping functions I'm looking for. What do I set the Maxedia to in order to have the pan/tilt functions? Do I set universe 5 as a "DMX in" and then patch that same universe locally on the Maxedia as an output? Would that give me the ability to still use my pixelmapping functions on the Maxedia (using the Dim-groups to control those) and my pan/tilt?

I also don't fully understand how the console's data gets to the fixtures if I have to repatch the fixture in the Maxedia. I understand the concept of a merger, I just have never used an on-board merger as this to control my output.

Hope that makes sense, and thanks for the help!

Marc Colemont

897 Posts

Posted - 14 Jul 2011 :  18:33:27  Show Profile
For the Pixelmapping you have to see the Maxedia as a Box inbetween the Artnet-line or DMX-line.
So you patch the same lights at the same address on the Maxedia. If you are using an M1 or Maxxyz console you can load the patch into the Maxedia for a quick assignment.
The Maxedia Base, Adjustment and Layers are still patched on any universe you want. Just as long as they don't overlap with your fixtures.
The Maxedia only takes over the RGB/CMY channels, all other channels are untouched and transported back to the output.
For Artnet usage, please keep in mind to setup your Artnet boxes to IP 10.x.x.x as the Artnet in is 2.x.x.x from the console.
The change in IP addresses is to avoid two senders (both desk & Maxedia) on the same DMX channels.
With the DMX groups, you can assign groups of fixtures to use RGB from the Maxedia pixelmapping or even crossfade/blend with the Artnet/DMX IN. Meaning that you can crossfade a group of lights from the RGB/CMY values from your desk to the pixelmapping and back. So you can decide at any moment how your lights need to behave.
Go to Top of Page
  Previous Topic Topic Next Topic  
 Forum Locked
Jump To:
Martin User Forum (closed) © 2017 Martin Professional Go To Top Of Page
Snitz Forums 2000