DMX In | Receives DMX data. | |
DMX Out | Sends DMX data. | |
DMX Trigger | Receives Art-Net Trigger Events. | |
DMX from Texture | Sends color data coming from a texture to DMX. | |
Pan/Tilt | Helps to map pan and tilt parameters to the according DMX out channels. |
Ventuz supports sending and receiving DMX data, using the two protocols Art-Net and sACN, that allow transporting DMX data over ethernet networks.
General settings like network configuration can be found in the DMX Tab of the Machine Configuration.
Project Data channels can receive DMX directly.
These nodes are for sending and receiving DMX data. The DMX input node receives data, the DMX output node sends data.
To send or receive data, properties have to be added to the node. These are mapped to the DMX channels. The nodes Custom Model is used to add properties to the node. On the DMX Out node, a click on adds input properties to the node to send values from Ventuz. On the DMX In node, a click on adds output properties to the node to receive the incoming DMX data.
The following types exist:
(remember that a raw DMX channel is one byte and goes from 0 to 255)
The properties will be mapped to DMX channels from top to bottom, starting at the BaseChannel. It follows the same idea as most DMX devices, that have a set of channels that make sense, and then can be mapped in the universe by setting the BaseChannel. The following table shows an example of how properties of different types are mapped to channels, and how the BaseChannel affects this.
The numbers in parentheses show the actual DMX channels the property uses.
If the BaseChannel is set too high for all channels to fit in the 512 channel universe, an error will be logged.
On the DMX Out Node, for all channels of type Color, an optional color correction can be applied. It allows to convert the RGB to a certain Color Space and set a Gain for the R, G and B channels.
Especially when using RGB Led's or Lights, you have to deal with gamma correction, not properly color calibrated lights and the like. So just outputting RGB will probably not look like expected. Setting the color space to match the light's color space and adjusting the gain so a full white actually looks white will produce much more consistent results.
Although the node is called DMX Trigger, this is specific to Art-Net. Art-Net has a feature to send trigger commands, macro keys and even keystrokes over the net. The DMX Trigger node receives these commands, and if they match the type and index set in the properties (e.g. "Macro 3"), the output event is fired.
The node is made to send color data taken from a texture and output it to DMX - for example to LED strips or panels. The node can read from any Ventuz texture. It can then be sampled down to a small size and be output as RGB to DMX.
To actually output something, 1D strips or 2D panels have to be defined. The down sampled input texture has to be mapped to these. Per strip/panel, the position in the down sampled texture, the size, into which direction it goes and on which DMX universe and channels to output have to be defined.
Light fixtures often come in the form of moving heads, where the light can pan and tilt back and forth. The pan/tilt is normally described as one or two DMX channels and goes from "the one side" to "the other side", where the values go from minimum to maximum.
The Pan/Tilt node is a helper node to translate useful parameters for the corresponding DMX node. The node itself does not output any DMX data, it just helps to do some math. The node outputs values between 0 and 1, which are then bound to the channels used for Pan and Tilt on the DMX Out node. These channels on the DMX Out node are expected to be Float or Float16.
The node needs to know the lights pan or tilt range. This can be found in tech specs of the light.
After setup, the properties under Method are the actual input values, i.e. the Pan and Tilt values in degrees that the light should follow.