Using Cosmic Color and DMX devices

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There are some special considerations when using Cosmic Color Devices in the Visualizer.

 

Cosmic Color Floods
Cosmic Color Ribbons / Cosmic Color Bulbs
CCR Options and Addressing
Full Fixtures (single master)
Master/Slave (split)
Compile Errors
Master/Slave CCR/CCB/DMX Pixel Universe Simulation Considerations

 

Cosmic Color Floods

 

Create a Cosmic Color Flood the same as any other flood light.  Specify that the fixture is RGB, and assign the correct channels to the flood.

 

Cosmic Color Ribbons / Comic Color Bulbs / Cosmic Color Pixels

 

The Visualizer considers all of these devices identical and calls them by a single name: CCR.  Cosmic Color Bulbs & Pixels are represented with 2 separate CCR fixtures (one for each string), using 'Dual Normal' mode.

 

CCR/DMX Pixels Options and Addressing

 

In the real world, a CCR consists of 50 pixels or bulbs tied to a single controller.  DMX Pixel universes can have up to 170 pixels.  However, this may not be convenient when working in the Visualizer, so they can be handled in two different ways: Full Fixtures or Master/Slave.  In the end, both ways will simulate the same way; the only difference is how the CCR/CCB/DMX Pixel fixtures are defined.

 

Full Fixtures (single master)

 

Using this method, a single CCR/CCB/DMX Pixel Universe fixture in the Visualizer represents a single physical CCR/CCB/DMX Universe.  In this way, all pixels are assigned to the same Visualizer fixture regardless of where they are placed on the stage.  Simply set the "Physical Starting Pixel" to 1, and set the rest of the CCR/CCB or DMX Pixel universe parameters as needed.

 

Master/Slave (split)

 

This is the recommended method.  Using this method, two or more fixtures represent a single physical CCR/CCB/DMX Pixel Universe.  This allows you to group consecutive like-pixels together for easier editing.  The CCR/CCB/DMX Pixel Universe with physical pixel #1 is considered the "master".  To create "slaves", specify a physical pixel number greater than 1 with the same Network and Base Unit ID as the master.  You cannot specify a unit ID mode, channel mode, or resolution on slave CCRs/CCBs.

 

Compile Errors

 

When a simulation is started, all CCRs, CCBs and DMX Pixel Universes are checked to ensure that they adhere to certain standards including having a pixel #1, a master, et cetera.  Should an error be found, the simulation will not run, and you will be presented with a list of errors to correct.  Once the errors are corrected, the simulation will run.  When correcting errors, it may be easier to only correct the first error presented and then attempt to run the simulation again.  That is because a single problem could cause multiple errors.  Please see the 'Compile Errors in the Visualizer' section for more information.

 

Master/Slave CCR/CCB/DMX Pixel Universe Simulation Considerations

 

While editing, you can place split CCR/CCB/DMX fixtures on different foreground/background levels, and the Visualizer will display them as such.  You can also assign different bulb sizes, and that too will be honored.

 

While in simulation mode, however, all the "slave" fixtures will behave as if they are on the same level and with the same bulb size as the master fixture.  That is because the system needs to compile all the separate fixtures into one main entity, and that entity takes the parameters of the main CCD.