Advanced Port Configuration |
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The Advanced Port Configuration screen allows you to change many parameters on a port-by-port basis.
Advanced Port Configuration
Starting Universe of Port, Number of Nodes (Pixels), Starting Channel of Port, and Triplet Channel Order work nearly the same as they do on the simple configuration with the exception that they only affect the selected port, not the whole board.
Number of Null Pixels: Most if not all pixel strings have a limit on the length of wire between any 2 pixels. This is because each pixel 'regenerates' the signal for the next pixel in line. However, there may be instances where the distance to your first pixel exceeds this length. In this case, null pixels can be used between the board and the first 'real' pixel on the string. The only thing these NULL pixels do is re-generate the signal. They do not consume any channels or light up. Select the number of those null pixels here.
Number of Zig-Zags: For some uses, it is much more efficient to continue to use pixels in reverse order. For example, you may create a left-to-right matrix that is 10 pixels wide by 17 pixels tall. The first row of pixels would be 1-10 from left to right. However, the most efficient way to build the next line is from right to left. Doing that will put pixel 11 under pixel 10, not on the left side as expected. Selecting the number of Zig Zags allows the Pixcon 16 to internally re-map those pixels so while physically it may be pixel 20 that is on the left, numerically it is #11.
Group: If you like, you can group one or more nodes into a single pixel. For example, if you set the group to 2, then every 2 nodes will act identically.
Max Intensity: DMX uses values of 0-255 to set an intensity. Setting a channel to 255 will tell the light to turn on at 100%. This field however lets you limit that at the port level. For example, perhaps the pixels attached to this port are brighter than your other pixels. You can adjust the Max Intensity of this port lower so that it more correctly matches the other pixels.
Reversed Node Order: Typically, the lowest number pixel is the closest to the controller. Selecting this option reverses that. When selected the HIGHEST pixel is now closest to the controller.
Pressing OK will update only this port. Pressing Cancel will abandon all changes.
Quickly Configuring higher ports:
The 4 buttons at the bottom of the screen will update this port as well as the ports higher (numerically) than the one selected. The main thing these 4 buttons do is compute the starting universe and possibly channel for all ports after this one. There are 2 groups of 2 buttons each.
The 2 buttons in each group control what information will be updated on all higher ports. The top button of each group will only update the current port with the parameters shown, while the bottom button copies these parameters to all higher ports as well (Channel Order, Null Pixels, etc)
The first group will configure this and all higher ports than this one with ascending Universe/Unit IDs, 1 per pixel port. For example, if you were currently editing Port #3 on this board and set its universe to 10, pressing either of these buttons will set all higher ports' universe addresses in asscending order. Port #4 will be assigned Universe 11, Port #5 will be Universe 12, etc. This is like the 'One ID per Port' in simple mode.
The second group will configure this and all higher ports. Instead of using one Universe/Unit ID per port, the program will pack as many channels into a single Universe/UnitID as possible and only move to another ID when it has run out of channels. This is like the 'Pack Pixels' option in simple mode.
The 'Notes about Addressing the Pixcon 16' section has more information on how addressing will happen with these four buttons.
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