I'm programming a show with 16 Chauvet Rogue R2 Washes, around a dozen Blizzard Aria's, and whatever other fixtures gets thrown in. It's about a month and a half away, so I decided to take the extra time to work on pixel mapping the faces of the Chauvet R2s (using the individual RGBW zone control). There are five zones, or sections of the light (sets of led cobs) that can be controlled. I was wondering if anyone had dealt with this in QLC+ yet, and how they accomplished this within the program.
It doesn't seem like I can assign the zones to separate sections within the matrix in QLC. An idea I had was to make each of the RGBW sections as a separate fixture (modifying the fixture file). However, as there are 5 zones per fixture, it could get a bit crazy in programming if have somewhere over 80 virtual fixtures just for the R2 washes. I'll be using about 3 universes on this show, just over one dedicated to the R2 washes. I apologize if it's confusing the way I described it. I'm happy to answer any questions about the show.
This is a paid show, so I'll be donating a percentage of my pay from it to the QLC+ project. Thanks Massimo for the great work!
Pixel mapping (RBG matrix) the face of a fixture
- GGGss
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- Joined: Mon Sep 12, 2016 7:15 pm
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- Real Name: Fredje Gallon
Check the fixture definition of the Rogue's... They should include a 'head' per pixel.
(have a look under 'head' https://www.qlcplus.org/docs/html_en_EN ... ixtureMode)
(and your idea of creating a fixture per pixel is a bad idea because then you cannot control the dim of the whole fixture f.i.)
Then you can create groups of (heads) of fixtures and start working with pixel mapping or RGB matrices.
Since it will get a little more complex than normal - and taking into consideration that this is new to you (?) maybe having a physical Rogue to play with during development could come in handy.
(almost all renting companies do lend you a 'sample' during week times for free when you make your booking with them)
(have a look under 'head' https://www.qlcplus.org/docs/html_en_EN ... ixtureMode)
(and your idea of creating a fixture per pixel is a bad idea because then you cannot control the dim of the whole fixture f.i.)
Then you can create groups of (heads) of fixtures and start working with pixel mapping or RGB matrices.
Since it will get a little more complex than normal - and taking into consideration that this is new to you (?) maybe having a physical Rogue to play with during development could come in handy.
(almost all renting companies do lend you a 'sample' during week times for free when you make your booking with them)
All electric machines work on smoke... when the smoke escapes... they don't work anymore
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- Joined: Wed Jan 24, 2018 4:48 am
- Real Name: Dakota
Thanks GGGss for the info! I feel a bid dumb for not seeing that. I've done some pixel mapping with QLC before, just not with multi-headed units.
I've got the units coming in within the next week or two, so I'll have plenty of time to program. I'm always quite surprised by the power of QLC. Just waiting to get groups and palettes to be implemented and I'll be switching to it as my primary console!
I've got the units coming in within the next week or two, so I'll have plenty of time to program. I'm always quite surprised by the power of QLC. Just waiting to get groups and palettes to be implemented and I'll be switching to it as my primary console!