Pixel mapping (RBG matrix) the face of a fixture
Posted: Sat Mar 02, 2019 7:09 pm
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!
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!