I have a project where we want to create "random" flashing lights. Think the glitchy kind of lighting on a space ship when things are failing or it has taken a lot of damage.
Obviously this is a looping chaser. What I am wondering is if there is an automated way to create the random sequence. Light levels are limited, i.e. something like on, off, 50%.
Basically looking to see if there is a quicker way than just doing it manually.
How to create a "random flash" chaser
- GGGss
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- Real Name: Fredje Gallon
There is an RGB script creating a starfield kind of look.
Create a virtual matrix of say 16x16 pixel.
Assign to RGB matrix
Select 6 pixels of your choice
Dump scenes to a sequence
in that sequence delete every fixture except the 6 of your choice
Try that?
Create a virtual matrix of say 16x16 pixel.
Assign to RGB matrix
Select 6 pixels of your choice
Dump scenes to a sequence
in that sequence delete every fixture except the 6 of your choice
Try that?
All electric machines work on smoke... when the smoke escapes... they don't work anymore
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- Posts: 11
- Joined: Wed Feb 13, 2019 7:31 am
- Real Name: JoelM
I use the RGB matrix "Random Pixel Per Row" to simulate lightning. You could slow down some timings inside of the RGB matrix settings in order to play with the alien effect.
You have to include all the lights that you want to flash randomly into a fixture group, and in that fixture group, arrange the grid pattern in some logical way, and then select this in your RBG matrix function. You might want to have more rows and spread the lights out more so there is more squares with no lights. The Random Pixel Per Row routine will therefore have less chance of hitting an actual light up, but depends on what you want.
I've attached screen shots, hope this helps.
You have to include all the lights that you want to flash randomly into a fixture group, and in that fixture group, arrange the grid pattern in some logical way, and then select this in your RBG matrix function. You might want to have more rows and spread the lights out more so there is more squares with no lights. The Random Pixel Per Row routine will therefore have less chance of hitting an actual light up, but depends on what you want.
I've attached screen shots, hope this helps.