Hi @antonv,
everything becomes easier with the DMX POP workflow but I’ll first describe how you would solve this with CHOPs.
CHOPs
you can send multiple universes with a single DMX Out CHOP. Approach it in a way where you always have to send a complete universe - so every universe channel can have the full 512 samples.
With this, the solution to your task where each strip holds a different amount of LEDs, can’t be a Shuffle CHOP which splits the channel into equal length but you can use a Lookup CHOP where every index channel specifies the starting sample in your single channel values.
To create the index channels, make use of a Pattern CHOP with the Type parameter set to “Ramp Samples”. You now have 3 ramps counting from 0 to Length (set the Length parameter to 512) and now are able to offset each channel by a certain value. For this to happen use the expression [0, 306, 594][me.chanIndex] in the Pattern CHOP’s Offset parameter and append a Lookup CHOP.
Connect the Shuffle CHOP with the 900 samples to the Lookup’s second input and set the Lookup’s Index Range parameter to 0 and the expression me.inputs[1].numSamples-1. As by default only a single index channel is used, also change the Per Index Channel parameter of the Lookup to “All Lookup Table Channels”.
The resulting 3 channels can now be sent out via the DMX Out CHOP. Just make sure you match the naming to what you set in the DMX Out CHOP’s routing table.
While each universe has extra information, this doesn’t matter - you have to send the whole universe anyways.
POPs
With POPs this all becomes a bit simpler. You start with the geometry being created from 3 Line POPs setting the Divisions parameter to [number of leds - 1]. Now use a Lookup Texture POP to fetch the colors as you did with the Top To CHOP before.
This now can be already passed on to the DMX Fixture POP where you have to define the “Fixture”.
A LED strip is a very simple fixture as it just exposes color essentially and here it is important to note that every Line POP you used is considered a separate fixture (This will come in handy when layouting the channels). So on the DMX Fixture’s “DMX Profile” page, create a DMX Channel named for example “RGB” and choose on the channel’s Attribute parameter “Color.rgb” - usually the Color attribute has 4 components (including alpha) but since your LED strips except rgb only, this is important, otherwise too many channels will be send.
By default the DMX Fixture POP will split universes by component. So say you have a LED strip with 200 LEDs that would occupy 2 universes, the Fixture POP would fill one universe with LEDs and have two dmx channels still in the universe remaining. Instead of filling it with a r, g of a LED and starting the next universe with the blue channel, it will leave those 2 channels empty and start the next universe with a complete rgb.
But in your case we want to have every fixture start on a new universe. To make this happen, change the Quantize Universe parameter on the DMX Fixture POP’s “Fixture” page to “By Fixture”.
You can varify that the correct dmx channels are created using a DMX Map DAT.
Finally create a DMX Out POP and reference the DMX Fixture POP with it.
Attached is a file showing both approaches.
Hope this helps
Markus
LED-pixel-mapping_MH.toe (9.9 KB)