I’m trying to map an LED string wall that is 2 meters high and around 8 meters wide, with a total of 200 lines of 40 LEDs each.
I’ve divided the setup into 25 lines per port, so 1000 LEDs per port, assuming that each port can control up to 1024 LEDs.
I followed several tutorials to create the network setup, and everything seems to work correctly. However, when I connect all the lines, the even-numbered ports mirror the data halfway along the LED strings, while the odd-numbered ports work correctly.
Interestingly, if I change the setup to 680 LEDs and use 4 universes per port, the mirror issue disappears and everything maps correctly.
I’ve tried several things to solve the problem but I haven’t been able to find a solution. I’m not sure wether the issue is with my network setup or with the controller.
If someone could take a look and let me know if there is something wrong with my project I would really appreciate it. I’m running out of ideas at this point.
when using the TOP To CHOP with and input for the lookup coordinates, you have to make sure that the incoming values are between 0 and 1 - have a look at texture lookup and mapping for more information on this topic.
Currently your ty is correctly between 0 and 1 but the tx channel is between -1.5 and 2.5. So in the TOP To CHOP, this results in a looping of the image source. You currently should see the pattern repeat 4 times? I also see a sample rate mismatch caused by the parameter change in the POP To CHOP which further complicates what you are seeing. Ideally all operators should have the same sample rate here (the sending rate of DMX is an exception)
Something where you can simplify your network quite a bit is keeping it all in POPs as we added a DMX Fixture and DMX Out POP.
Going this route, you will use the Lookup Texture POP to get the color information from the TOP assigned to a POP attribute. The DMX Fixture POP then handles all addressing, you can skip the CHOP network entirely. Only thing you have to do is define the fixture - in your case a single RGB DMX channel which reads from the Color Attribute’s rgb components.