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By now, you've probably heard the term "pixel map," and you're likely aware that a common way to apply an image to an LED display is by using a media server to optimally position the image on the display. However, using a media server is not the only way to accomplish that. The MagicQ Pro from ChamSys offers a step forward in the area of pixel mapping control: an onboard pixel mapping engine. Gridlock

 

         The MagicQ's built-in functionality for pixel mapping is very similar to the way a media server works – designate a maximum area of pixels (called a "grid" in the MagicQ), select an image file and apply that image file to the grid.  The information from the image will be translated into color and intensity values and then transmitted via DMX or ArtNet to the fixtures.   What is unique is that the console is doing all the work, without having to use a media server or any other video equipment.  Here's how to set it up.

 

         First, begin by patching the total number of LED fixtures that are in the rig. (For this example, I've selected 25 LED3CHAN heads).  On the MagicQ Pro, the LED fixtures are located within the generic library, and there are several options for the number of DMX control channels per fixture type; therefore, it is important to select the correct LED type.  Finish the patching process as normal and assign them to the respective DMX universes.

 

         The next step is to create a grid. Each pixel in this grid is actually one of the LED fixtures.  To do this on the MagicQ Pro, open the Output window and switch to Plan View.   Once you are inside this window, the toolbar above the touchscreen will display the button "Set Grid Size."  Press this button and type in the number of columns and rows, X/Y, where X represents number of columns in the grid and Y represents number of rows. (For this example, I've typed 5/5, but the maximum grid size can be up to 128/128).  To view the grid once it has been created, press the "View HD Nos" button followed by the "View Grid" button.

 

Numbering Heads

 

         Now that the grid is visible, each pixel in the grid needs to be assigned to a unique fixture via its identifying number (known as the "head number.") The cells in the grid can either be selected one-by-one, or by holding down the Shift key and using the arrow keys on the keypad to select multiple blocks simultaneously and then entering head numbers into selected cells by using Set and Enter.  It's very important to pay attention to the order in which the grid blocks are selected so that the image will be mapped correctly.

 

         After the grid is created, it is possible to assign a "Pixel Map Engine" to the grid.  In the MagicQ, a Pixel Map Engine is a type of "virtual media server" built into the console. It is accessible from within the Media window.  Up to eight layers of image control per Pixel Map Engine can be controlled from within the Media window.  Each Pixel Map Engine uses 40 channels of control and allows images from the console's hard drive to be mapped to the grid.  Control channels include intensity, position, size and rotation of the image, color, two separate text engines and bitmap FX.

 

         To create the Pixel Map Engine, press the Patch Pixmap button on the toolbar in the Output window and type in the number of layers needed for that Pixel Map, then press the View Colours button on the toolbar above the touchscreen.   Once the Pixel Map has been added, open the Media window on the console and toggle the first button on the left of the toolbar to the View Servers mode so that the Pixel Map Engine will appear in the row of server buttons.  Once it is visible there, select it, then select a layer, bring up intensity for that layer, and select an image file.  Return to the Output window and the image that was selected will be visible on the grid. Simple as that!

 

Other Nifty Features

 

         Other nifty features of pixel mapping include:

 

         1. Uploading Images Directly into the Console

 

         Images can be added to the console's image library easily via the Load Picture/Load Movie button on the toolbar in the Media window.  The console supports BMP, JPG or CMV formats and an additional free support application is available from ChamSys to convert any movie to the required CMV format.

 

         2.  Text Engines

 

         Text can be entered directly via the console and displayed or scrolled across the grid.  Text is accessible from within the Media window as well, just like an image file.  Both speed and direction controls are also available, making it an extremely useful tool when text needs to change frequently, eliminating the need to use programs like Flash to create an image file first.  There are also Bitmap FX available within the Media window under the FX.

 

         3. Live Video Feed Input

 

         Up to five live camera inputs can also be captured and displayed on the grid.  Doing this is simple but it requires the MagicQ Media Centre application running on a PC connected to a network with the console, and then the live feed can be accessed through the Media window in Library 10 or via the Media Page control channel.

 

Streamlining the Focus

 

         Pixel map engines in a console?  What's that mean for programmers?

 

         Having tools like the Pixel Map Engine at their fingertips will allow a programmer to streamline his or her focus, especially in a rig where hundreds of LED fixture types are involved.  I would expect for more consoles to add these types of features as LEDs become more and more prominent in our world of lighting.   

 

Overall, the advancement from ChamSys in the area of pixel mapping reaffirms the trend towards convergence of lighting and video.