How many pixels fit in one universe, why 170 is the magic number, what a lighting console actually computes and when you really do need a media server.
A 144-pixel strip is almost a whole universe. A three-by-three-metre wall
with 10 cm pitch is 900 pixels — 2700 channels — six universes. Six DMX
lines or six outputs on network nodes, and that is before we have discussed
what to show on them.
So the first question in any pixel-mapping conversation is not "which
effects" but "how many universes are you prepared to deliver".
What mapping actually is
You have N fixtures, each with its own channels, scattered across universes
in whatever order the technician found convenient to patch. Physically they
hang as a rectangle, a serpentine, or a ring around the portal.
Mapping is a correspondence table: the pixel at (x, y) is these
channels. That's it. The effect then draws a picture in coordinates, and
the table distributes the colours across channels.
It sounds trivial, but this is exactly where home-grown solutions break,
and here is how.
Pixel order inside a fixture. Manufacturers wire LEDs differently: left
to right, serpentine (first row leftward, second rightward), from a corner.
If the order in the profile doesn't match reality, your wave travels in
zigzags and the picture falls apart into stripes. In Flux Lights the order
is set in the fixture profile — once, after which it lives in the library.
Fixture layout on the grid. Five strips hanging vertically with a gap
are not a "5 × 144 matrix" but five stripes with spaces between them. Lay
them out flush and the effect crosses them as one continuous canvas, making
the gaps look like a mistake. Lay them out with spacing and it treats them
as five separate elements, which is usually what you want.
In the app the layout is done by dragging with a live preview, plus there
are automatic variants: packed, flush, by content.
What a lighting console computes and what a media server does
Here runs a boundary worth understanding before you buy anything.
A lighting console thinks in channels. An effect is a function of pixel
coordinate and time: a rainbow shifts hue along X, a wave drives a sine, a
fire computes noise. The result goes straight into the same 512-byte frames
as the rest of the light and out at the same 40 frames per second. No
intermediate raster, no compositing.
An image, GIF or video on the matrix takes the same road, only the colour
source is a frame from a file rather than a formula: sample the pixel by
coordinate, distribute across channels.
A media server thinks in images. It has layers, masks, crossfades
between sources, geometry correction for curved surfaces, synchronisation
across several outputs, resolution matched to a specific screen. It renders
a picture at full resolution and only then sends it wherever it goes.
A practical rule: if the structure reads as "light" — stripes around the
portal, decor backlight, pixel heads, a ball made of strips — a console is
enough. If it reads as "a screen" and content made by a video artist is
going onto it, you need a media server, with the console conducting it.
The in-between case is a wall that must show both abstract animation and a
logo. A logo on a 30 × 30 matrix reads poorly whatever you use, so this is
usually a conversation about expectations rather than tools.
What it costs in resources
The matrix is computed by the same engine as the rest of the light, at 40
frames per second. The bottleneck is not computation: a modern processor
won't even notice a thousand pixels per frame.
The bottleneck is delivery. A thousand RGB pixels is six universes, and six
Art-Net universes at 40 frames is roughly 1.3 Mbit/s. Not much by itself,
but forty universes is already 8–9 Mbit of continuous UDP, and on a cheap
switch shared with guest Wi-Fi it starts dropping packets. A dropped
lighting frame is a stripe that blinks, and the person who notices it is the
audience.
For large structures: a separate network, gigabit and a managed switch. That
isn't luxury, that is the cost of the wall.
Worth trying before the structure is ordered
Lay the future wall out in the app and count the universes before anyone
buys it. Very often it turns out that the beautiful idea of "five-centimetre
pitch" becomes twenty universes and three network nodes, while ten
centimetres becomes six universes and one node. The budget difference is a
multiple; the perceptual difference from twenty metres away is almost
nothing.