Author Topic: Start channel number in the layout for the models.  (Read 1149 times)

Offline 11Bravo

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Start channel number in the layout for the models.
« on: January 18, 2016, 07:00:39 PM »
The first time I incorporated pixels into the show, I just had a 16 string pixel tree. That wasn't too hard.
This time I am adding stings to the controller for other items like windows, gutters, arches, and porch posts.

I will be using more than one controller to get all that to work I'm sure.

But referring to the start channel, I do not know if I am doing it correctly, in the model layout.

Am I suppose to enter a different start channel for each model depending on where the model resides in the layout?

All the models are single line type except for the Mega tree and Arches.

Offline mararunr

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Re: Start channel number in the layout for the models.
« Reply #1 on: January 18, 2016, 07:27:18 PM »
Yes.  Think of it like building a metropolitan area.  Each controller is it's own zip code (IP Address) and then each port is a particular section of town (block of channels).  For each model it can be one house (like a dmx item with just 3 channels), or a group of houses like a neighborhood (start channel and end channel).  If you think of it like a postal route, often times off that one port you could go through multiple neighborhoods (an arch, then another arch, then maybe something else).  But no matter what, you don't have the same neighborhood twice as you start out your map.


Later on you can learn advanced concepts where neighborhoods can have more than one name but you usually only want one to show up on your map (layout - part of my display checkbox) but get your basic map done first before trying any of that.


Hope this helps
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