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Pixel Mapping — footprints

A footprint tells LMS where your physical LEDs sit and in what order they're wired, so it can map the picture onto any shape — a panel, a ring, a triangle, or a hand-drawn layout — and send it to the right universes.

The big idea

Effects always paint a rectangular canvas (the size you set in the Matrix tab). A footprint is a cookie-cutter: it picks a set of points out of that rectangle and sends those colours to the wire, in order.

Make the canvas comfortably bigger than the shape (e.g. 16×16 or 24×24 for a ring), so there's smooth colour variation to sample. The canvas size does not have to equal your LED count.

Add Row vs Wall Wizard vs Footprints

UseWhen
+ Add RowA plain rectangular matrix that just goes out in reading order. Add rows and let ⇅ Auto Number fill the universes sequentially. Simplest case.
🧱 Wall WizardA wall of identical tiled panels (e.g. 4× 16×16). Generates all the rows for you.
🔍 Discover devicesLive Art-Net controllers on the network — scan and click a device to add a patch row bound to its IP + universes.
Footprints (this guide)Anything else — rings, odd shapes, panels wired backwards, multiple dissimilar panels, or a hand-drawn map.

The shapes

Open a patch row's footprint editor and pick a Shape:

ShapeFields
Rectangle / panelOrigin X/Y, Width, Height, Start corner, Pixel wiring (zig-zag / straight, rows / columns).
Diagonal stripStart X/Y → End X/Y, LED count. Evenly spaced along the line.
Ring / arcCentre X/Y, Radius, LED count, Start° / End° (0–360 = full circle; a smaller span = an arc).
PolygonCentre X/Y, Radius, Sides, LED count. LEDs spaced evenly round the outline (3 = triangle, 6 = hexagon).
Custom / imported mapAn arbitrary list of pixel positions — see below.

Prebuilt fixtures

Two one-click presets on the toolbar drop a correctly-sized footprint so you don't build it by hand:

Colour order

The Colour order dropdown sets the byte order this fixture's pixels expect — GRB for most WS2812-style strip, GRBW for RGBW tubes. It's the same per-row order as the patch table's Order column (set it in either place), so you can run mixed fixture types — e.g. a GRBW tube alongside RGB panels — on one rig.

Rotate

The Rotate° field spins the whole footprint about its centre — e.g. 45 turns a square panel into a diamond. It works on any shape. (Note: rotating makes a rectangle draw as individual pixels on the map, because its edges no longer sit on the grid.)

Custom / imported map

For a layout that isn't a neat shape, use Custom / imported map — a straight list of pixel positions on the canvas, in wire order. Pixel 0 is the first line, and so on.

Format

Type or paste into the box, or click Import map file… (.json / .csv / .txt). All of these are accepted:

// one "x,y" per line
0,0
1,0
2,1
3,2

// JSON array of pairs
[[0,0],[1,0],[2,1],[3,2]]

// JSON array of objects
[{"x":0,"y":0},{"x":1,"y":0}]

// a leading index column is ignored — the LAST two numbers on a line win
0  0 0
1  1 0
2  2 1

Coordinates are canvas pixels (0,0 = top-left). Points outside the canvas send black — handy as spacers.

The button row

Above the map: 📂 Import map… and ⬇ Export map… (save the current map as a CSV you can back up, share or re-import), ↶ Undo / ↷ Redo (also Ctrl+Z / Ctrl+Y), and 🗑 Clear all (asks first — and it's undoable). Undo history is per row and resets when you open one.

Editing modes

Four ways to work directly on the mini-map — the toggles sit under it. Only one is active at a time; leave them all off for the default Edit mode.

Bridge / null pixels

Sometimes a run of LEDs on the chain sits somewhere you don't want lit — it's just bridging between two areas, and cutting the tape would be a pain. Mark those as bridge (null) pixels: they stay in the chain (so every following pixel keeps its correct address) but are never lit — always black.

Trace mode — build a map by clicking

The fastest way to map an irregular rig is to trace it from a photo:

  1. Tick Show ref and load a picture of your layout so it sits under the mini-map.
  2. Tick ✏️ Trace mode.
  3. Click along your LED chain, in order — each click drops the next pixel. The green dot marks pixel 0, and the hint shows which pixel you're placing next.
  4. Right-click (or the ⤺ Undo last button) removes the last point.
  5. Untick Trace mode to return to Edit.

Trace, Move-whole-map and Re-wire all start off when you open a row, so you never place or move pixels by accident. Every change is saved as you go.

Pixel order & direction

The order of the pixels is the DMX order — pixel 0 gets the first channels, pixel 1 the next, and so on. So it matters which LED is "first". On the map, the current footprint shows:

For a ring/arc, spin Start° to move where pixel 0 sits; swap Start°/End° (e.g. 360→0) to reverse the direction. For a custom map, use 🔗 Re-wire (above) to redraw the chain order — handy after an Import or for a rig that snakes an odd path.

Universes & splitting

A footprint sends on one universe by default. If it has more pixels than a universe holds (170 for RGB, 128 for RGBW), use the Split this panel across universes fields (Skip first panel pixels / Pixels this universe) to carry a slice, or click Split into universes… to auto-create one row per chunk. Set each row's Protocol and IP as normal.

These fields slice this panel's own pixels across universes — they are not the patch row's First Pixel (that's the output start channel). Leave them blank for a normal single-universe panel.

Live-lit preview

Tick Show output in the footprint editor and every patched LED lights up at its mapped position with the running effect's colour — so you see your ring/shape as it will actually look inside the editor's mini-map, not just an outline. Drop an effect in the Designer first so there's something to show.

🖥 Show on monitors. Want that shape on the big previews too? Click 🖥 Show on monitors in the footprint editor's footer (it lights green when on). The Builder's MAIN OUTPUT preview and the Show-mode big preview then black out every cell that isn't a real patched LED, so both monitors show your rig's physical shape — the heart/logo/ring/panels — instead of the full rectangular canvas. It's a whole-patch view (not just the row you're editing), the choice sticks across launches, and clicking again returns to the normal full-canvas preview. Bridge (null) pixels stay dark, and unpatched areas are black. Great for eyeballing an odd-shaped rig live without the physical LEDs in front of you.

Worked example: a 60-LED ring

  1. Matrix tab → set the canvas to 16×16 (room for the ring + smooth colour).
  2. Patch Editor → add a row → open its footprint editor.
  3. Shape = Ring; Centre X 8, Centre Y 8, Radius 7, LED count 60, Start° 0, End° 360.
  4. Set the row's Protocol (Art-Net) and IP. 60 px × 3 = 180 ch — fits one universe.
  5. Drop a Plasma or Color Cycle effect in the Designer, then tick Show output to watch the ring glow.

Tips & gotchas