DmxScreen
Properties
always_show_channels : int
Options: {0: ‘No’, 1: ‘Yes’}
Category: Addressing
UserName: Always show channels
amberCompensation : float
Adjustment of amber component output
Category: Output
UserName: Amber Compensation
array : int
The addressing order of the pixels - either Horizontal or Vertical
UserName: Array
channels : List[int]
Displays the DMX channel assignment in the visualiser
UserName: Channels
fixtureType : DmxFixtureType
DMX channel layout
Category: Addressing
UserName: DMX fixture type
iChannel : int
DMX channel of the first screen pixel (1-based)
Category: Addressing
UserName: Channel
luminance : float
Light output (NITS); only affects visualiser
Category: Appearance
UserName: Brightness (NITS)
neutral_white : Colour
Category: Addressing
UserName: Neutral White
origin : int
The start point of the addressing order - which corner of the screen
UserName: Origin
personalities : List[SockpuppetPersonality]
status__ : int
Either active or muted. If muted, no DMX data is sent
Options: {0: ‘Mute’, 1: ‘Active’}
Category: Addressing
UserName: Status
table : Table
DMX Screens only support comma-separated tables with 4 columns
universe : int
DMX universe of the first screen pixel (1-based)
Category: Addressing
UserName: Universe
universe_size : int
There are usually 512 channels in a universe; however, it’s sometimes useful to restrict a screen to a smaller number of channels within a universe
UserName: Universe size
universe_step : int
Whether a universe jump is allowed within a row/column, or not
UserName: Universe step
whiteCompensation : float
Adjustment of white component output
Category: Output
UserName: White Compensation