mbox® remote - Production Resource Group

mbox® remote - Production Resource Group
SOFTWARE VERSION 3.9
WWW.PRG.COM
MBOX® REMOTE
USER MANUAL
AutoPar®, Bad Boy® , Best Boy®, Mbox®, Nocturne®, PRG Series 400®, ReNEW®, V476®, V676® , and Virtuoso®
are trademarks of Production Resource Group, LLC, registered in the U.S. and other countries.
Mac®, QuickTime® and FireWire® are registered trademarks of Apple Computer, Inc.
All other brand names which may be mentioned in this manual are trademarks or registered trademarks of their respective companies.
This manual is for informational use only and is subject to change without notice. Please check www.prg.com for the latest version.
PRG assumes no responsibility or liability for any claims resulting from errors or inaccuracies that may appear in this manual.
Mbox® Remote User Manual
Version as of: December 19, 2014
PRG part number: 02.9800.0005.39
Production Resource Group
Dallas Office
8617 Ambassador Row, Suite 120
Dallas, Texas 75247
www.prg.com
Mbox® Remote User Manual
©2014 Production Resource Group, LLC. All Rights Reserved.
TABLE OF CONTENTS
Introduction
About This Manual........................................................................................................................................................................ 1
Additional Documentation ............................................................................................................................................................ 1
Training Videos ............................................................................................................................................................................. 2
Customer Service ......................................................................................................................................................................... 2
General Operation
About Mbox Remote .................................................................................................................................................................... 3
Mbox Daemon .............................................................................................................................................................................. 3
Starting Mbox Remote ................................................................................................................................................................. 4
Adding Servers...................................................................................................................................................................... 4
Setting Mbox Remote Preferences ....................................................................................................................................... 6
Server Status ................................................................................................................................................................................ 7
Setup ..................................................................................................................................................................................... 7
Indicators............................................................................................................................................................................... 9
Flags.................................................................................................................................................................................... 10
Content Management
Overview.....................................................................................................................................................................................
About Mbox Remote Content Management .......................................................................................................................
Terminology.........................................................................................................................................................................
Networking Hardware .........................................................................................................................................................
11
11
11
12
Managing Content ......................................................................................................................................................................
Configuring Network Bandwidth .........................................................................................................................................
Configuring Server Master/Member Roles..........................................................................................................................
Selecting Content to Sync ..................................................................................................................................................
Synchronizing Content ........................................................................................................................................................
Synchronizing Pixel Map, Alignment Rectangle, and Script Files.......................................................................................
Organizing Content Files .....................................................................................................................................................
Sync History ........................................................................................................................................................................
13
13
14
15
16
17
18
18
Content Management Archive .................................................................................................................................................... 19
File Conflicts ............................................................................................................................................................................... 20
Monitor and Manage Modes ...................................................................................................................................................... 21
Setting Server Preferences
Setting Mbox Server Preferences Remotely .............................................................................................................................. 22
Server Control Commands ......................................................................................................................................................... 23
Timecode Window...................................................................................................................................................................... 24
Projection Mapping
Overview..................................................................................................................................................................................... 25
Getting Started ........................................................................................................................................................................... 25
Basic Mode ................................................................................................................................................................................ 28
Setup of Output and Keystone/Warp.................................................................................................................................. 28
Multihead Setup ......................................................................................................................................................................... 33
MBOX® REMOTE USER MANUAL
I
Advanced Mode (Mbox Designer/Studio Only) ..........................................................................................................................
Advanced Projection Setup.................................................................................................................................................
Topography .........................................................................................................................................................................
ModelInfo.............................................................................................................................................................................
Vignette ...............................................................................................................................................................................
35
35
37
43
43
Model (Object) Creation Guidelines............................................................................................................................................ 43
Pixel Mapping
Overview .....................................................................................................................................................................................
What is Pixel Mapping?.......................................................................................................................................................
What Can Be Mapped? .......................................................................................................................................................
How is the Pixel Map Output?.............................................................................................................................................
Ethernet Interface Guidelines ..............................................................................................................................................
Protocols .............................................................................................................................................................................
Fixture Profile Model ...........................................................................................................................................................
File Structure .......................................................................................................................................................................
Compatibility Between Mbox Versions ...............................................................................................................................
Syncing Between Servers ...................................................................................................................................................
45
45
45
45
46
46
47
47
48
48
Enabling Mbox Pixel Mapping .................................................................................................................................................... 49
Getting Started ........................................................................................................................................................................... 50
Pixel Map Tab...................................................................................................................................................................... 50
Pixel Map Menu................................................................................................................................................................... 50
Session Types.............................................................................................................................................................................
Offline ..................................................................................................................................................................................
Live Editing ..........................................................................................................................................................................
Copy To Mbox .....................................................................................................................................................................
51
52
53
56
Source ........................................................................................................................................................................................ 57
Contexts ..................................................................................................................................................................................... 60
Context Grid Controls ......................................................................................................................................................... 63
Fixtures .......................................................................................................................................................................................
Adding Fixtures ...................................................................................................................................................................
Fixtures Out of Bounds .......................................................................................................................................................
Addressing Fixtures.............................................................................................................................................................
Re-Addressing Fixtures .......................................................................................................................................................
Copy and Paste Fixtures .....................................................................................................................................................
64
65
67
67
70
73
Fixture Editing .............................................................................................................................................................................
Deleting Fixtures..................................................................................................................................................................
Undo and Redo ...................................................................................................................................................................
Editing Fixture Properties ....................................................................................................................................................
75
75
75
76
Destinations ................................................................................................................................................................................ 78
Destination Protocol Information......................................................................................................................................... 78
Destination IP Addressing ................................................................................................................................................... 80
Previsualization ........................................................................................................................................................................... 83
Background Image ..................................................................................................................................................................... 85
Fixture Profiles ............................................................................................................................................................................
Creating Custom Fixtures....................................................................................................................................................
Parked Pixels.......................................................................................................................................................................
Editing Fixture Profiles.........................................................................................................................................................
Importing Profiles ................................................................................................................................................................
88
88
91
93
94
Groups ........................................................................................................................................................................................ 95
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MBOX ® REMOTE USER MANUAL
Testing ........................................................................................................................................................................................ 97
Import/Export ............................................................................................................................................................................. 99
Property List Files................................................................................................................................................................ 99
CSV Files ............................................................................................................................................................................. 99
Appendix A. Networking For Mbox
Concepts .................................................................................................................................................................................. 102
Subnet Masking Basics............................................................................................................................................................ 102
Routing Ethernet Communications .......................................................................................................................................... 103
Standard Control Protocols ......................................................................................................................................................
Art-Net...............................................................................................................................................................................
sACN .................................................................................................................................................................................
KiNET ................................................................................................................................................................................
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104
104
105
III
REVISION HISTORY
This manual has been revised as follows:
IV
Version
Release Date
3.9
December 19, 2014
MBOX ® REMOTE USER MANUAL
Notes
Initial release / updated to software version 3.9
Note that this document was previously included as an appendix within
the other Mbox manuals. It is now a stand-alone document.
INTRODUCTION
About This Manual
This manual provides necessary information regarding product safety, installation, and operation for the following
PRG product:
+ Mbox® Remote
This manual applies to software version 3.9.
Familiarizing yourself with this information will help you get the most out of your PRG product.
This manual assumes a basic understanding of Mbox Media Server concepts. For more in-depth explanations of
Mbox parameters (layers, cameras, lighting, effects, textures, shutters, etc.) and media features, refer to the latest
version of the Mbox Media Server User Manual (02.9800.0001.xx).
Additional Documentation
For information, refer to the following PRG manuals:
+ Mbox® Designer User Manual (02.9800.0001.xx)
+ Mbox® Director User Manual (02.9800.0002.xx)
+ Mbox® Studio User Manual (02.9800.0003.xx)
+ Mbox® Mini User Manual (02.9800.0004.xx)
+ PRG Lighting Systems Networking Guide (02.3004.1000.0)
+ Vx76 Software User Manual (02.9814.0001.xx)
For more information about DMX512 and sACN protocols, refer to the following documents available from the
American National Standards Institute (ANSI) at www.ansi.org:
+ ANSI E1.11 - 2008 (R2013)
Entertainment Technology - USITT DMX512-A, Asynchronous Serial Digital Data Transmission Standard for
Controlling Lighting Equipment and Accessories
+ ANSI E1.31 - 2009
Entertainment Technology – Lightweight streaming protocol for transport of DMX512 using ACN
The above documents are also available in electronic format free to PLASA members at www.plasa.org
For more information about Art-Net, refer to the following document available from Artistic Licence Engineering at
www.artisticlicence.com:
+ Specification for the Art-Net Ethernet Protocol
MBOX® REMOTE USER MANUAL
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Training Videos
Mbox Media Server Training Videos are available on the PRG website. The following is a list of videos that apply to
Mbox Remote:
+ Patching: http://www.prg.com/mbox-media-server-training-video-4/
+ Director Media Player: http://www.prg.com/mbox-media-server-training-video-5/
+ CITP - Streaming Feedback & Thumbnails: http://www.prg.com/mbox-media-server-training-video-6/
+ Daemon Application: http://www.prg.com/mbox-media-server-training-video-7/
+ Simple Playback: http://www.prg.com/mbox-media-server-training-video-8/
+ Director Interface: http://www.prg.com/mbox-media-server-training-video-9/
+ Media Server Concepts: http://www.prg.com/mbox-media-server-training-video-10/
+ Parameter Timing: http://www.prg.com/mbox-media-server-training-video-12/
+ Cueing in Director: http://www.prg.com/mbox-media-server-training-video-14/
+ Scene Timing: http://www.prg.com/mbox-media-server-training-video-15/
+ Advanced Cueing: http://www.prg.com/mbox-media-server-training-video-16/
+ Pixel Remapping (9 videos): http://www.prg.com/mbox-training-videos/
Direct links to the videos are also provided throughout this manual, where applicable.
Customer Service
For technical assistance, contact the PRG International Service Center or contact your nearest PRG office. Contact
information for all PRG office locations can be found on our website at: www.prg.com/about-us/locations/
PRG Dallas (International Service)
8617 Ambassador Row, Suite 120
Dallas, Texas 75247 USA
Phone: 214.630.1963
Fax: 214.630.5867
Service Fax: 214.638.2125
Service Email: orders@prg.com
For Mbox support, please contact: mboxsupport@prg.com
For additional resources and documentation, please visit our website at: www.prg.com
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MBOX ® REMOTE USER MANUAL
GENERAL OPERATION
About Mbox Remote
The Mbox Remote application is used for remote monitoring and management of the Mbox application.
The Remote application is included with the Mbox software and can also be used on any Mac®
computer (running Snow Leopard® OSX 10.6.7 or greater) to monitor/manage from a remote location.
Mbox Daemon
It is important to note that Mbox Daemon software is required on all servers to enable remote feedback
to both Mbox Remote and to CITP/MSEX-enabled devices. When Mbox launches, it will automatically
launch the last version of Mbox Daemon used on that computer.
To set the network port that Mbox and Daemon will use to communicate with external monitoring
devices (like Remote or CITP-enabled consoles and visualizers), use the CITP pop-up on the Mbox
Setup tab as shown below:
Set Network
Synchronization
Port
Set Network
CITP Port
Mbox Daemon is also required on any computer running Mbox Remote that is ALSO acting as a Master from the point
of view of Content Management. (Refer to "Content Management" on page 11 for more information.)
When only running Mbox Remote and Daemon, the Interface (port) must be set using the pop-up available in the
Daemon window (not in the Mbox Setup window above).
Training Video: Mbox Media Server Training Video Chapter 7: Daemon Application
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Starting Mbox Remote
Before opening the Remote application, ensure that your computer is on a network with one or more Mbox servers.
Ensure that each Mbox servers’ instance of Mbox Daemon, and optionally, Mbox applications, are running and that
Mbox / Daemon CITP ports are set to the same Ethernet port that the Remote application is connected.
When Mbox Remote starts, it will either resume with its previous state or start with a blank configuration.
Adding Servers
Once the network is configured, servers can be added to the Mbox Remote window for the purpose of monitoring and
management.
To add servers:
Step 1. At Mbox Remote main window, click Edit Servers button or press [ ,] on the keyboard to open the Mbox
Remote Preferences window.
Displays Server Status Information
Displays Server Content For Management
Main Startup Screen
Opens Mbox Remote Preferences window
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MBOX ® REMOTE USER MANUAL
Pixel Mapping Controls
Step 2. At Remote Preferences window, double-click on any available Mbox servers in the list. They will be added
to the main window.
Step 3. When at least two servers have been added, click red X button to close Preferences window. Servers will be
displayed in the Servers column of the Remote main window.
Servers that can now be managed
Note: No matter which tab is selected in the window (Status or Content), the Servers area on the left will always
display the list of managed servers.
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Setting Mbox Remote Preferences
Open the Mbox Remote Preferences window at any time by clicking the Edit Servers button on the main window or
pressing [ ,] on the keyboard.
Monitor HUD
+ Enable - The Monitor HUD can be toggled on and off by clicking the Enable checkbox in the Preferences window
or by pressing [ M] on the keyboard. It will show a floating window of the Breakout View that is currently
selected (designated by a surrounding white box) in the main window.
+ Size - The size of the Monitor HUD can be adjusted using the Size field. This allows you to set the main
application window images to be quite small to save space, but still have a large view of the selected server or
layer.
Content Management
The Content Management section is used to configure the available network bandwidth which the Content
Management system will utilize to transfer content. Refer to "Configuring Network Bandwidth" on page 13 for more
instructions.
Projection Mode
The Projection Mode checkbox is used with the Projection Mapping Advanced mode feature. Refer to "Advanced
Projection Setup" on page 35.
Note: Projection Mapping Advanced mode is only applicable to Mbox Designer and Mbox Studio.
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MBOX ® REMOTE USER MANUAL
Server Status
The Status tab of the Remote window shows, by default, the server’s master output and individual layer streams.
Setup
The window provides options for how the streams are displayed. Click the view size options and/or use the View
drop-down menu to customize.
View Size Options
Status Tab
Display Options
Master Output
Layer Streams
Server status can be setup by dragging components into the status area.
Drag Server to Status Area
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More-detailed layer information can be viewed by dragging a layer icon to the bottom of the status area.
Drag Layer
The picture below shows the result of dragging Layer 1 into the bottom area:
Selected Layer
Layer Details
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MBOX ® REMOTE USER MANUAL
Indicators
The Mbox Remote window has several indicators that provide system information.
Server Name and IP
Server Status Indicator
Layer Opacity
Playback Position
Timecode
Server status - The color-coded dot in the Servers column indicates the running status of the server:
+ Green - Server connection good, Mbox running in Fullscreen mode.
+ Green/Yellow Flashing - Server connection good, Mbox running in Window mode.
+ Yellow - Server connection good, Mbox not running.
+ Red - No server connection (Mbox Daemon not running on server, or network set up incorrectly/not connected).
+ Blue - server in Backup mode running in Fullscreen mode.
+ Blue/Yellow Flashing - server in Backup mode running in Window mode.
Note: The server connection status is dependent on the Mbox Daemon application running on the Mbox server(s).
The Mbox application can be running, but unless the Daemon application is also running, Remote will display a red
dot and will not provide any feedback. It will also display a red dot if the network is not set up correctly or is not
connected regardless of whether Daemon is running.
Server IP Address - each Mbox server’s IP address is shown under the server’s name. (For more information about IP
Address settings for Mbox, refer to "Appendix A. Networking For Mbox" on page 102.)
Local Timecode Value - if the computer running the Remote application is receiving timecode locally, that timecode
value will be displayed at the top-right of the Mbox Remote window.
Server Timecode Value - if an Mbox server is receiving timecode locally or over the network, that timecode value will
be show to the right of the server’s IP address in the Servers column.
Layer Opacity - the vertical white line to the left of each layer video stream represents the opacity value of that layer.
Playback Position, In/Out Points - the length of the green line below each layer video stream represents the position
of the layer’s current in and out point values, and the yellow dot represents the current playhead position.
MBOX® REMOTE USER MANUAL
9
Flags
"Flags" are another type of indicator that may appear to the right of a layer thumbnail during operation. The flags
indicate various conditions, some that need to be resolved for proper playback. Hovering the cursor over either of the
thumb images for the layer will bring up a tooltip explanation.
Flag
Indicators
Example Tooltip
Flag 1 (Movie Mode)
Flag 2 (Foreground)
Detailed
View
Flag 3 (Playing Audio)
Flag 4 (Reduced Size)
Flag 5 (Had Error)
Flag indication types:
1)
Movie Mode - Any movie that is a) not a preferred codec but is thread-safe, or b) that is playing audio will have
this flag. Resolution: If not playing audio, re-encode movie using preferred codec. (Refer to the appropriate Mbox
product manual for more information about recommended codecs.)
2)
Foreground - Any movie that is a) playing audio, or b) that is not a preferred codec and not thread-safe.
Resolution: If not playing audio, re-encode movie using preferred codec.
3)
Playing Audio - Any movie playing embedded audio. (Note that if this flag is displayed, then flags 1 and 2 will also
be displayed). Resolution: If not intending to play audio, then remove the “.audio” from the file name.
4)
Reduced Size - The movie is larger (in pixel dimensions) than the server’s current Texture Size setting (width and/
or height). Resolution: a) re-encode the movie to make it smaller, or b) increase Texture Size.
5)
Had Error - The movie has an issue such that Mbox cannot play it properly. Resolution: Re-encode the movie
using a preferred codec. (Refer to the appropriate Mbox product manual for more information about
recommended codecs.)
Guidelines:
+ Flag 5 is obviously undesirable, as the movie is not playing.
+ Flag 4 is not an optimal situation, as the movie appears smaller and pixelated.
+ Flag 3 is okay if you intend to play audio.
+ Flags 1 and 2 are unavoidable at times. However, if you are not playing audio, then it is recommended that you
avoid Flags 1 and 2 by encoding the movie using a preferred codec (ProRes, P-JPEG, AIC, Animation).
If you have selected a layer for more detailed information (see page 8), it will be displayed in the detailed view at the
bottom of the window. The flag indicators will then be visible in two places as shown in the screen example above.
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MBOX ® REMOTE USER MANUAL
CONTENT MANAGEMENT
Overview
About Mbox Remote Content Management
The Mbox Remote Content Management system allows quick and easy management of content between Mbox
servers. For this purpose, the Remote application window provides three main areas for display of managed servers
(left), status/content (middle), and file details/history (right) as shown in the example below:
The following components are required in order to use the Mbox Content Management system:
+ The first required application is Mbox Remote. Remote is the user interface into the Content Management system
and must be running on at least one machine and connected to the same network as the other Mboxes in the
system.
+ The second required application is Mbox Daemon. Daemon is the service provider that allows Mbox Remote to
control, monitor, and manage content and settings of an Mbox server. Mbox Daemon must be running and
correctly configured in order for Mbox Remote to function. (When an instance of Mbox is started, the last version
of Daemon will be will also be started automatically.)
+ Finally, an Mbox application itself must be running (i.e., Mbox Designer, Mbox Studio, or Mbox Mini). Although
Mbox is not required to be running in order to use the Content Management system in its basic form, having
Mbox running exposes all of the features of Remote for management.
Terminology
In order to fully understand how content management works, it’s important to understand some basic terminology.
+ Server - An Mbox server consists of two major software components with respect to Content Management:
Mbox Daemon and Mbox application. Although the Mbox application is required for some features of Remote and
Content Management to function, it does not need to be running for basic Content Management.
+ Server Roles - Within Content Management, each server takes the role of either the Master or a Member server in
a Collection (described later). Each Collection of servers must contain exactly one Master and at least one
Member in order to synchronize content between the servers.
+ Master - The Master server acts as the "source" for Content Management in a Collection; meaning that changes
made on the Master server synchronize to all of the Member servers in the same Collection. Masters are denoted
MBOX® REMOTE USER MANUAL
11
in the server list with a letter between a-z and a light colored background. For example,
Master of Collection "a."
is the icon for the
+ Member - The Member server acts as the "destination" for Content Management in a Collection; This means that
the Member will be synchronized to mirror the state of the Master in the Collection. Members are denoted in the
server list with a letter between a-z and a dark colored background. For example,
is the icon for a Member on
Collection "a."
+ Collection - A Collection of servers forms a logical group to be synchronized. This allows a number of Collections
to exist on the same network and to synchronize independent of each other. A Collection is identified by a letter;
Mbox Designer allows 26 total collections on a network (a-z), Mbox Studio allows 4 collections (a-d), and Mbox
Mini allows 1 collection (a). Each Collection must have at least one Master and one Member server in order to
allow synchronization. Only a licensed instance of Mbox allows Collections to be configured.
+ Archive - Each server may maintain a percentage of the available free storage space as an "archive" for files that
have been modified or deleted during Content Management. This option requires that Mbox is running in order to
set its value, but once set, Mbox does not need to be running to perform the archiving.
+ Monitor / Manage - Remote has two main states with respect to Content Management: Monitor, where each
instance of Remote may monitor the state of the server without actively managing content, and Manage, where
Remote can actively manage content in a Collection. Note that only one instance of Remote is allowed to manage
a Collection.
+ Managed Folders -a list of folders which can be synchronized.
+ Sync - Synchronizing a Collection will copy the content of a selected folder - or folders - on the Master server to
each Member server over the network. The synchronization utilizes a UDP Multicast network stream where the
data is sent to all servers on the same network at the same time.
Networking Hardware
Switches / UDP / Multicast / IGMP Snooping
The type of network switch used may have a great impact on the performance of Mbox Content Management.
Choosing a switch capable of switching large amounts of broadcast or multicast data is imperative to the overall
performance of the system. PRG recommends professional-grade, managed, non-blocking gigabit switches for use
with content management. However, it should be noted that an incorrectly setup managed switch may cause more
problems than it solves.
Many non-managed gigabit switches should perform well, however, there are some consumer-grade switches that
slow down the switching of the entire switch based on the connected devices (e.g., when a 100Mb device is
connected to a 1 Gb switch), which can have a negative impact on the whole switch, not just the single port.
Managed switches can employ IGMP snooping, a protocol that listens to special network management data, allowing
the switch to send multicast data only to those ports that have requested it. This allows systems with mixed protocols
(Content Management, Art-Net, etc.) on the same switch to function efficiently. For example, broadcasted Art-Net
data will be sent to all devices connected to the switch, whereas multicast content-managed data will only be sent to
other content management computers on an IGMP snooping enabled switch.
When choosing an Ethernet switch, a multicast-aware switch (such as the Pathport VIA series) will provide the best
results and transfer speeds in a number of configurations, whereas many low cost consumer switches will
underperform based on the system network topology.
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MBOX ® REMOTE USER MANUAL
Managing Content
In order to manage content, servers must first be added to Mbox Remote. Refer to "Adding Servers" on page 4 for
instructions.
Configuring Network Bandwidth
There are two properties that control the available network bandwidth which the Content Management system will
utilize to transfer content. To configure the bandwidth, open the Mbox Remote Preferences window by clicking the
Edit Servers button on the main window or pressing [ ,] on the keyboard.
+ Automatic bandwidth adjustment - With this option checked, the Content Management system will automatically
adjust the transfer rate to either utilize all available bandwidth on the network or utilize the bandwidth of the
slowest connected Mbox when transferring files. In this case, the Mbits/second bandwidth field is used as a hint
for the starting network speed.
+ Manual bandwidth - With Automatic bandwidth adjustment unchecked, the Content Management system will
always try to transfer at the rate entered in the "Mbits/second bandwidth" field.
CAUTION! Setting the bandwidth value higher than the available network bandwidth will have an adverse effect on
transfer speeds.
MBOX® REMOTE USER MANUAL
13
Configuring Server Master/Member Roles
In order to start using Content Management, a Master server must be assigned for a given Collection. By default, all
Mbox servers are in the same collection (a).
IMPORTANT! The Servers area on the left will always display the list of managed servers. After the Collection has
been configured, the Status/Content tabs and file detail/history columns at the right side of the window will reflect the
content of whichever server is currently selected. Content is always displayed from the perspective of the Master
sever, however, if a Member server is selected, any unique files that may exist on that particular machine will be
highlighted in the content area.
To configure a Master server:
Step 1. At Servers column, right-click on server that will be the "master."
Step 2. At Syncing pop-up menu, choose Master of a. (The letter of the Collection depends on the selection made
in the Collection menu. By default, this is "a," but can be changed by selecting a new letter from the
Collection menu.)
Step 3. The server’s icon will change to light gray to denote that this machine is now the Master and content will be
copied from this server to all of the other servers in the same collection. All other servers are now
considered as "Members" of the collection.
Master
Member
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MBOX ® REMOTE USER MANUAL
Selecting Content to Sync
In order to synchronize files between Master and Member servers, folders must first be added to the managed folders
list.
To add a folder to the managed list:
Step 1. Select Master server.
Step 2. Do one of the following:
a. At a content folder row (in the Content Tab), mouse-over the blank Sync column. The sync icon will
highlight (and a tooltip will appear in the bottom-left corner of the window). Click on the sync icon to
manage this folder.
b. Select one or more folders in the Content column (using Shift and/or Command keys), then right-click
on one of the selected folders and select Manage this folder from the pop-up menu.
Sync Icon
Sync Popup Menu (right-click)
Tooltips will be displayed here. (To bring up tooltips, place the cursor over different areas of the window.)
The folder’s sync icon has four states to indicate current status:
+ Blank - Folder is not a "managed" folder.
+
White - One or more files in this folder need to be synchronized.
+
Gray - This folder is synchronized.
+
Rotating - This folder is currently being synchronized.
MBOX® REMOTE USER MANUAL
15
Synchronizing Content
After a folder has been added to the managed folders list (see previous page), content can then be synchronized. The
window allows for synchronization of a single file, a single folder, or multiple folders.
Step 1. To start synchronization from the Master to the Member servers, do one of the following:
a. At a folder, click its white Sync icon to synchronize all files in that folder.
b. Select one or more folders (using Shift and/or Command keys), then right-click on one of the selected
folders and select Synchronize this folder or Force synchronize this folder from the pop-up menu. The
Force command will synchronize all files within the selected folders, even those with the same Size,
Name and Modification Date.
c. Select a folder, then right-click on an individual file to synchronize it.
Step 2. The progress of the sync action can be viewed by clicking on the folder currently being synced. This will
display the status of each file within the folder with a progress bar in the content items row, as well as a
white or gray sync icon based on the synchronization state of the file.
Selected Folder
Progress Bar
Sync Progress Information
Step 3. Once synchronization is complete and the specified item (folder or file) has successfully been transferred
(i.e., copied from the Master to the Members), the sync icon will change to gray (unless there was an error refer to "File Conflicts" on page 20).
Step 4. To tell all servers to rescan for new content, click the Scan All Servers button or perform a rescan [ R] on
each Mbox server individually.
Scan All Servers
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MBOX ® REMOTE USER MANUAL
Note: A file’s new sync status will be reflected in the window approximately 10 seconds after it has been changed.
Note: Files with extensions not recognized by Mbox will not be indexed. These will be placed at the bottom of the file
list.
File(s) not indexed
Synchronizing Pixel Map, Alignment Rectangle, and Script Files
Pixel mapping files, Alignment Rectangle .plists, and scripts can also be synced between servers using Content
Management.
Requirements:
+ Files must have an index number prefix (8-bit).
+ Pixel mapping files must be placed in the /Mbox/PixelMapping folder.
+ Alignment Rectangle plists must be placed in the /Mbox/alignment folder.
+ Scripts must be placed in the /Mbox/plugins/scripts folder.
Pixel Mapping Files
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Organizing Content Files
Organization of a server's media files is completely under user control using the Mac Finder, rather than a large
opaque database. Any changes to name, index number, or file extension can be done using the Mac Finder. As a
convenience, folders and files can be quickly viewed in the Finder by selecting the Reveal in Finder option from the
pop-up menu. (Note that this only applies to the local machine.)
Sync Popup Menu (right-click)
Sync History
The History button, available at the top-right of the window, will display status information for all pending and past
synchronization tasks.
To view the History, first select a folder, then click the History button. Clear History or Refresh the information by
clicking the applicable button.
History Information
History Button
Note: On the Master and Member servers, there is a status area within Mbox Daemon that displays the status of the
current and past file transfers.
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MBOX ® REMOTE USER MANUAL
Content Management Archive
Each server can be configured to use a specific percentage of the free disk drive space to store archived content files
as result of deletions or replacements during synchronization. Archives will be stored in the /Mbox/archive/<Type>/
<Folder #>/<File #> where the file name will be a time/date stamped version of the archived file.
When the archive runs out of space, the oldest files (by date) are deleted from the archive until there is enough space
available. The archive size preference specifies a percentage of the total FREE space available on the drive. For this
reason, the total space available for the archive shrinks (to zero) as the drive fills up.
To configure an archive:
Step 1. Ensure Remote, Mbox, and Daemon are running on the target Mbox server.
Step 2. At Remote application, select target server in Servers column.
Step 3. Open Mbox Server Preferences window using one of two options:
a. Press [ P].
b. At Sync pop-up menu, select Mbox Daemon Archive.
Sync Popup Menu (right-click)
Step 4. Locate "Content Management Archive %" preference. In the value field, enter a percentage of disk space
that the archive will occupy. (Note that entering a value of 0 turns off the archive feature. In this case, files
that have been deleted from the Member machine will not be archived.)
To restore an archived file:
+ Manually move the file back into the correct location using the Mac Finder and edit its name as required.
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File Conflicts
During synchronization, file conflicts can occur as a result of the following:
+ Two files in the same folder with the same Index number.
+ Two folders with the same Index number.
Other issues can be caused by:
+ Folder permissions.
+ Insufficient disk space.
Media files with the same Index number will be flagged with a yellow icon (indexed file) and a red icon (duplicate file)
as shown below:
Folders with the same Index number will be flagged with the <multiple folders> bar as shown below:
The file with the yellow icon is the one that Mbox will play when asked to play that index. The file(s) with red icons will
not play.
File conflicts can be resolved by either deleting the duplicate files/folders or by renaming/indexing them using the Mac
Finder. (Refer to "Organizing Content Files" on page 18.)
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MBOX ® REMOTE USER MANUAL
Monitor and Manage Modes
Mbox Remote includes two modes for managing and monitoring the Content Management system.
+ Manage - allows the Mbox Remote application to perform Content Management actions.
+ Monitor - allows the Mbox Remote application to monitor Content Management operations.
Mbox Remote automatically assumes the Manage role. Typically, no action is required unless the Remote application
is run on more than one machine. In this case, to specify which instances of Remote are allowed to monitor or
manage, use the two mode buttons located in the bottom-left of the window.
Note: Multiple instances of Mbox Remote are allowed to run as managers, but only one manager is allowed for each
Collection. To become the manager for a specific collection, first select the Master for a Collection, then press the
Manage button.
Sets application to Manage mode
Sets application to Monitor mode
If another Mbox Remote application is set to Manage mode for a Collection that is already being managed by another
copy of Mbox Remote, a warning message will be displayed. If it is okay to assume the Content Management role,
then click the Attempt Takeover button. If not, click Cancel.
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SETTING SERVER PREFERENCES
Setting Mbox Server Preferences Remotely
If you select a server or layer on the Remote main window and then press [ P],
the Mbox Server Preferences window will open. This window allows you to
remotely set the preferences of the server: Art-Net Universe, Number of Layers,
Alignment Rectangles.
To edit a setting, click inside the box that surrounds the name of the setting. The
preference will become active so that it can be edited. Note that text values will
require pressing [enter] to accept them.
Note: Some preferences require the Mbox application to be relaunched before
they take effect. These preferences are noted by the presence of two diamonds
after the pref's name.
Example: Setting Up Alignment Rectangles Using Remote
Certain preferences have more complex settings, such as the Alignment
Rectangles configuration. (Refer to the appropriate Mbox product manual for
more information about Alignment Rectangles.)
To setup Alignment Rectangles on a server using Mbox Remote application:
Step 1. Using Remote, open Mbox Server Preferences window (for the desired
server).
Step 2. Click inside Alignment Rectangles box.
Step 3. At Alignment Rectangles edit window, press "+" button to add a rectangle or "-" to delete a rectangle. When
a rectangle is added, it will receive an index number (beginning with 0). You may have up to 256 rectangles
(0 - 255).
Step 4. Use Name field to enter a name for the rectangle.
Step 5. Use X, Y, W, and H fields to specify an origin (X, Y) and size (Width, Height) for the rectangle. Keep in mind
that the origin (0,0) of the Mbox display is the top-left corner.
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Step 6. Use Line field to enter a lineweight for the rectangle. (The default lineweight is 1.)
Step 7. Use Col (Color) pop-up to specify a color.
Step 8. Specify a Screen and Group as required.
Step 9. Press "Set" button to apply rectangle settings. If rectangles are not currently being displayed, all rectangles
in the selected group will appear briefly to show the location of the new rectangle. If rectangles are being
displayed, the new rectangle will appear and remain until the alignment rectangle display is turned off.
Server Control Commands
With a server selected in the Remote main window, there are a large number of commands in the Commands section
of the menubar that will affect that server. The following tasks are available:
+ Rescan Media - rescans Media and Models folder.
+ Update Thumbnails - scans for new content and builds thumbnails.
+ File Sharing On - turns File Sharing on.
+ File Sharing Off - turns File Sharing off.
+ Go Fullscreen - if the Mbox software is in Window mode, it will enter Fullscreen mode.
+ Exit Fullscreen - if the Mbox software is in Fullscreen mode, it will enter Window mode.
+ Relaunch Mbox - immediately quits and relaunches the Mbox software.
+ Quit Mbox - immediately quits the Mbox software.
+ Restart Computer - immediately restarts the computer.
+ Shutdown Computer - immediately shutdowns the computer.
+ Show Mbox Daemon - if the Mbox Daemon is hidden on the server, it will be unhidden.
+ Launch Mbox - launches the Mbox software. (This only works if Mbox Daemon is running.)
+ Mount Server - opens a File Sharing session with the server. (Assumes default user name and password, but will
allow substitute entry if the default is not correct.)
+ Share Screen - opens a Screen Sharing session with the server. (Assumes default user name and password, but
will allow substitute entry if the default is not correct.)
+ Make Backup - turns on the "Backup Mode" preference found in the Mbox Server Preferences window. Backup
Mode, when on, disables the output of layer sync and pixel-mapping outputs so that the server can be a hot
backup without affecting the show. (If it is necessary to take over from a failed unit, turn off Backup Mode on the
backup and turn on Backup Mode - or physically disconnect - the failed unit.)
+ Make Primary - turns off the "Backup Mode" preference.
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Timecode Window
To toggle the Timecode window on and off, press [ T] on the keyboard.
+ Source - choose the appropriate source for timecode: Generator, Audio In Left, Audio In Right, or MTC (MIDI
timecode).
+ Output - Local (internal routing only), or an active Ethernet port (for sending timecode over the network to Mbox
servers).
+ Auto-Start - enabling this will cause timecode be active as soon as the Remote application launches. Depending
on the source setting, the application will immediately begin generating or listening for external timecode.
+ Start - starts generating code from Start Time value if generator is selected, or will start listening for external code
if not.
+ Pause - pauses/resumes generating internal code or listening for external code (toggle action).
+ Start - specifies a time where the internal generator will start.
+ End - specifies a time where the internal generator will loop back to the start time.
Note: The Timecode window does not have to be visible to function. If timecode is being received, it will be shown at
the top-right of the Remote main window.
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MBOX ® REMOTE USER MANUAL
PROJECTION MAPPING
Projection Mapping is an advanced Mbox feature. If you are unsure about its operation, contact PRG support for
assistance.
Overview
The Mbox Remote application can used to configure output settings for simple keystone, warp, and multihead output.
Beyond those settings, projection surfaces (Topography files) and more complex projection mapping settings can be
created, applied, and adjusted for use with Mbox Designer and Mbox Studio only.
Compatible functionality works the same way with all three versions of Mbox, although the reduced function set in
Mbox Studio and Mbox Mini will restrict options. Configuration requires compatible versions (v3.6.1 or better) of
Mbox, Mbox Daemon, and Mbox Remote.
Important Notes:
+ Some or all of the functionality will affect or even disable the default Keystone and Camera fixture controls.
+ On your controller (console or Mbox Director), the Keystone Mode must be set to a value of 000 for any of this
functionality to work. Other values will disable the output and projection settings, and revert to the default
Keystone and Camera controls.
Getting Started
To begin with, launch all three applications. Mbox and Mbox Daemon must be running on the same computer (the
Mbox server), but Mbox Remote can be used on a second computer, if desired. In this situation, make sure that the
network settings (Management / CITP port) for the Mbox server and Mbox Daemon are set correctly to communicate
with the second computer.
To configure preferences:
Step 1. Open the Mbox Remote Preferences window by clicking the Edit Servers button on the main window or
pressing [ ,] on the keyboard.
Step 2. The Mbox server should be visible. Double-click on it to add it to the browser window. Make sure (for now)
that the "Advanced Projection Settings" checkbox is not checked. Set any other sizing or layout
preferences that you would like and press [ ,] again to close the Mbox Remote Preferences window.
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25
Step 3. Press [ P] to open the Mbox Server Preferences window and scroll down to the settings called "Output 1
Identity" and "Output 2 Identity." (You may have to click off then back on the server in the browser window
to refresh the Server Preferences window.)
Step 4. By default the Output Identity preferences will both be set to a value of "0". Do one of the following:
a. If you are only using one output from the Mbox server, you don't have to change this setting unless you
want unique Identities for all outputs in the your system.
b. If you are using both outputs, then set the preferences to unique values. You can use any number 0 thru
255. For this exercise, set the Output 1 Identity to a value of 1 and the Output 2 Identity to a value of 2.
Remember to press [return] after editing each value.
In a system with more than one (1) Mbox server, you will probably want to have unique Identities for each
output of each server.
Note: The Identity preference is also used for grouped content management. Therefore, the server identity setting
also dictates what group content the server will play when grouped content is available. (Refer to the appropriate
Mbox product manual for more information about grouped content.)
Step 5. Press [ P] again to close the Server Preferences window.
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Step 6. Press [ E] to open the Projection Editor window. At the top of the Projection Editor window, you will see
the name of the selected server and the two Identity values in parentheses - e.g. "Mbox123 (1,2)". On the
left side of the Editor window you will see a column listing the two Output Identities belonging to the
selected server. To edit the settings for an output, select the appropriate Identity in this column.
The remainder of the Projection Editor window is devoted to the area where the settings will be configured.
In Basic Mode, you will only see a tab called "Projection" on the primary level and a tab called "Output
Setup" on the secondary level. (Hereafter referred to using hierarchical notation: Projection > Output Setup.)
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Basic Mode
Setup of Output and Keystone/Warp
In Basic Mode, the first step to configuring the output is to select the number of outputs that each physical video
output on the Mbox server computer is using. Depending on the computer used, each Mbox server can have up to
two (2) physical video outputs. Through the use of multi-head adapters, each of these video outputs can be split into
up to three (3) outputs. (For this purpose, use a dual/triple head adapter product such as Matrox TripleHead2GO.)
Even if you are not using a multi-head adapter, these settings are required to configure a keystone or warp setup.
To set Output and Keystone/Warp:
Step 1. Select Identity 1 at left column of the Projection Editor window. This should correspond to the first output of
your Mbox server. With an Identity selected, all configuration changes made in the Output Setup pane will
apply only to that output of the server. The other output (if applicable - e.g., in Pan or Dual mode) must be
configured separately by selecting the other Identity.
At the bottom of the Projection Editor window, you can enter a custom name for the currently selected item.
Step 2. Click Configure button to open the Output Setup pane. This pane shows the current Screen Size
(equivalent to the FullScreen Mode resolution on the Setup tab in the Mbox software) for the physical video
output of the Mbox server. Below this you will see a box for overlap, a pop-up to select the multihead
arrangement of the output, and if the Mbox software is using a Panoramic mode, a checkbox labeled
"Combined"
Step 3. Using pop-up menu, select the number of multihead outputs that this physical video output is split to (1,
2x1, 3x1, or 2x2). If there is an overlap required, enter that value (in pixels) in the box. The "Combined"
checkbox should be checked if these outputs will be blended and overlapped with outputs from the other
physical video output of the Mbox server (in panoramic modes only). When the settings are correct, click
OK button.
Note: This explanation will proceed using a multihead 2x1 setup. Your particular system may be configured
differently.
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MBOX ® REMOTE USER MANUAL
Step 4. On the Output Setup tab, you will now see a pop-up labeled "Output 1 of 2" that allows the selection of
each multihead output for editing. Below this pop-up is a label stating the actual resolution of this output. In
a 2x1 Output setup, this will be ½ of Mbox's FullScreen Mode resolution. Below this you will see two tabs
labeled "Texture" and "Keystone/Warp." The Texture tab will be set correctly for you, but may be edited as
required to adjust image position and scale. If you set a positive overlap (you can have a negative overlap, if
desired) on the Output Setup pane, you will see information on the Vignette settings below the Texture
settings. The Keystone/Warp tab is for editing those specific attributes once they are applied.
Projection > Output Setup > Texture
The Texture settings define the manner in which the Available Texture gets applied to the physical video output to
work properly with the multi-head setup of that output. Available Texture is defined here as the result of all layers
composited together on this output of the server and will be the same size as the FullScreen Mode resolution for this
output of Mbox.
The Available Texture is force-fit (stretched or squished) to fit into the Context, therefore the Context size values have
an effect on the overall force-fit sizing of the image. By default the Context size is the same as Mbox's FullScreen
Mode resolution and the same size as the Available Texture. Note that changing the Context size width or height will
result in the Sample Origin X, Width, and Height changing values to maintain the correct aspect ratio. In general, the
Context size should not be changed, and any sizing should be handled by adjusting the Sample size.
The Sample refers to the area of the Context that is shown on the final rendering surface for this output in the multihead setup. By default, the Sample size will be equivalent to the actual output size shown below the output selector
pop-up. Depending on the output type, the Sample will be sized as follows:
+ Single Output: same size as the Context.
+ 2x1 Output: 1/2 the size of the Context.
+ 3x1 Output: 1/3 the size of the Context.
+ 2x2 Output: 1/4 the size of the Context.
As with the Context size parameters, adjusting the Sample size will affect the size of the image on screen.
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Other Texture settings are:
+ Flipped - Reverses the image (left to right) as if seen in a mirror.
+ Rotation - Sets an arbitrary rotation of the texture around the center of the topo.
+ Grid Delay - If a value greater than 0 is entered, whenever edits are made to the topo's properties, the topo's
mesh will appear for that number of seconds. (This is useful for highlighting the object being edited in order to
understand the impact of the edits.) This does not require the HUD value of 221 to be turned on, and may be
preferable, as HUD = 221 shows the mesh on all objects, rather than just the one being edited.
Note: Reducing the Sample width or height will result in the image becoming larger on the corresponding axis. This is
because less of the texture is being displayed, and since the Context has not changed size, fewer pixels will be
stretched across the same area.
When a positive overlap is entered during output configuration, the outputs will be offset accordingly to create the
necessary overlap.
The Vignette settings are used to apply a vignette (i.e. edge-blend) to each output. A vignette will be added to the
appropriate side(s) of the output by default if you enter a positive overlap value when you configure the output. Even
with no overlap or a negative overlap, you can manually add a vignette by clicking on the Options pop-up above the
column list of Identities and selecting Add Vignette.
By default, the vignette is created with the same size as the Sample. When a positive overlap is applied, each output
receives vignettes on the overlapping sides. Vignettes can be added to any side by clicking the checkbox next to
each side. Each vignette will receive a default curve of Cosine, an Amount (width in pixels) equal to the overlap width,
and a Power of 1.0.
You can view guide lines for vignettes by setting the Master HUD parameter to a value of 222 and then
performing a media rescan [ R] on the Mbox server. To disable the guide lines, set the HUD parameter to a
value other than 222 and perform another rescan.
There are three available curves: Cosine, Raised Cosine, and Linear.
+ For the Cosine and Raised Cosine curves, increasing the Power setting increases the width of the blend curve in
the direction of the center of the image.
+ For the Linear curve, increasing the Power setting compresses the blend curve towards the center of the blend
area.
Outputs that overlap each other should use the same curve type for best results.
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Projection > Output Setup > Keystone/Warp
You must create a keystone/warp setup for each output in a multihead setup. To to this, select Create Keystone/Warp
from the Options pop-up to enable Keystone or Warp functionality. The interface will default to Keystone mode.
Switch to Warp mode by clicking on the relevant radio button at the bottom of the window.
Keystone mode is shown as a 3x3 array of rectangles, with five of the rectangles having large, blue points and the
other four rectangles having small blue points. The points are a visual reference for the amount of transformation of
that area of the keystone surface. Keystone mode allows you to adjust the four corners by changing the position of
the four corner points and to adjust the linearity of the entire image by changing the position of the center point. The
smaller points will reposition themselves to remain on a straight line between adjacent corner points. You cannot edit
these intermediate points.
Click inside the rectangle that contains the area you want to adjust. The corresponding point turns yellow indicating
that you can use the mouse to click and drag to adjust the geometry. You may also use the keyboard arrow keys to
move in a more precise fashion, using the [option] key for even finer control. Note that the points can move outside of
their original rectangle in any direction, and that it is the selection of the original rectangle (their "home base") that
selects the point, rather than a selection of the point itself.
Double-clicking inside a rectangle will reset the geometry for that area of the output. Pressing the "Reset All"
button will reset all geometry.
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Warp mode is shown as a 3x3 array of rectangles, with all nine of the rectangles having a large, blue point. Warp
mode allows you to adjust the four corners by changing the position of the four corner points and to adjust the
intermediate curve using the other points. The warp is drawn as a Bezier curve between the corner points, using the
intermediate points as the third point on the curve.
CAUTION! Clicking on the Configure button and changing the output setup will reset all keystone/warp settings!
Note: Switching from one mode to the other will not affect the current settings, but if you switch from Warp mode to
Keystone mode and then adjust any point, the curves will revert to straight lines between the corner points.
You can apply a grid overlay for keystone and warp by setting the Master HUD parameter to a value of 221
and/or use the Grid Delay setting in the Output Setup. Refer back to "Projection > Output Setup > Texture" on
page 29.
To reset the Output Setup, click on the Options pop-up above the column list of Identities and select the Clear
Output Settings option. This will remove all Texture, Vignette, and Keystone/Warp settings. If you intend to use
the Advance Projection Mode, you should clear the Output Setup first.
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Multihead Setup
First, connect the multihead adapter to the computer and confirm that the computer sees the adapter and that you
are able to output the desired resolution from the desktop. If the desktop can't run at the desired resolution, then
Mbox can't either. (Some devices may need additional software to tell the computer what to do or to reprogram the
EDID in the device.)
Next, determine the resolution that needs to be sent to the multihead adapter. In the case of a dualhead adapter doing
a double 1920x1080 output, that will be 3840x1080. In Mbox, go to the Setup tab and select the "Custom" fullscreen
mode and enter 3840 in the width field and 1080 in the height field. Make sure the frequency is set to something that
the multihead adapter supports.
If all the settings are correct, Mbox will output the desired resolution. In Window mode, the window will now be the
same aspect ratio as the Fullscreen output (32:9 in the case of 3840x1080). Unless content has been specifically
created at the fullscreen resolution it will have to be scaled up to fill the entire output.
In Mbox Remote, on the Projection Editor window, select the Identity that matches the output of the Mbox server,
press the Configure button and select the Dual Head option and add an overlap (in screen pixels).
The Projection Editor window will now show the
settings for Output 1 of 2 (the left side) or Output 2
of 2 (the right side) depending on the selection in
the pop-up. Note that the size of each output is the
same and that both share the same sized Context
and Sample Width and Height. But note that each
output has a unique Origin X. This is so that the
image is located properly, both for the left and right
halves of the image, but also for the overlap
between the two outputs. Also, if you entered an
overlap, a vignette will have been created with an
amount on both halves equal to the overlap
amount.
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At this point, the settings can be adjusted to affect the overlap between the two halves, the blend, the aspect ratio,
and the orientation. A keystone or warp may be added as described in the previous section (refer to page 31).
To reset the settings, you can either press the Configure button again and enter some other multihead and overlap
settings, or return to the Options pop-up and select Clear Output Settings.
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Advanced Mode (Mbox Designer/Studio Only)
Advanced Projection Setup
The Advanced Projection mode is enabled by checking the checkbox in the Mbox Remote Preferences window.
(Open the Remote Preferences window by clicking the Edit Servers button on the main window or pressing [ ,] on
the keyboard.)
Projection > Output Setup
In Advanced Projection mode, the Output Setup tab is the same except for the addition of a field for entering a model
(i.e. object) file for use as the keystone rendering surface. The model used must be compatible with Mbox (obj, topo,
svg) and must be placed within the standard Mbox/Models folder's 8-bit structure. The model is selected by typing
the 8-bit folder and file index numbers in to the field (e.g. 005.023) and pressing the [return] key.
Note: Different models can be selected for each output of a multihead configuration.
Selecting a model as the keystone surface will immediately disable any keystone or warp settings that have been
used. To return to the keystone/warp settings, delete the model index number from the field and press [return].
CAUTION! Using the features of the Output Setup tab will also override or disable some or all of the features of the
Projection > Drawing Setup and Projection > Camera Setup tabs. To use the features on these tabs properly, you
must remove the basic output settings by selecting Clear Output Settings from the Options pop-up while the
Projection > Output Setup tab is selected.
Projection > Drawing Setup
The Drawing Setup tab allows you to configure which on-screen elements will be rendered using the perspective of
the active camera for that output, and if models will be used for creating shuttering or keystone rendering.
Click the appropriate checkbox to enable perspective rendering for each element: Objects (obj, topo, svg), Shutters
(when a shutter model index number is entered), and the keystone surface (when a keystone model index number is
entered).
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CAUTION! Models created by external 3D modelling applications may not be appropriate for use as shutters or as
keystone rendering surfaces. Great care must be taken in UV mapping such objects when they are created. This
functionality is best matched with the simpler Topography (topo) objects created by the Mbox system.
If you are using model files on individual playback layers within Mbox as a tool for projection mapping, it is not
recommended that you also try to use a keystone model. As a general rule of thumb you will probably never
have the Objects and Keystone checkboxes checked at the same time.
Projection > Camera Setup
The Camera Setup tab allows you to add and configure a camera whose perspective will be used to render the 3D
entities selected on the Drawing Setup tab. This camera uses a true, accurate coordinate space for its position, the
point that it is looking at, and other adjustable parameters.
The camera's Eye Position and Look At coordinate are entered in generic real-world units (e.g. inches, feet,
millimeters, or meters) that must be matched to the measurement scale used when creating objects within your 3D
modeling application. For example, if your show requires projection upon a cube that is 1 meter on each edge, you
could create that cube as one unit on each edge within your 3D modeling application. In which case you would use
meters as your unit of scale when entering values on the Camera Setup tab. If you made your cube 1000 units on
each edge (as if using millimeters), then you would need to use millimeters as your unit of measure on the Camera
Setup tab.
When setting up a projection mapping system and the objects used, you must also consider the 3D coordinate origin
for your system. This should be a real-world reference point that you can mark and measure from when you are
physically setting up the objects and projector in the performance venue. Objects created for use in this system must
also be created with this origin in mind; without additional manipulation they will appear in space.
Note: Measurements use decimal notation with an accuracy of three decimal places. It is recommended that you use
a measurement scale appropriate to realistic numbers. Therefore, large projection mapping setups should not be
scaled in small units of measure like millimeters or inches.
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Camera Control Descriptions:
+ Orthogonal checkbox: disables perspective rendering and forces camera position to center. Used for flattening
view, affects aspect and texture mapping on 3D objects.
+ Bearing: camera's horizontal angular offset from the Z axis.
+ Distance: camera's horizontal distance from the origin.
+ Eye Position: camera location.
- X: camera's distance from the origin along the X axis.
- Y: camera's distance from the origin along the Y axis.
- Z: camera's distance from the origin along the Z axis.
+ Link Eye Position & Look At Point checkbox: links Eye Position and Look At X and Y parameters to allow easy
lateral shifting of the image.
+ Look At Point: focus point (along a line through the center of the lens) for the camera.
- X: look at point's distance from the origin along the X axis.
- Y: look at point's distance from the origin along the Y axis.
- Z: look at point's distance from the origin along the Z axis.
+ Lens Adjust: adjustments to correct the effects of lens zoom or distortion in the output device (typically a
projector).
- Aspect: widens or narrows the image to correct for aspect changes between output and projector's native
resolution.
- FOV: adjusts Field of View to match lens angle of camera to that of the projector.
- Roll: rotates the camera around the axis drawn through the lens to the Look At Point.
- Shear X: applies a horizontal rotation to the camera while maintaining both Eye Position and Look At Point.
Used to correct the effects of lens shift or keystoning.
- Shear Y: applies a vertical rotation to the camera while maintaining both Eye Position and Look At Point. Used
to correct the effects of lens shift or keystoning.
+ Image Shift
- X: moves entire image horizontally without affecting perspective.
- Y: moves entire image vertically without affecting perspective.
Eye Position, Look At Point, and if known, FOV, can be entered in advance from known measurements to set
up projection mapping. Other parameters like Aspect, Roll, or Shear may need to be adjusted manually to
correct minor issues with perspective or line-up.
Topography
Mbox's Topography files (topo objects) are 3D objects constructed programmatically within the Mbox and Mbox
Remote interactions. Topo objects are intended primarily as projection surfaces to be used for projection mapping.
Because they can be created in Remote, there is no need for an external modeling application. UV mapping (texturing)
coordinates are also created and manipulated. There are several topo object types to choose from. Topo object can
be resized, positioned, rotated, and curved as required to create the correct projection surface.
Topo objects (with the exception of the Pixel Rect) use units of measure equivalent to the units of measure used for
the Camera positioning. Therefore, if you are using meters for measurement in the projector locations in your venue,
any projection objects should be measured in meters as well and their respective topo objects created with
dimensions in meters.
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The initial step in using topo file is to create the base object. With the Topography > Geometry or Topography >
Texture tabs selected, select New Topography… from the Options pop-up. In the window that appears, there are five
settings to configure for the new topo file.
+ Folder.File: 8-bit index number for the topo object file that you are creating. This must be a unique index that does
not currently exist. If the index already exists, the topo item will not be created (currently there is no error message
to indicate this). Entry must be formatted with the period between the two numbers. Note: For Mbox Studio, the
folder number MUST be 0 as only one folder (256 possible objects) is allowed.
+ Group: 8-bit number for the group this topo file should belong to. If this topo file is to be used on all servers, do
not enter a group number. (Refer to the appropriate Mbox product manual for more information about grouped
content.)
+ Type pop-up: selection of one of seven different types of topo files.
- Rectangle: rectangular shape with no thickness.
- Disc: round shape with no thickness.
- Cylinder: rectangular shape that can be bent into a cylindrical shape.
- Alias: reference to another topo file that can be used to apply different ModelInfo data to an identical physical
shape.
- Multi-model: collection of object files (obj, topo, svg) that can be used together on one layer. (Mbox Designer
only.)
- Mesh: rectangular shape with no thickness and adjustable grid divisions for enhanced warping control.
- Sphere: spherical shape with adjustable curvature.
- Pixel Rect: rectangular shape with no thickness. The Pixel Rect's dimensions are translated to actual pixel
count.
+ Mesh dimensions: horizontal X vertical divisions for the mesh.
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Topography > Geometry
The Geometry tab allows you to define the position, rotation, size, and curvature of the selected topo file.
+ Origin: anchor point for the topo object's position coordinates.
+ Position: object's home position in 3D space.
+ Size: object's size. W refers to width, D refers to depth, T refers to thickness. The different topo objects make
different use of the three dimensions depending on their geometry. (Note: the T setting is not used for Meshes and
Pixel Rects.)
+ Rotation: object's rotation around global X/Y/Z axes.
+ Curve (Bottom/Top): specific to rectangles. Curve refers to the curvature of two distinct edges of a rectangle. Top
and Bottom refer those edges of the rectangle when the Vertical checkbox is checked.
+ Curve (Arc/Angle): specific to discs and cylinders. Arc refers to the coverage of the object in degrees (e.g., 180° is
half a disc/cylinder, 360° is a fully closed disc/cylinder). Angle refers to the rotation of the disc/cylinder around its
axis.
+ Hole: specific to discs. The Hole parameter is used to create a hole (like a donut hole) in the center of the disc.
The value entered is expressed as a percentage - i.e., the hole's diameter as a percentage of the disc's diameter with 0.5 being 50%, etc.
+ Lune (Arc/Angle): specific to spheres. Lune refers to the curvature arc and coverage along the horizontal axis. i.e.
as around the equator.
+ Zone (Arc/Angle): specific to spheres. Zone refers to the curvature arc and coverage along the vertical axis. i.e. as
around a line of longitude.
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Topography > Texture
The Texture tab allows you to define how a texture will be applied to the topo object. Generally topo objects are
created for specific texture sizes (movie or still image content). Different-sized content can be applied to topo files, but
some amount of scale, aspect, and position adjustment may be required to properly fit such content on a topo file
with mismatched texture settings.
The settings on this tab are virtually identical to the texture and vignette settings used in the Projection > Output
Setup > Texture tab (refer to page 29 for details). In this case the available texture is the content selected for use on
the layer that is using the topo object. By default, content is stretched or squished to fit both the size and aspect ratio
of the topo file. Content is cropped to the edge of the topo file.
Topography > ModelInfo > Properties
ModelInfo settings for a topo file are used to define core functions of how the topo object reacts to layer scaling and
positioning, UV mapping, external Art-Net control (e.g. for remote control of positioning), and keystone/warp.
The Properties tab has four settings.
+ Fixed Position checkbox: causes the object's position and scale to be disconnected from Art-Net control. These
Art-Net controlled parameters will now control the texture position and size on the object instead. Object position
and scale may still be adjusted using the Projection Editor. Projection mapping will not be accurate unless the
models have the fixed position checkbox checked!
+ Emissive checkbox: causes the object to be fully lit. Overrides Art-Net controlled Ambient and Spot lighting
fixtures.
+ Mask File: 8-bit index number for folder.file of vignette of PNG files to be used as a mask on the object. Files will
be force-fit onto the object based on the object's size not the size of the mask. [Tip: Masks should typically only
be used on topo or svg files as the result of applying a mask to an object with more than one face may be
undesirable unless great care is taken with the mask.]
+ Face Cull pop-up: selects which faces of the object are not drawn. You can choose not to render the front or rear
faces of an obj file.
Topography > ModelInfo > Tex Camera
The Tex Camera tab allows you to create a custom UV map for the topo file based on a specific viewing location
unique to that topo file. This viewing location can be different from the viewing position implied by the UV map
settings in the original file. The Tex Camera causes Mbox to apply the texture to the topo object in a manner that
allows the image to appear undistorted from a specific viewpoint - by default topo objects are UV mapped in a "flat
map" manner where the optimal viewing position is perpendicular to the origin of the topo object.
This tab uses the same setup procedure and settings as the Projection > Camera Setup tab. Refer to page 36 for
details.
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Topography > ModelInfo > Controls (Mbox Designer Only)
ModelInfo controls can be added to an object to allow additional Art-Net patched into the Mbox server to modify four
aspects of the object - position, rotation, texture position, and opacity. Controls should be added with care and may
require consultation with a PRG Mbox specialist before use.
To add a control, click on the [+] button. To remove the currently selected control, click on the [-] button. If more than
one control exists, use the up/down arrows or Control pop-up to toggle between the controls. Next, use the Source
pop-up to select the type of control data being received - Constant, DMX (Art-Net), or SADI.
+ Constant - offset values set on the Controls tab will affect the parameter, but there is no external control.
+ DMX - additional Art-Net can be patched to the Mbox server to control the parameter.
+ SADI - reserved (i.e. DO NOT USE)
Constant controls can be used to make adjustments to an object or the texture on the object without affecting the
Geometry or Texture settings of the original file. Using controls with additional Art-Net is where the power and
flexibility lies. When you select DMX as the source for data, additional settings will be available for setup.
+ Data Type - refers to the format of the incoming ArtNet data.
- u8 - unsigned 8-bit integer, 0-255 with a default of 0.
- o8 - offset 8-bit integer, 0-255 with a default of 127.
- s8 - signed 8-bit integer, -128 - 127
- u16 - unsigned 16-bit integer, 0-65535 with a default of 0.
- o16 - offset 16-bit integer, 0-65535 with a default of 32767.
- s16 - signed 16-bit integer, -32768 - 32767
- s32 - signed 32-bit integer, -2,147,483,648 - 2,147,483,647
+ Univ - Art-Net Universe (0 - 255).
+ Address - start address for this control, within the selected universe (1 - 512).
+ Stride - if this control is to be repeated for each patched layer of Mbox, the Stride parameter sets the offset per
layer for the control. For Example: If your server has eight different 8-bit controls, each using one channel of data,
then your Stride should use a value of 8. Without a Stride setting, the control will affect all layers at the same time.
+ Min - sets a minimum value for the control using the scale of the selected Data Type.
+ Max - sets a maximum value for the control using the scale of the selected Data Type.
The most common Data Types are the u8, o8, u16, and o16. These types are easily created by any external ArtNet
source and the ranges work well for manual or automated control of any of the selectable parameters (see below). The
signed integer types are typically reserved for data coming from a scenic system as require additional data conversion
that is not available from normal Art-Net sources.
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The Control Parameter refers the property of the layer that the control will affect.
+ Position - position of the object in 3D (X/Y/Z) coordinates
+ Rotation - rotation of the object in 3D (X/Y/Z) coordinates
+ Texposition - position of the texture on the object in 2d (X/Y) coordinates
+ Opacity - transparency of the object
Position, Rotation, and Texposition are well suited for unsigned or offset 8, 16, or even 32-bit controls. Opacity is best
suited for an unsigned 8-bit control.
The remaining settings on the Controls tab configure the direction and scaling factor between the control and the
incoming data source.
+ Travel -range of travel that you want the object to attain. The Travel setting should be entered in the unit scale of
the control type and the object type.
- Position is entered in the same units of measurement used for the topo file's geometry settings. This is typically
the real-world measurement as used for object and projector positioning. However in the case of Pixel Rects
this would be pixels.
- Rotation is entered in degrees.
- Texposition is entered in pixels.
- Opacity is a value between 0.0 (fully transparent) and 1.0 (fully opaque).
+ Counts -number of steps of incoming data that equal the Travel setting's value. For Example: Using an unsigned
8-bit (u8) parameter with a range of 0-255, if you want your topo object to move 2 meters across the range of 0255, you would enter a Travel of 2.0, and Counts of 255.
+ Vector (X/Y/Z) - direction of travel described as a directional vector -1.0 - 1.0. X is left<->right, Y is up<->down, Z
is towards<->away. Positive values would cause movement to the positive side of each axis - right, up, towards.
Negative values cause movement to the negative side - left, down, away. For the most flexibility you may add a
position control for each axis, setting each with a single vector. For "diagonal" vectors, a combination of vector
values must be entered. [Tip: to reverse the direction of motion for any incoming value, flip the sign on the
appropriate vector.] [Warning: you must have a non-zero vector value in at least one direction to allow controls to
work!]
+ Origin (X/Y/Z) - the origin point of position adjustment. This is analogous to entering an offset for object
positioning
Topography > ModelInfo > Keystone/Warp
A keystone/warp can be added to topography files. Refer to "Projection > Output Setup > Keystone/Warp" on
page 31 for information on how to create and configure a keystone or warp for a topo object.
Topography > Multi Model (Mbox Designer Only)
As discussed in the Topography > Geometry section, Remote allows you to create a Multi Model, which is a collection
of more than one object file. A Multi Model allows you to use more than one object on a layer, with each object having
its own properties. The Multi Model tab is where you designate the object files (in Folder.File syntax) that belong to the
Multi Model.
Double-click on the empty grey field to enter editing mode, type in the object's index and press the [return] key.
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ModelInfo
In addition to being able to affect the modelinfo properties of Mbox-created topo objects, Remote also allows you to
add modelinfo properties to existing object files (obj, svg). This functionality provides the means to set fixed and
emissive properties, override UV mapping, add controls, and apply a keystone/warp.
ModelInfo > Properties
Refer to "Topography > ModelInfo > Properties" on page 40 for information.
ModelInfo > Tex Camera
Refer to "Topography > ModelInfo > Tex Camera" on page 40 for information.
ModelInfo > Controls
Refer to "Topography > ModelInfo > Controls (Mbox Designer Only)" on page 41 for information.
ModelInfo > Keystone/Warp
Refer to "Projection > Output Setup > Keystone/Warp" on page 31 for information.
Note: Keystone and warp changes can only be made to obj files, and not to svg files. Changes are not made
immediately; you must perform a media rescan in Mbox for the changes to take effect.
Vignette
The Vignette tab provides the controls to create custom rectilinear edge masking that can be used on any object.
Refer to "Projection > Output Setup" on page 35 for more information on the adjustment of vignette settings.
Vignettes created here can use any arbitrary size. The blend amount is reconfigured automatically when the size is
changed. Therefore on screen, there is little or no visual difference between a size of 100 x 100 with an amount of 5.0
and a size of 1 x 1 with a size of 0.05.
Vignettes are created as .vign files inside the /Mbox/Media folder's folder.file 8-bit structure.
Model (Object) Creation Guidelines
Recommendations for Model (object) creation for use with the Mbox projection mapping features.
.noscale compile switch
When using obj files for projection mapping with Mbox, it is absolutely necessary that you apply the .noscale filename
"switch." The .noscale switch will force the object to appear at the designed scale rather than being rescaled
(normalized) by Mbox when it is precompiled. To apply the .noscale switch, add ".noscale" to the object's file name,
before the file extension.
001.MyObject.obj becomes 001.MyObject.noscale.obj
obj & topo, but not kmz
Obj and topo files are recommended for use with projection mapping functionality. While Mbox can use kmz files for
basic 3D objects, they are not recommended for use with projection mapping.
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svg/svge
Mbox can use svg files for projection mapping, but topo files are far more useful and flexible. [Note: to work with the
thumbnail generator for Mbox, the svg file extension must be changed to "svge".]
axes - Mbox XYZ different to modeling apps' XYZ!!
Mbox labels its 3D axes differently that most 3D modeling applications. Mbox uses a front view version of the axes
and most modeling applications use a top view version.
In Mbox:
+ X axis is left<->right, left is negative and right is positive
+ Y axis is down<->up, down is negative and up is positive
+ Z axis is away from<->towards from the viewer, away from is negative and towards is positive
3D Modeling Application (Blender)
Mbox
Most 3D modeling applications swap the Y and Z axes when compared to Mbox. The Y axis now being the towards
<-> away and the Z axis being up <-> down.
When exporting obj files from your modeling application for use in Mbox, make sure to swap the appropriate axes to
ensure the model appears with the correct orientation within the Mbox 3D environment.
unit scale
While many 3D modeling applications allow you to create objects using real-world units such as feet or meters, the
obj file format does not support specific units of measure. Therefore a cube that sides that are 1 meter square, will
typically export as an obj with sides that are 1 unit square. The same cube could also be designed with sides being
3.3 feet square in the modeling application, which would then export as an obj with sides that are 3.3 units square.
While these two objects may appear to be the same size within the original 3D modeling application, they will not be
the same size when used within Mbox.
texturing (uv map)
When obj files are used by Mbox, they must have some form of UV mapping created by the originating 3D modeling
application. Mbox cannot create UV mapping from scratch on obj files. The UV mapping created by the modeling
application will generate texture coordinates for any texture (movie or still image) file applied to the object within
Mbox. Typically UV mapping is very specific to the geometry of the object and the desired look of the object. Mbox is
able to adjust the UV mapping of the object allow for correct texturing from differing viewpoints. Mbox can also
override existing UV mapping using a Tex Camera.
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PIXEL MAPPING
Overview
What is Pixel Mapping?
Pixel Mapping is a feature that allows mapping of specific functions of sACN, Color Kinetics KiNET, or Art-Netcontrolled fixtures (RGB, Intensity, CMY, etc.) to each of the pixels in Mbox’s composite video image. Pixel mapping
data is generated from the onscreen imagery of the server and may be output from one or more Ethernet interfaces of
the Mbox computer. While pixel mapping, Mbox retains the normal video output so a video signal can still be sent to a
display device.
Pixel mapping data is typically used to apply color to LED or moving light fixtures by taking color info from a video
source rather than programming the fixtures as discrete light sources using a lighting console.
What Can Be Mapped?
Pixels from the Mbox final composite rendering surface (pre-keystone/warp) can be mapped. These pixels can be
sampled (individually or in averaged, rectangular groups) to determine an average RGB value for the sample. The RGB
value can then be used as-is (RGB) or converted to a different color format (CMY, Intensity, etc.) and output as one of
four different entertainment protocols.
Depending on which Mbox output mode is used, the following screens can be mapped:
+ Single Output mode - the entire screen can be mapped.
+ Panoramic Wide and Panoramic Dual modes - the entire width of the two screens can be mapped. *
+ Dual Independent mode - only first screen (Output1) can be mapped.
* It is not recommended to use pixel mapping with Panoramic modes if you have an overlap.
How is the Pixel Map Output?
Data is output from the Mbox server as an Ethernet signal using one of four different entertainment protocols: Art-Net,
sACN, KiNET Portout, or KiNET DMXout. The Mbox computer’s Ethernet interfaces must be configured correctly to
talk to the attached equipment.
When pixel mapping, it is typically advisable to use one or more additional Ethernet interfaces on the computer to
output the pixel mapping data. If the control input and the pixel mapping output share a single Ethernet interface, the
volume of network traffic generated by complex pixel mapping configurations can affect the reception of control data.
This problem is far more prevalent when using Art-Net (versus sACN or KiNET) since it is typically broadcast.
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Ethernet Interface Guidelines
If you need to use two different ports for Art-Net input and pixel mapping output, you will need to set up the Ethernet
ports of your computer properly.
+ If you are receiving one protocol for control input and output a different protocol for pixel mapping output, you will
almost certainly use two separate Ethernet ports, as the different protocols use different subnets.
+ If you are outputting more than one protocol for pixel mapping output, you may need to use different Ethernet
ports for each protocol.
Knowledge of IP addressing and subnetting practices is required to set up a proper pixel mapping configuration. (For
more detailed information, refer to "Appendix A. Networking For Mbox" on page 102.) Network settings can be
changed from the Mac’s Network preferences window. The following guidelines assume that your computer's first
Ethernet interface is set to receive Art-Net to control Mbox and you are using a second Ethernet interface to output
pixel mapping data.
+ Art-Net is typically sent to the broadcast destination IP address for the local network being used. For Art-Net this
destination address is usually 2.255.255.255. Art-Net can also be unicast (sent to specific IP addresses).
+ KiNET (Portout & DMXout) devices have user-configurable IP addresses. One of the computer's Ethernet ports
will need to be configured to use the same subnet as the KiNET devices you want to control. Destination IP
addresses for KiNET are always unicast.
+ If your computer uses an overlapping or ambiguous IP/subnet scheme for one or more Ethernet ports, then your
pixel mapping output may not be routed from the correct Ethernet interface on your computer. This will result in
the pixel mapped fixtures not working properly or at all. You must ensure that the computer’s ports have settings
that allow Mbox to send the data from the correct interface.
+ You must coordinate the IP/subnet of the pixel mapping output interface to be compatible with the destination IP
address(es) entered on the Destination tab of the pixel mapping editor in Mbox Remote (refer to "Appendix A.
Networking For Mbox" on page 102.). If a destination uses an IP address that the computer’s Ethernet ports
cannot communicate with, then that destination’s data will not be output.
+ Mbox pixel mapping output is structured using Universes for Art-Net and sACN. For KiNET output, Mbox uses
Devices (DMXout) or Devices and Ports (PORTout)
+ For Art-Net, the universes are numbered 0-255, with each universe having a total of 512 addresses.
+ For sACN, the universes are numbered 1 - 63,999, with each universe having a total of 512 addresses.
+ For KiNET DMXout, the device may have a number 1 - 65,535, with each device having a total of 512 addresses.
[Note that DMXout power supplies can have either one or two ports, but the ports are not addressable as with
PORTout.]
+ For KiNET PORTout, the device may have a number 1 - 65,535, with each device having up to 16 physical ports,
and each port having a total of 512 addresses. PORTout destinations use the following notation in the fixture
patch editor: “device #.port #”
Protocols
As part of the pixel mapping process, RGB data is sampled, averaged, converted, and then output. The data leaves
the Mbox server computer as an Ethernet signal using one of four protocols: Art-Net, sACN, KiNET Portout, or KiNET
DMXout. The operational principles of each protocol within Mbox is discussed in the sections below. (For more
detailed information about these protocols, refer to "Appendix A. Networking For Mbox" on page 102.)
Note: Because some equipment cannot receive Ethernet control protocol, other conversion devices may be required
to convert the data into other protocols (for example, DMX).
Art-Net - Art-Net can be broadcast or unicast. By default, Mbox will use ArtPOLL to set up automatic unicasting to
compliant devices. The ArtPOLL functionality can be disabled if necessary (e.g., when using both ArtPOLL compliant
and non-compliant devices that need to receive the same universe). Art-Net has no priority structure and up to 256
universes available.
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sACN - sACN is multicast by default in order to reduce bandwidth (though it can be broadcast or unicast). Up to
63,999 universes are available, with each universe having a priority value to allow devices to receive multiple
universes of the same number and use the one deemed most important.
Guidelines:
+ Mbox supports a single, global priority setting for all pixel mapping output via sACN. The value can be changed in
the Source settings for each pixel mapping configuration.
+ The priority value can be between 0 and 200, with 100 being the default.
KiNET - KiNET is unicast and specific to Color Kinetics power supplies only. Due to the unicast nature of this protocol,
universes aren’t used. In this case, data is sent to a specific device or a specific port on a specific device.
Ethernet interfaces on both the Mbox server computer and the receiving device must be set up correctly for the
desired protocol to 1) leave the Mbox, and 2) pass through the physical network (cables and switches), and 3) be
received by the device on the other end.
Guidelines:
+ Both transmitter and receiver must be on the same subnet. (Refer to "Appendix A. Networking For Mbox" on
page 102 for more information regarding the setup of an IP address and subnet.)
+ Switchgear in between may require some or all of the following features to pass the data:
- Allow broadcasts (broadcast storm control off).
- Allow multicast (multicast aware).
- Ability to disable IGMP snooping.
- VLANs, if desirable, to segregate different data types.
Fixture Profile Model
The fixture reference model used with Mbox pixel mapping allows for rapid global changes to all patched fixtures of
one type. (This concept is similar to the reference models used by lighting consoles for fixture profiles and presets.)
Mbox provides built-in fixture profiles, as well as the ability to create custom fixture profiles.
File Structure
Mbox and Mbox Remote v3.9 still use Property List files for saving data, but instead of the .plist file extension used
with v3.8 and earlier, Mbox 3.9 uses a .pmap file extension. The .pmap files can be uncompressed or compressed.
While the uncompressed files can be read by Apple’s Property List Editor application (and others such as Xcode,
PrefSetter, Plist Pro, etc.), the compressed files can only be read by Mbox and Mbox Remote.
Pixel mapping files must be placed in the /Mbox/PixelMapping folder for Mbox to use them, or for live editing from
Mbox Remote. For offline editing with Mbox Remote, the files can be stored anywhere.
As of Mbox 3.9, pixel mapping files must be given an 8-bit index prefix. The index ensures that the files can be synced
using the Content Management features, and also that they can be switched on the fly without reconfiguring the
server or leaving Fullscreen mode (using Mbox Remote, Director, or a lighting console).
Pixel mapping files can also be imported or exported in a comma separated values format (csv).
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Compatibility Between Mbox Versions
All versions of Mbox software (Designer, Studio, and Mini) use the same configuration files for pixel mapping. While
each version has a different maximum number of pixels (none, 6144, and 3072 respectively), there are no other
restrictions or differences between the functionality of Mbox software versions.
Pixel mapping (.pmap) files created by Mbox 3.9 are not compatible with older versions of Mbox software. However,
Mbox 3.9 supports the import of .plist files created by prior versions of Mbox. In this case, old profiles and fixtures will
be upgraded to the new format. The imported fixtures will appear as if every parameter is overridden, since the old
.plist files had no concept of profile reference (which will be explained later in this manual).
Syncing Between Servers
Pixel mapping files can be synced between servers using the Content Management features. To do this, ensure that
the pixel mapping files are placed in the /Mbox/PixelMapping folder.
Refer to "Content Management" on page 11 for more information about this feature.
Pixel Mapping Files
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Enabling Mbox Pixel Mapping
To enable pixel mapping, the Pixel Map Enable checkbox must be checked in the Mbox Setup window. Checking this
box enables the processing of pixel mapping patches and the resulting output.
When Pixel Mapping is enabled in the Setup window, the Mbox Master Control parameter can be used to enable/
disable overall pixel mapping output, and to enable/disable the pixel mapping mask feature. Master Control
parameter settings are as follows:
+ 244 = enable pixel mapping output
+ 245 = disable pixel mapping output
+ 246 = disable mask feature
+ 247 = enable mask feature
Note: For more information about the Master fixture, refer to the appropriate Mbox software user manual (Designer,
Studio, or Mini).
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Getting Started
Pixel Map Tab
Pixel maps are created using the controls available in the Mbox Remote Pixel Map tab. The example below illustrates
a basic pixel map configuration:
Pixel Map
File Name
Session Type
Selector (Gear Icon)
Servers List
Session Type Indicator
Source and Context Configuration Tabs
Grid
Controls
Context Grid
Pixel Map Tab
Options
(for selected Source/Context)
Mini Map
Fixture, Group,
and Destination Information
Fixture placement, addressing,
and testing controls
Table area for data
viewing and editing
The grid area is the pixel mapping context. This is where fixtures can be arranged in order to assign their pixels to
various areas of the screen image. The grid lines are colored white every tenth division. The fixture table to the right of
the grid shows fixture patch and destination information. Fixtures can be selected on either the grid or in the table
(they will become highlighted in both places). Other controls allow auto-addressing and testing fixtures.
Pixel Map Menu
The Mbox Remote application’s Pixel Map menu can be used in combination
with the Pixel Map interface window. Many of the options provide an
alternate method for the same functionality available in the window (via
buttons and pop-up menus), however, a few such as New Pix-Map File,
Open, and Save and Save As are intended for use with files offline. Refer to
"Offline" on page 52.
The Import/Export option is covered in detail at the end of this document.
Refer to "Import/Export" on page 99.
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Session Types
When working with pixel mapping configuration files, there are three different "session" types: Offline, Live Editing,
and Test Only. The session type will be Offline unless either Live Editing or Test Only is chosen from the Pixel Mapping
Session menu available by clicking on the gear icon next to the Session Type Indicator. The indicator text will display
the current status (Offline, Live Editing, or Test Only), as applicable.
Gear Icon
Session Type
Indicator
+ Offline - allows pixel mapping configuration files to be created and edited without running Mbox software or being
connected to an Mbox server. Refer to "Offline" on page 52 for more information.
+ Live Editing - allows pixel mapping configuration files to be created and edited while the Mbox Remote
application is connected to an Mbox server. Refer to "Live Editing" on page 53 for more information.
+ Test Only - allows pixel mapping fixtures to be tested while locking out changes to the configuration. Refer to
"Testing" on page 97 for more information.
+ Begin Live/Test session for Mbox - click to begin the session. (This will either be "Live Editing" or "Test Only"
depending on which type of session is currently selected.)
+ Mount Mbox Volume - remote volumes (hard drives on remote Mbox servers) can be mounted on the computer
running Mbox Remote so that files on that computer may be edited and saved in an offline session.
+ Edit .pmap file using external editor - allows the current pixel mapping file to be edited in an external application.
+ Reveal in Finder - shows the current pixel mapping (.pmap) file in the Mac Finder.
+ Advanced - advanced options for selecting editing applications:
- Edit .pmap file using text editor - opens the current pixel mapping file using the default text editor application
on the computer (for example, TextEdit).
- Compress .pmap files - allows the use of compressed .pmap files instead of standard XML. Enabling
compression helps reduce the transfer time of very large pixel mapping configuration files from Remote to
Mbox during a live editing session. (Keep in mind that compressed files can only be opened by Mbox or
Remote, and not by a text editing application or a plist editing application.)
- When using Finder, open .pmap with external editor or Mbox Remote - selects what application opens the
.pmap file when it’s double-clicked in the Mac Finder. (A multiple selection is allowed.)
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Offline
Offline editing allows pixel mapping configuration files to be created and edited without running Mbox software. In this
case, a new or existing pixel mapping configuration file (.pmap) can be opened on the computer that is running Mbox
Remote. This mode is useful for creating a configuration in advance without the need for an Mbox server (or license).
Guidelines:
+ The .pmap file to be opened can be local or on any network-connected drive.
+ Changes to the file may be saved locally or to any network-connected drive. (Saving must be done manually
using the Pixel Map menu, since it is not automatic.)
+ When making changes with offline editing, the changes will not be immediately apparent on an Mbox server, even
if it is networked to the Mbox Remote computer and the configuration file is stored on the Mbox in the proper
location.
+ Content can be manually rescanned on an Mbox server by pressing [ R]. This will reload the current pixel
mapping configuration from disk. If changes have been made using the offline editing and these changes have
been saved, then these changes will be applied.
To create a new pixel mapping file on a local computer or network drive:
Step 1. At Pixel Map menu, select New Pix-Map File.
Step 2. At Save As dialog, enter a file name and choose a location to save.
Step 3. Click Save.
To open a pixel mapping file:
Step 1. At Pixel Map menu, select Open.
Step 2. Using Finder, locate and open required file.
The Save and Save As options can also be used with the local or network file.
CAUTION! Before using the pixel mapping configuration file with an Mbox server, the file must be copied to the
correct folder on the Mbox server. Refer to "Copy To Mbox" on page 56.
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Live Editing
The Live Editing session allows pixel mapping configuration files to be created and edited while the Mbox Remote
application is connected to an Mbox server. In this case, changes made to the file have an immediate effect on the
output of the Mbox’s pixel mapping engine. This mode is useful so that the configuration can be tested and adjusted
without having to go back and forth between offline editing and live playback to view the results.
To operate in Live Editing mode, a server must be selected from the server list at the left side of the window and an
Mbox application itself must be running (Mbox Designer, Mbox Studio, or Mbox Mini) along with Mbox Daemon.
Selected Server
Guidelines:
+ During a Live Editing session, the current, active .pmap file is loaded into the editor.
+ Changes may be made to the file, or fixtures may be tested, with the changes having immediate effect on the
output of the Mbox pixel mapping engine.
+ The edited file does not need to be saved on the connected Mbox, but may be saved locally for backup.
CAUTION! No manual rescan on the Mbox server is needed, but live changes do cause a slight pause in playback.
Therefore, it is not recommended to make live updates during a show.
To begin a Live Editing Session and create a new file:
Step 1. At Servers list, select required server.
Step 2. Click gear icon and select Begin Live Editing session for...
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Step 3. At Begin Session window, click Create New button.
Step 4. At Save dialog, enter a file name and choose a location to save.
Step 5. Click Save.
Step 6. At Begin Session window, click Begin Session. (Once the file is created, the button will no longer be grayed
out.)
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To begin a live editing session and choose a different file:
In this step-by-step example, a pixel mapping file different than the one Mbox is currently using has been edited in
Offline mode. Changes to the file have not been saved.
Step 1. At Servers list, select required server.
Step 2. Click gear icon and select Begin Live Editing session for...
Step 3. At Begin Session window, save or discard changes to current file by clicking either Discard Changes, Save,
or Save As at left side of window. If saving, follow Save dialogs to save file.
Step 4. At "Begin Session" section of window, choose a new pixel mapping file using the File pop-up menu.
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Step 5. Once selected, the file will be displayed in the window. Click Begin Session to begin live editing.
Copy To Mbox
If the current pixel mapping configuration file does not reside on the Mbox server when starting a Live Editing session,
the file can be copied to the Mbox server using the Begin Session / Currently Editing window.
Step 1. At Servers list, select server where file will be copied.
Step 2. Click gear icon and select Begin Live Editing session for...
Step 3. At Begin Session window, click Copy to Mbox button. (This button will only be available if the pixel
mapping file is not on the Mbox server. Otherwise it will read: Save to Mbox.)
Step 4. At Save window, click Save. (The correct folder on the Mbox will be automatically chosen.)
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Source
The "source" is the surface from which pixel data can be sampled to create a pixel map output. In this case, the
source is the final, composited rendering surface of the Mbox server. Note that this surface will not be affected by the
overall keystone and warp functionality.
The size of the source is based on the rendering surface used, which is different depending on the operating mode:
+ Single Output mode - rendering surface is the one output.
+ Panoramic modes - rendering surface is the combination of both outputs; overlap area is not repeated.
+ Dual Independent mode - rendering surface is Output 1 only.
The source is configured using the Source controls in the lower portion of the Pixel Map tab.
1920
1080
Selected Server
Source Tab
Source Dimensions
Dimensions
sACN Priority Value
+ Dimensions - defines the width and height of the source in screen pixels.
+ sACN output priority - assigns a global priority value for all pixel mapping output via sACN. The priority can be a
value between 0 and 200, with 100 being the default. (Refer to "Protocols" on page 46 for more information.)
CAUTION! Incorrectly sized source dimensions may lead to unexpected results.
When creating a pixel map configuration while connected to an Mbox server, it is very useful to enable Live
Editing in order to immediately visualize the results of pixel mapping changes (in the Mbox window). This
scenario will also allow Mbox Remote to provide feedback (flags and warnings) whenever errors are made in
the configuration. Refer to "Live Editing" on page 53 and "Previsualization" on page 83 for more information
about how these elements work together.
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Calculating source dimensions:
The default width (W) and height (H) of a new configuration is 1920 x 1080 as shown in the example below:
Control Mode
Fullscreen Mode Setup Area
Mbox Setup Window
Width
Height
The source’s width and height in pixels are equal to the size of the rendering surface based on the output mode used.
This is simple to calculate no matter what mode is used. Use the following guidelines:
+ All measurements are made in screen pixels.
+ Unless a Panoramic mode with portrait orientation is used, source height is always equal to the Fullscreen mode
height.
+ With a Single Output setup, the source width = Fullscreen mode width.
+ With a Dual Independent setup, the source width = Output 1’s Fullscreen mode width.
+ With a landscape Panoramic setup and no overlap, the source width = Fullscreen mode width x 2.
+ With a landscape Panoramic setup that uses overlap, the source width = Fullscreen mode width x 2. Due to the
overlap, the context X/Y origin may need to be adjusted to ensure the entire context is visible on screen.*
Panoramic Output Mockup (No Overlap)
+ With a portrait Panoramic setup and no overlap, the source height = Fullscreen mode height x 2 (source width =
the Fullscreen mode width).
+ With a portrait Panoramic setup that uses overlap, the source height = Fullscreen mode height x 2 (source width =
the Fullscreen mode width). Due to the overlap, the context X/Y origin may need to be adjusted to ensure the
entire context is visible on screen.*
* It is not recommended to use pixel mapping with Panoramic modes if you have an overlap. If this is required, please
contact mboxsupport@prg.com for assistance.
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To setup source :
Step 1. Be sure Source tab is selected.
Step 2. Enter Width and Height in Dimensions fields.
Step 3. Enter a priority value for sACN output, if required.
Dimensions
sACN Priority Value
Source Errors / Auto-Detect
During a Live Editing session, the Width and Height fields of the Source tab will color the text red if the value does not
match the current dimension for Mbox. A button below the fields allows the correct values to be easily entered:
Apply Mbox Dimensions Button
Incorrect Width and Height
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Contexts
A "context" is a rectangular area taken from the source area and onto which fixtures are placed. Each context can be
some or all of the source area, and has its size specified by width and height settings and its position upon the source
specified by X and Y offsets from the top-left corner of the source. The context is laid directly over the source image,
and is then divided into rectangular subdivisions. The context is subdivided by assigning width and height values for
sub-sampling. These subdivisions represent sub-sampled areas of the screen image, with each one being a possible
location for one pixel on a patched fixture.
In the concept illustration below, a context with 50x50 subdivisions has placed on an area of the source with a size of
800px x 600px. Each rectangular subdivision of the context will be (800px/50) x (600px/50), or 16px x 12px. Mbox will
average (sample) the color/intensity values for each 16px x 12px area of the screen image. Each sample can be used
to create one "pixel" in the map. This pixel is then used to generate pixel-mapping output levels.
800px x 600px Context
50 x 50 Context Sub-Sampling
One "Pixel"
12px
16px
The size and sub-sampling of the pixel mapping context plays a large role in how the pixels in the source are
converted into output data. Assuming you create a context that is the same size as the source, you could either
configure it to have one sub-rectangle (sub-sampling width and height of 1 x 1) or a million sub-rectangles (width and
height of 1000 x 1000). In the first case, the entire source would be reduced to one sub-sampling rectangle in the
context and therefore only one pixel in the map; the results would be fairly pointless. In the second case, you could
have a very high resolution map, but it would require a great number of fixtures to make full use of the context. In
general, try to avoid extremely large context sizes, as doing so requires extra processing. It is possible to keep
context sizes smaller and add more contexts to cover the necessary onscreen pixels for your output.
If you need a very large amount of pixel-for-pixel mapping of your video to LED fixtures, you may be better served by
using an existing video pixel mapping product rather than the Mbox pixel mapping feature. You should strive to create
a pixel mapping context that is as small as possible while still allowing you to map your content to fixtures in the
manner that you desire. Initially some trial and error may be required. If you are unsure where to begin, start with the
context at its default size of 16 x 9 and then experiment once you have patched your fixtures.
A pixel mapping configuration in Mbox may have more than one context, thereby providing for organization, and
allowing multiple sampling factors and multiple output protocols. Trying to determine how large to make a context
may be difficult before placing fixtures, however it is possible to modify the size of a context at any time.
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Contexts are configured using the Context controls in the lower portion of the Pixel Map tab.
16
9
Context Grid
Add
Context Button
Selected Context
Sample Origin X/Y
Sample
Width & Height
Aspect Ratio Lock
Ghosting Level
Sub-Sample Width & Height
Background Image Selector
Protocol Selection
+ Sample X/Y Origin - a pixel location on the source which marks the top-left corner of the context’s rectangular
area.
+ Sample Width/Height - a measurement in screen pixels which specifies the size of the context. (This may be
some or all of the source.)
+ Sub-Sample Width/Height - a measurement in ‘sub-sampling rectangles’ which specifies the sub-sampling
factor. The sub-sampling factor determines which pixels are averaged to create one set of RGB values for output.
(Refer to overview on previous page.)
+ Protocol - the output protocol selection for the context (Art-Net, sACN, KiNET Portout, or KiNET DMXout).
+ Ghosting - a slider to control the transparency level of the context from 0% to 100%.
+ Background Image - allows a background to be added to the context for better visualization of the pixel mapping
configuration. The background can either be a still image or a live stream image. (For instructions on adding a
background, refer to "" on page 96.)
Note: The bounds of two or more contexts may overlap each other, but need not.
Note: There is no theoretical limit to the number of contexts allowed, but it is best to have no more than 20.
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To add contexts:
Step 1. Click Context 1 tab.
Step 2. Configure options as required.
Note: Mbox fields can perform math operations such as add, subtract, multiply, and divide.
For example, if you would like to set the Sample Width for a context at half of 1920, enter
1920/2 in the field then press [Enter] on your keyboard.
Step 3. To add additional contexts, click [+] button and configure options. (Each context’s configuration is individual
to that particular context.) Note that the default Sample Origin for a context is 0,0 so it may overlap another
context until its X and/or Y origins are changed.
Origin 0,0
16
9
Context 1
Origin 960,540
16
9
1920
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Context 2
1080
Context Grid Controls
Several special tools are available in the Context Grid area:
+ Zoom slider - adjusts the zoom level of the current view.
+ Zoom To Context button - zooms to extents of current view.
+ Zoom To Selection button - zooms and scrolls so that currently selected fixture(s) are visible.
+ Snap checkbox - snaps fixture placement to the sample rectangles (when checked).
+ Reveal Obscured checkbox - increases the transparency of layered contexts to allow those below to show
through (when checked).
+ Mini Map - provides quick navigation of the Context Grid area. The orange rectangle can be dragged around to
quickly move the view, and while hovering over the Mini Map, the scroll wheel/buttons on the mouse can be used
to zoom in/out.
Snap Checkbox
Zoom To Context
Zoom Slider
Zoom To
Selection
Reveal Obscured Checkbox
Mini Map
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Fixtures
Fixtures are controllable devices placed onto the context. The fixtures are created using profiles, which are then used
as reference when individual fixtures are patched. (For more detailed information about profiles, refer to "Fixture
Profiles" on page 88.)
Fixtures can be added and edited using the Fixture tab.
Fixture Tab
Guidelines:
Fixture Information Table
(Patch, Layout, Physical)
+ Fixtures may have one or more pixels. The maximum number of pixels
in one fixture is 512, assuming they are all single 8-bit pixels (for
example, Luma pixels).
+ Simple fixtures will only have one pixel type, but more complex
fixtures can have more than one type.
+ A fixture may have any arrangement of pixels (linear, rectangular,
arbitrary).
+ Fixtures may not exceed 512 total channels or span more than one
universe.
+ A single fixture can only output one protocol, but different fixtures of
the same type can output different protocols for each patched
instance.
+ Fixtures have properties which define how they receive RGB
information and how that information is eventually output: width,
height, position X/Y rotation, etc.
+ Fixtures can have a custom name to identify them.
+ Fixtures can have their own refresh rate.
+ Fixtures can have an overall level master (inhibitive) to reduce their full
output.
+ Fixtures can have a slew value (hysteresis) which limits the rate at
which the output data can change from zero to full (or vice-versa). This
can provide relief for moving lights with mechanical color flag systems
that may break if moved to rapidly, or which are noisy.
+ Fixtures can have a mask property assigned, which allows them to be
forced to a zero value by using the Control Channel control on the
Mbox Master fixture.
Fixture and Fixture
Profile Controls
+ Fixtures can have a custom rotation. (Rotations are made around the
top-left corner of the fixture.)
Pixels
Pixels are the building blocks of fixtures. A pixel, in this case, is defined as a single sample of RGB data that makes up
part of the fixture. A typical pixel will occupy one sub-sampling rectangle (although exceptions are possible in more
advanced operation).
Guidelines:
+ Pixels may be rectangular or circular in shape, but this only affects how they look in the editor and the
previsualization, not their eventual output. (All pixels in one fixture must have the same shape.)
+ Pixels can be of different sizes, but this only affects how they look in the editor and previsualization. (All pixels in
one fixture must have the same size.)
+ There are many different types of pixels. (RGB, RGB16, CMY, CMY16, Luma, Luma16, CYM, CYM16, R, G, B, C,
M, Y, etc.)
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Protocols
Fixtures can output one of the four available protocols: Art-Net, sACN, KiNET DMXout, and KiNET Portout.
Guidelines:
+ Each fixture’s output data may only use one protocol.
+ Every fixture placed onto the same context will have the same protocol. To place fixtures that output a second
protocol, a new context must be created for those fixtures. (The second context may have identical sample and
sub-sample properties as another context.)
+ Each protocol is bound by the specification of the protocol as to transmission method, number of universes,
number of channels per universe, and devices that can receive it.
+ Protocols may be routed to one or more Ethernet ports on the computer.
+ Protocols may be routed to one of more destinations (IP Addresses).
Note: Refer to "Overview" on page 45 for more detailed information about protocols and Ethernet setups.
Adding Fixtures
Fixtures can be added using the Place New Fixture controls. When the fixture is first placed on the grid, it will
reference the defaults in its profile. (The fixture and/or fixture profile can be edited, as discussed later in this section.)
Mbox Remote provides a list of built-in fixture profiles which can be selected using the Fixture Profile menu. The
fixtures in this list are a combination of RGB LED fixtures and moving light fixtures (both CMY and CYM).
To add a fixture:
Step 1. Be sure either the Offline or Live Editing mode is active. (Refer to "Session Types" on page 51.)
Step 2. At Fixture Profile pop-up menu, select a profile type to be added.
Step 3. Click Place New Fixtures button to enable fixture placement mode. (The button’s text will be highlighted in
green and a green box will be shown around the Context Grid while this mode is active.) You can also press
[n] on the computer keyboard.
Step 4. Click on a sub-rectangle inside Context Grid to place fixture in that location. (Fixtures are anchored by their
top-left corner.)
Notice that the fixture, when highlighted, has one darker pixel (the fixture's origin pixel in its patch order)
while the remaining pixels are lighter. Even when not highlighted, the origin pixel will be slightly darker than
the rest. When a fixture is placed on the context grid, an entry for that fixture is added to the table on the
right of the grid. Mbox will automatically patch fixtures in order as they are placed. Therefore, you can
reduce your patch time by placing fixtures in order. You can also modify the patch information for any fixture
at any time.
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Step 5. Place more fixtures of the same type by continuing to click within Context Grid, switch fixture type by
selecting a new type from the pop-up menu, or turn off placement mode by clicking Place New Fixtures
button again or pressing [Esc] on the computer keyboard.
Fixture
Fixture Information
Fixtures Tab
Placement
Mode Button
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Selected
Fixture Profile
Fixtures Out of Bounds
It is possible for a fixture to have some or all of its pixels outside the boundaries of its context, or even the entire
source. Pixels that are outside the boundary of their context will not output any pixel mapping level data. Pixels can
end up outside the context’s boundary:
+ If the fixture is positioned such that some of its pixels end up outside the boundary.
+ If the context or source is resized to be smaller after the fixture has been added to the configuration.
Fixtures that have pixels outside their context show this in two ways:
+ Pixels that are outside the boundary are outlined in red.
+ Fixtures that have pixels outside the boundary will have a red dot shown in the Fixtures table.
Fixture out of bounds
Addressing Fixtures
As fixtures are added to a context, they are automatically assigned an output protocol, then a universe, device, or
device.port within that protocol, and finally an address for the first pixel in the fixture. Subsequent pixels in the same
fixture receive an address that is offset from the first pixel by a set amount. The amount is typically based on the
number of channels (addresses) that the previous pixel uses.
+ Art-Net = universe & address
+ sACN = universe & address
+ KiNET Portout = device.port & address
+ KiNET DMXout = device & address
The protocol is based on the protocol of the context that it is placed upon, while the address is based on the universe/
device and address shown in the sequencing box at the lower right of the window.
Universe for next fixture placement
Address for next fixture placement
Find Next Universe/Address
Allow Conflicts Checkbox
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For Art-Net and sACN, the universe defaults to 16 when a new configuration is started. These values increment
automatically as fixtures are placed. Press the Find Next button to increment the universe and address fields to the
next available address based on currently patched fixtures. (Note that you may need to select the appropriate context
before pressing the Find Next button.) These values may be manually changed before a fixture is placed so as to
assign different values.
The Allow Conflicts checkbox specifies whether Mbox Remote is allowed to resolve conflicts automatically. By
default, the box is unchecked.
+ unchecked - when a fixture is placed, if assigning it the current universe and address values would cause a patch
conflict, the fixture will automatically receive the next free address (and universe, if necessary) in order to avoid a
conflict. The address (and if necessary the universe) field(s) will then be incremented to the next free address/
universe.
+ checked - when a fixture is placed, if giving it the current universe and address values would cause a patch
conflict the fixture will receive that address and universe. This would inevitably lead to a conflict, which would
have to be remedied manually.
Each context has a single output protocol assignment. Therefore, if you need to output both Art-Net and sACN, you
will need to create two contexts and place the appropriate fixtures onto each context.
+ When adding fixtures connected to a KiNET_DMXOUT power supply, addresses 1- 256 will be on the first port of
the DMXOUT power supply, and addresses 257-512 will be on the second port (if the supply has more than one
port).
+ To add fixtures connected to a KiNET_PORTOUT power supply, enter the device number then a period and then a
numerical suffix 1 - 16 (e.g. 301.1) with the suffix being the number of the fixture's physical output port on the
power supply. Addresses 1-512 may be used for each port.
+ The device number for KiNET power supplies is not actually used outside of Mbox (power supplies are identified
by IP Address) and is only an organizational tool to help with patching in the editor and assigning fixtures to power
supplies on the Destinations tab.
CAUTION! You should always avoid duplicate Art-Net universes anywhere on your system. Avoid duplicating sACN
or Art-Net universe numbers between incoming control data and outgoing pixel mapping data. Also avoid duplicating
output universes across more than one Mbox server in your system - unless you are running a backup system and
have some means of merging data or taking control from one server or the other. (Use the "Backup Mode" setting in
Mbox Remote to suppress pixel mapping output from a backup server. Refer to "Server Control Commands" on
page 23. If addressing conflicts (overlaps) occur, the Pixel Map screen will provide several indications.
+ Addressing overlaps are shown in the table as red highlights on the Fixture Patch tab, and the Alert triangle will
have a non-zero value.
+ Overlaps of actual pixels on the context will be shown with a yellow highlight drawn around the pixel in the
Context Grid.
+ Errors in the Fixture table are also shown by an alert indicator at the top right of the table view. Step forwards and
backwards through the errors by clicking on the < or > arrow buttons. The number of total alerts are also shown
below the indicator.
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Alert Indicator
(total alerts)
Layout Tab View
Fixtures with overlapping pixels
Alert Indicator
(total alerts)
Patch Tab View
Fixtures with overlapping addresses
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Re-Addressing Fixtures
When fixtures are first placed onto a context, they are automatically given an address as explained in "Addressing
Fixtures" on page 67. If the patch needs to change, however, fixtures can be quickly re-addressed using one of three
methods:
+ Patch table.
+ Re-Address Fixtures window.
+ Sequential re-addressing feature.
Each of these methods is explained below.
Patch Table
A fixture’s universe and address can be edited directly in the Patch table. This is useful when re-addressing a single
fixture.
To edit patch in the Fixture table:
Step 1. At right side of window, select Fixtures tab.
Step 2. At Patch tab, double-click on universe (univ) or address (addr) field.
Step 3. Make changes as required.
Note: To make changes to multiple fixtures at the same time, use the Re-Address Multiple Fixtures window. See
instructions below.
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Re-Address Multiple Fixtures Window
The Re-Address Multiple Fixtures window can be used to quickly re-address a large group of fixtures.
To assign a new starting point using Re-Address Fixtures window:
Step 1. At right side of window, select Fixtures tab.
Step 2. At Patch tab, select multiple fixtures (using cmd or shift), then double-click any selected line to open ReAddress Multiple Fixtures window.
Step 3. At From Address field, enter new starting address. Also enter any changes to universe in the Universe field.
Multiple Fixtures Selected
Re-Address Window
Selection Information
Original Addressing and
Conflicts (if any)
New (Edited) Addressing
Renumbers fixtures
and fixes conflicts
Reverts to original settings
Renumbers fixtures without fixing conflicts
Step 4. Do one of the following:
a. Click Auto Renumber button to renumber the selected fixtures. This method will fix any overlap
conflicts in the process.
b. Click Commit to renumber the selected fixtures without fixing any overlap conflicts. (Conflicts will be
noted in the table after the window is closed.)
Conflicts
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Re-Sequence Feature
The re-sequence feature can be used to re-address fixtures one by one as they are clicked in the Context Grid
To re-address using re-sequence feature:
Step 1. At right side of window, select Fixtures tab.
Step 2. Click (Re)sequence button to enter re-addressing mode. (The button’s text will change from white to green
to indicate mode is active.)
Step 3. Enter a start Universe and Address in the fields to the right of the button.
Step 4. At Context Grid, click on fixtures one-by-one to apply new addressing. The universe and address will
increment as required as each fixture is clicked.
Step 5. Click (Re)sequence button to exit re-addressing mode.
Fixtures clicked upon (which
have received a new address)
Universe applied to next
fixture clicked upon
Re(sequence) Button Green when mode is active
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Address applied to next
fixture clicked upon
Copy and Paste Fixtures
A convenient way to quickly add fixtures is to use the copy and paste feature.
To copy and paste fixtures:
Step 1. At Context Grid, select a fixture or fixtures to copy. (Multiple fixtures can be selected by using click and drag
to draw a box around their icons.)
Step 2. Press [ C] to copy.
Selected Fixtures
Step 3. Press [ P] to paste. The pasted fixtures will be automatically selected and conflicts will be shown.
Original Fixtures
Newly Pasted Fixtures
Step 4. At Patch table, double-click on univ or addr field of one of the selected fixtures. Re-Address Multiple
Fixtures window will open.
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Step 5. At Re-Address Fixtures window, enter a free universe and address.
Step 6. Click Commit button. (Conflicts in Patch table will now be resolved.)
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Fixture Editing
To select a fixture for editing, deletion, movement, etc., do one of the following:
+ Click on its icon in the Context Grid.
+ Click and drag in the Context Grid to draw a box around the fixture.
+ Click on the fixture’s line in any of the three Fixture tabs in the table (Patch, Layout, and Physical).
Select fixture in context
Select fixture in table
Multiple fixtures can be selected by using click and drag to draw a box around multiple fixtures in the Context Grid.
Multi-Selection
Deleting Fixtures
To delete a fixture, first select it using one of the methods outlined above, then press the [Delete] key on the computer
keyboard.
Undo and Redo
Use [ Z] to undo.
Use [-shift-Z] to redo.
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Editing Fixture Properties
Once a fixture has been added to a context, its properties can be edited.
Some of the fixture-level properties can be edited directly in the table when the Fixtures tab is selected. These are:
+ Patch tab: universe/device, address, group
+ Layout tab: X position, Y position, and rotation.
+ Physical tab: name
Patch
Layout
Physical
Other fixture-level properties can only be edited using the Edit Fixture window. The window can be used to edit a
single fixture or multiple fixtures at once, if multiple fixtures are selected before opening.
The Edit Fixture window also allows some profile-level properties to be changed without affecting the referenced
profile. In other words, these profile-level property settings can be unique to the selected fixture(s). The profile
reference can also be swapped to another profile. The Edit Profile Instead button provides access to all profile-level
properties. (Refer to "Editing Fixture Profiles" on page 93.)
Profile-Level Properties
(comes from profile)
Pixel Data
(cannot be edited here)
Fixture-Level Properties
(applies to fixture or selected fixtures)
Pixel Arrangement
(cannot be edited here)
Click to edit profile
instead of patched fixture
Pixels/Profile/overrides Table
Pixel data is displayed in the window, but cannot be edited. However, it is possible to apply parked pixel overrides to
existing pixels using the overrides tab. To add more parked pixels, use the Edit Profiles feature. Refer to "Editing
Fixture Profiles" on page 93.
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To use the Edit Fixture window:
Step 1. Open Edit Fixture window using one of the following methods:
a. Double-click on fixture’s icon in Context Grid.
b. Double-click on fixture’s ctx or fixture name field in Fixture table.
c. Select multiple fixtures in Fixture table (using cmd or shift), then double-click on one of the fixture’s ctx
or fixture name field.
Step 2. At Edit Fixture window make changes to properties as required. During this process, the window will place
a green checkbox beside edited fields.
Step 3. Changes can be cleared using the green checkboxes, or the changes accepted and applied by clicking the
Commit button.
Green Checkbox - edited field toggle button
Magenta Text - edited profile data
Reverts overrides to pre-edit state
Reverts checked items to pre-edit state
(overrides fixture data changes)
Pixel has been parked, overriding any
RGB value from the source image
Commit changes to the file
Fixture values that are edited to be different from the profile data are considered "overrides." Fixtures with overrides
will have a magenta dot indicator in the Fixture table. If the Edit Fixture window is opened again these overrides can
be cleared, thereby reverting to the original property from the fixture profile. (In other words, you don’t have to
remember the original values.)
Fixture Patch Table
Dot Indicator
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Destinations
Once fixtures have been placed onto the Context Grid, their data will need to be routed to a destination. This can be
done using the Destinations tab.
Destinations Tab
Selected Protocol
Destinations Menu
Table
Available Protocols
There is a separate area of the Destinations tab for each of the protocols. When the Destination tab is selected, the
protocol of the current context will be displayed. A different protocol can be viewed by clicking on the name of the
protocol.
Destination Protocol Information
IMPORTANT! If you are using KiNET PORTOUT, please read the section below when entering device.port numbers
on the Destinations tab.
KiNET has two protocol versions: v1 = DMXOUT and v2 = PORTOUT. You must select the correct protocol type
depending on the Color Kinetics power supply that is used. Check with the manufacturer's documentation to
determine what type of supply you have and how it should be configured.
For Art-Net and sACN only - and only once in the table - there may be an entry of "default" in
the universe field. This will cause all patched universes without a discrete destination entry in
the table to be sent to the corresponding default IP address. If the default entry is given a
broadcast IP address then ArtPOLL discovery will be used (as long as it is not disabled at the
Mbox Setup window). This would lead allow for automatic unicasting to all ArtPOLL compatible
devices on that subnet.
For KiNET PORTout or DMXout, the device number (for example,
303) must be entered for each connected power supply. This will
cause Mbox to send data for fixtures using that device number to
the designated IP address and routed to the appropriate port on
that device.
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To enter discrete destinations, double-click in the blank fields below the default destination and enter the universe/
device number and IP Address for the new destination. The IP address is where all data for fixtures using that
destination will be sent. Several different values can be entered in this field. There is a dropdown menu to help with
this process if you want to pick a particular interface or broadcast IP address. (Note that you must be in a Live Editing
session to view the available interfaces or broadcast IP addresses. Refer to "Live Editing" on page 53.)
Manual Field Entry
Dropdown Menu
+ Unicast IP Address - Enter a static IP Address (e.g.,2.23.45.136) to send all data for that destination to one single
IP Address.
Optionally you can send one destination’s data to up to four individual unicast IP addresses by separating the IP
addresses with a "+" when entering them. (e.g.,2.23.45.136+2.23.67.123)
+ Subnet Broadcast IP Address - Enter a subnet broadcast IP Address (e.g.,2.255.255.255) that matches the
subnet broadcast IP address of one Ethernet interface on the computer.
+ Physical Ethernet Interface Name - Enter the exact name of the Ethernet interface on the Mbox computer that
you want the data to be sent from. The data will automatically be sent to the IP address matching the subnet
broadcast IP address for that interface. (e.g. if the interface has an IP of 2.0.0.1 and a subnet mask of 255.255.0.0
then the data will be sent to 2.0.255.255)
IMPORTANT! For KiNET you should always use a static IP address!
The example below shows the correct way to enter the destination for the fixtures patched to device 303, port 1.
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Destination IP Addressing
The configuration of the Ethernet interface on your
computer and the destination IP address on the
Destinations tab of the fixture table should be
coordinated. Destination IP addresses determine
both how the outgoing pixel mapping packets are
addressed, but also which Ethernet interface on your
computer they will be output from. (Refer to
"Appendix A. Networking For Mbox" on page 102 for
more detailed information.)
If you have two Ethernet ports on your computer,
recommended practice is to receive Art-Net or sACN
to control Mbox on one interface and to output pixel
mapping data from the other interface. Therefore the
two ports must be on separate subnets to ensure
that Mbox can determine which interface to use.
If a broadcast IP address is used for Art-Net
destinations, Mbox will broadcast pixel map Art-Net
using that broadcast address. But in cases where the
computer is connected to ArtPOLL compliant
devices (e.g., Artistic Licence Ether- Lynx) Mbox can
unicast universes to the specific IP Address for those devices. Note: If more than one device responds to an ArtPOLL
stating that they require a universe of data, then that universe will be broadcast instead of being unicast.
CAUTION! While most Art-Net devices use an IP address of 2.#.#.# and subnet mask of 255.0.0.0. some devices can
be configured to use other IP addresses. Don't assume that setting the Mbox’s IP address and subnet mask to a
2.#.#.#/8 scheme are correct, always check!
Some Art-Net devices do not respond to ArtPOLL requests and should always receive broadcast data. If you are
using a system with ArtPOLL compliant and non-compliant devices, where these devices are required to receive the
same universe(s), the default action of Mbox will be to unicast the data to the ArtPOLL- compliant devices only. At this
point the non-compliant devices will not receive the Art-Net. In such cases, you will need to disable ArtPOLL by
checking the "ArtPOLL Disable" checkbox on the Setup tab and then restarting the Mbox application.
Suggested Ethernet Setup for Art-Net Output:
+ Interface 1 (receiving Art-Net for control) - IP=2.1.0.123 Subnet Mask=255.255.0.0
+ Interface 2 (sending pixel mapping Art-Net) - IP=2.0.0.123 Subnet Mask = 255.0.0.0
+ Pixel-map destination IP address for default destination - 2.255.255.255 or Ethernet 2
Example Ethernet Setup for sACN Output (to ETC Net3 device, using ETC’s suggested addressing for media servers):
+ Interface 1 (receiving Art-Net for control) - IP=2.0.0.123 Subnet Mask=255.0.0.0
+ Interface 2 (sending pixel mapping sACN) - IP=10.101.130.123 Subnet Mask = 255.255.0.0
+ Pixel-map destination IP address for default sACN destination - 10.101.255.255 or Ethernet 2
Example Ethernet Setup for KiNET Output:
+ Interface 1 (receiving Art-Net for control) - IP=2.0.0.123 Subnet Mask=255.0.0.0
+ Interface 2 (sending pixel mapping KiNET) - IP=10.0.0.123 Subnet Mask = 255.0.0.0
+ Pixel-map destination IP addresses are all unicast
The above setups ensure that the computer can receive Art-Net on the first interface, and that it will also send pixel
mapping output from the second interface. The key factors being the use of the correct IP address for the interface in
question, and the “coordination” between the subnet mask of the second interface and the destination broadcast IP
address for the pixel mapping data. These are only a few of many possible IP address/subnet mask configurations
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that will work. Depending on your requirements and other devices on the network, you may require different settings.
Refer to "Appendix A. Networking For Mbox" on page 102 for more information on subnet masks.
Note: It is possible to receive control data and output pixel mapping data from the same interface on the computer,
but this is not recommended except in very simple configurations with only a few universes of data both in and out.
And of course the IP address/subnet mask setup of the single interface must work for both input and output devices.
CAUTION! The pixel map level channel on the Master fixture masters the overall output levels generated when pixel
mapping. If this channel is at a level of 0, then you will be outputting valid pixel mapping data, but all levels will be
suppressed. In addition, the Master control channel can be used together with the Master Control Selector channel to
enable/disable all pixel mapping output or to force all fixtures using the mask property to output zero.
Guidelines:
+ An active protocol must have one destination, but may have more than one destination.
+ Art-Net and sACN can have a default destination. All universes of that protocol that lack a specific destination are
sent to the default destination.
+ For Art-Net, the use of the default destination means that an ArtPOLL request will be sent out if ArtPOLL is not
disabled. ArtPOLL may be disabled using the checkbox on Mbox’s Setup tab.
- If an ArtPOLL response is received from a compatible device, then that device may receive unicast Art-Net
transmissions for the universes that it requests.
- Universes not requested by ArtPOLL compatible devices will be broadcast to the specified subnet.
- If no ArtPOLL responses are received, all data will be broadcast to the specified subnet.
- If more than one ArtPOLL responder requests the same universe, that universe will be broadcast to the subnet,
rather than unicast.
+ For sACN, the use of the default destination means that multicast will be used.
- Each universe is sent to a specific multicast IP Address.
- Receiving devices listen for data on the appropriate addresses.
+ You can disable the default entry for Art-Net and sACN by choosing an interface of “None” in the setup menu
(reached by clicking on the gear icon) in the IP address/Interface name column.
+ Any Art-Net or sACN universe that has a discrete entry in the destinations table will be sent directly to the
specified destination, not to the default destination.
+ A discrete entry may direct the universe to be output from a different interface than the default.
+ KiNET may not have a default destination, as transmission of this protocol is typically unicast.
+ Destinations may be expressed as either interface names on the computer or as IP Addresses. This is true for
both the default destination and any discrete destinations.
+ Interface names must be an exact match to work properly (e.g., "Ethernet 1" or "Wi-Fi").
+ If an interface name is used, the destination IP Address will be the subnet broadcast address for that interface.
+ IP Addresses may be any valid IP Address that can be routed internally or externally. They may be Unicast,
Subnet Broadcast, or Full Broadcast.
+ When using discrete IP Addresses, if there is no route to a device with that IP Address (as determined by the
Mbox computer’s OS and network stack) then no data will be output to that destination. There is no fallback if the
configuration is wrong or the device is not present on the network.
IMPORTANT! Refer to "Appendix A. Networking For Mbox" on page 102 for more information about IP address and
subnet mask setup.
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Pixel Map Network Sources and Destinations example diagram:
Fixtures
Universes 16 - 86
etc...
Interface 2
IP Address: 2.0.0.124
Subnet Mask: 255.0.0.0
Interface 1
IP Address: 2.1.0.123
Subnet Mask: 255.255.0.0
Pixel Map Output: Art-Net Universes 16 - 86
Control Input: Art-Net Universes 0 & 1
Mbox Computer
IP Address: 2.0.0.1
Subnet Mask: 255.0.0.0
Console or Mbox Director
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Previsualization
A previsualized version of the pixel mapping output can be viewed within the Mbox application. The previsualization
can be recalled from the computer’s keyboard (using the F5 key) or via external control signal (using DMX values on
the Master control channel parameter).
There are ten (10) discrete views. The first view is the combined overall previsualization, all contexts overlaid, with the
highest numbered context on top. (Note that some contexts may be obscured.) Views 2 through 10 each show a
single context with the corresponding number (Contexts 1-9).
In order to see the previsualization, the "Pixel Map Enable" checkbox on the Mbox Setup tab
must be checked.
To recall the previsualization HUDs via the Master control channel, use DMX values 80-89
where 80 is the combined view and 81-89 are Contexts 1-9.
To recall the previsualization in the Mbox window, press [F5] on the computer keyboard while
Mbox is in Fullscreen or Window mode. As [F5] is repeatedly pressed, the view will change.
Press once to see all contexts, a second time to see Context 1, a third time to see Context 2, and so on up to Context
9.
Context 1
Context 2
Indicates Pixel Map Source
To cycle through context views,
press [F5] on the computer
keyboard or use Master control
channel DMX values 80-89.
Context 3
CAUTION! Pressing [F5] affects the video output of the Mbox application (both the preview output and the stage
outputs!), so if you are using one Mbox server for both pixel mapping and video output, you should not leave the view
set to a pixel mapping previsualization when outputting video for your show.
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The DMX Ghosting control on each context can be used to adjust the visibility of patched fixtures on the context
against the background of the sub-sampling for the context. The control defaults to 25%, at which point the context
view will display the pixels of patched fixtures at full brightness and unused areas at a reduced intensity. This enables
better visualization of the setup (both context sizing and fixture placement) without needing to connect the actual
pixel mapping fixtures.
Ghosting Control
Example of ghosting at 0%
Note: Each context can have a background image which can be set and viewed in Mbox Remote. The background
can be set to receive a live stream from Mbox. This essentially allows the placement of fixtures on top of a
"previsualized" image of the output. Refer to "" on page 96.
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Background Image
A background image can be added to a context in order to better visualize the pixel mapping configuration. The
background type can either be a still image or a live stream image.
Sample
Background Image
Selected Context
Context
Aspect Ratio
(Sub-Sample)
Background Image
Settings
Still Image Backgrounds
A still image must be in JPEG or a PNG format. A PNG can have an alpha channel (transparency). The image is
imported and saved within the pixel map (.pmap) configuration file, so therefore it moves with the file - though it may
increase the file size if numerous background images are used. (There is a pop-up menu option to remove unused
image files if file size becomes an issue - see instructions below.)
The background image has an offset (x and y) so it can be placed in the correct position within the context. The origin,
in this case, is the top-left corner. The image can be rotated by entering an arbitrary degree value in the Rotation field.
The background image has width and height settings to determine what gets squashed or stretched to fit onto the
context. Therefore, if the aspect ratio of the image and the context do not match, the image will not be displayed at
the correct aspect ratio unless some portion of it is clipped (or there is blank area with no background image). For
best results, either the context needs to be the same aspect ratio as the background image, or the background image
width and height need to be adjusted to correct the aspect ratio. For example, if a background image is 1280 x 1024
but the context is 16 x 9, the background height could be reduced to 720 (clipping), or the background width could be
increased to 1820 (blank space).
Live Stream Backgrounds
A live stream image comes from the connected Mbox during a live session with the Mbox Remote application. (Refer
to "Live Editing" on page 53 for instructions on this type of session.) In this case, the live stream will show the moving
imagery that Mbox is generating for the area of the source that the context is sampling. The live stream will be
pixelated (averaged samples) just as the context is a sub-sampled area of the source.
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Server Media Content
Live Stream Background
Ghosting
When using a background image, the ghosting level will adjust the brightness of patched fixtures against the
background image. The ghosting level may need to be re-adjusted to give the desired level of brightness when using
the pixel mapping HUDs in Mbox.
To set a background image:
Step 1. At context, click on Background Image pop-up menu.
Step 2. Select None, Live stream, or Import image from file...
Step 3. Configure settings as required.
Selected Image
Rotation
Ghosting Control
Origin to display image
Width and Height of image to use (in pixels)
Note: When using Rotation, the background image is rotated around the X and Y origins. You will typically need to set
the X Origin and Y Origin to negative numbers in order for the background image to be fully visible.
Step 4. Adjust Ghosting level to change the brightness of patched fixtures against the background image.
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To delete unused images:
If the pixel mapping file contains unused images, these can be deleted to reduce overall file size.
Step 1. At context, click on Background Image pop-up menu.
Step 2. Select Delete unused images. Any unused images will be deleted from the file.
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Fixture Profiles
The fixture reference model used with Mbox pixel mapping allows for rapid global changes to all patched fixtures of
one type. Mbox provides built-in fixture profiles, as well as the ability to create custom fixture profiles (see below).
Custom fixture profiles are saved in the pixel mapping configuration (.pmap) file, while built-in profiles are not saved
since they are resident in the application itself.
With the Mbox fixture reference model, all patched fixtures reference base fixture information for data except for:
+ Custom name, x/y position in context, rotation, universe, address, and group.
+ Overrides.
Changes to profile-level data will sweep to all fixture properties unless fixture overrides have been applied. These
include level, mask, refresh, slew, and base pixel data (shape, type, pixfill). This data can be overridden on a perfixture basis, along with parked pixels. These overrides may be cleared at anytime, reverting the fixture back to the
profile defaults.
Creating Custom Fixtures
Mbox Remote provides the ability to create both simple and complex fixture types beyond simple arrays.
Guidelines:
+ Custom fixtures can have pixels, which generate varying output based on the color of screen pixels.
+ Custom fixtures can have up to 512 channels total.
+ Custom fixture can have extra channels. These extra channels will output a level of zero unless they are assigned
static output levels using the Parked Pixels feature (see below).
Custom fixtures are created using the Create Fixture Profile window.
Profile-Level Properties
(comes from profile)
Pixel Data
(determines pixel arrangement)
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Fixture-Level Properties
(applies to fixture or selected fixtures)
Pixel Arrangement
(appears after Generate Array button is clicked)
Pixel Addressing and Park Info
Profile Level properties:
+ Profile Name - the profile name used by patched fixtures (for the referencing model). Note that this is not the
same as the name of a patched fixture!
+ Level - overall level mastering. (This value can’t be changed live, only by editing the fixture.)
+ Mask - property that allows the fixture’s color output to be forced to zero when the correct control values are sent.
(This is intended for use with CMY fixtures when HTP merging.)
+ Refresh - specifies how many updates per second this fixture will deliver to the pixel mapping engine.
+ Slew - the minimum time allowed for a change from no level to full level. This is intended to slow down the speed
of changes when the receiving fixture can’t move fast enough, or might be damaged by rapid changes.
+ Rotation - sets fixture rotation. This is strictly a fixture-level property (not a profile-level property), but it can be
assigned when making a profile so as assign a default rotation to a fixture profile whenever it is placed.
Pixel Data properties:
+ Total Channels - the total number of channels that the fixture uses. This number may be more than just the
channels required for color control (for example, pan, tilt, and iris). The number must be greater than or equal to:
the number of pixels per row times the number of pixels per column times the number of channels per pixel for
the selected pixel type. If this number is greater than the total channels required by the pixels in the fixture, the
additional channels will have an output level of zero unless additional pixels are added (Parked Pixels or
otherwise).
- For example, if you select an RGB pixel that uses three channels per pixel, and then create a fixture that is 5
pixels per row and 3 pixels per column, the math would be (5 x 3) x 3 = 15 x 3 = 45. So the total channels for
this fixture needs to be 45 or higher.
- If the total number of channels is greater than the number of channels used for patched pixels in the fixture, a
warning message will be displayed when the fixture profile is saved. The message will note which extra
channels will have an output level of zero.
+ Pixel Type - one of the available pixel types to base the fixture upon. For example, RGB, CMY, Luma.
+ Fixture Width/Height - the width and height of the fixture in context sub-rectangles.
+ Pixels per Row/Column - the number of horizontal and vertical pixels in the fixture. These numbers, together with
the Fixture Width and Height, will determine the initial spacing of the pixels within the fixture’s footprint.
+ Pixel Shape - circular or rectangular. The shape is viewable in the editor and the previsualization, but has no effect
on actual output.
+ Pixel Fill - size of the pixels as a percentage of the size of the context sub-rectangle. This is viewable in the editor
and the previsualization, but has no effect on actual output.
+ Pixel Sequencing - the addressing order of the pixels in the fixture. This can start at any corner and proceed
through the pixels of the fixture in a vertical or horizontal fashion, using a linear or zigzag path.
To create a new fixture:
Step 1. At Fixture Profile pop-up menu, select Create New Profile. The Create Fixture Profile window will open.
Step 2. At Create Fixture Profile window, enter necessary values/properties for the fixture profile. (Refer to the
explanations and guidelines above.)
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Step 3. Enter necessary values/properties for the pixels in the fixture. (Refer to the explanations and guidelines
above.) All active pixels must be of the same type to begin with, but can be changed in a later step (see
below).
Step 4. Click Generate Array button to create the initial arrangement of pixels.
1
2
3
4
The sequencing pattern in the array is
determined by the Pixel Sequencing settings
Step 5. Once the initial array has been created, various properties can be changed:
a. Layout of the pixels (snap or arbitrary).
b. Pixel addressing within the profile’s total channel count (address field).
c. Pixel types (using the type pop-up menu).
d. Park values can be assigned and additional pixels can be added (parked pixels or extra color pixels) by
clicking the [+] button. (For complete instructions on park values, refer to "Parked Pixels" on page 91.)
e. Pixels can be removed by selecting a pixel and pressing the [-] button.
Delete Pixel
Enables Snap-To-Grid
Add Pixel
Pixel Address
Parked Pixel
(Red=255, Green=255, Blue=255
would output a solid white pixel)
Pixel Type
Step 6. Press the Commit button to accept the entered info and create the profile.
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Parked Pixels
When editing a fixture or a profile, individual pixels included in the fixture can be "parked" at a specific (static) level so
as to override the RGB data that would be taken from the source, or to provide output levels for additional channels
that might otherwise sit at a level of 0. For example, setting static values for pan and tilt on moving light fixtures.
The park values are entered in the Pixels table at the right side of the Edit Fixture Profile window.
Pixel Address
Pixel Type
Park Values
Opens Type Popup
The syntax of the park value depends on the type of pixel. For example: 255, 0, 0 where R=255, G=0, and B=0. In this
case, the red value (255) would be represented by a red circle around the pixel in the previsualization view as shown
below. If the values are an override, they will be displayed in magenta text. If they are not an override, they will be
displayed in white text. (Refer to "Previsualization" on page 83 for more information about the preview feature.)
Preview shows red ring
Park Values (override)
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The pixel type is chosen in the type pop-up menu:
Park Syntax Guidelines:
+ If multiple values are expressed in one line they must be separated by commas.
+ Do not use commas in numbers greater than 999 (e.g., use 65535 not 65,535).
+ RGB = R,G,B color ordering as three 8-bit values (e.g., 127,255,0). This would be the same for CMY, CYM, BGR,
etc. The color is always expressed in RGB order, and therefore, Mbox will re-order the values appropriately.
+ RGB16 = R,G,B color ordering as either three 8-bit values (e.g., 127,255,0) or three 16-bit values (e.g.,
32767,65353,12789). This would be the same for CMY16 and CYM16. As with 8-bit RGB, the color is always
expressed in RGB order, and therefore, Mbox will re-order the values appropriately.
+ Luma = I as single 8-bit value (e.g., 127) or as three 8-bit values (e.g., 100,255,45 -> as an RGB color) from which
a CIE luma calculation will be made.
+ Luma16 = I as a single 8-bit value (e.g., 223), which is used to create a 16-bit output value, or as a single 16-bit
value (e.g., 21537), or as three 8-bit values (e.g., 89,127,123 -> an RGB color) from which a CIE luma calculation
will be made.
- If you use a single 8-bit or 16-bit number, then that number will be used/converted as the MSB in the output.
The LSB will be sent out as 0.
- If you use three 8-bit numbers, then the luma calculation will result in both MSB and LSB values.
+ Single Pixels (R, G, or B, etc.) = 8-bit value (e.g., 123)
+ Parked Pixel = 8-bit value (e.g., 255)
+ Parked16 Pixel = two 8-bit values, or one 16-bit value (e.g., 127,127 or 32767)
+ Incorrect syntax means the override is ignored/not applied.
+ If one 16-bit number is used, then all values are assumed to be 16-bit; even if they are less than 256.
Parked pixels in the previsualization:
+ 8-bit or 16-bit pixels with override values may appear in the previsualization with the parked color shown as a ring
around the pixel.
- The colored ring will only appear if the override uses three values - expressed as RGB.
- The colored ring always shows the RGB color of the override, even if the pixel is not RGB.
+ Single-channel color pixels with overrides do not show a parked color ring.
+ Luma and Luma16 pixels with overrides do not show a parked color ring.
+ Parked and Parked16 pixels do not show up in the previsualization, and therefore, will not show a parked color
ring.
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In the fixture editor, if a fixture profile has pixels with parked values the parked values will be displayed on the profile
tab - in grey to show they are not editable there. They can also be seen on the overrides tab - where they will be white
if not overridden or magenta if overridden.
Editing Fixture Profiles
Custom fixture profiles can be edited at anytime after they have been created. Built-in fixture profiles are not directly
editable, however, a copy can be made of any of the built-in profiles which can then be edited. There are two ways to
begin editing these profiles:
1)
At Fixture Profile menu, select Edit Profile…, then select the profile from the pop-up in the window.
2)
Double-click on a patched fixture to open the Edit Fixture window, and then click on the Edit Profile Instead…
button.
If you try to edit a built-in profile you will see a warning message and Mbox Remote will make a copy of the builtin profile that can be edited and used.
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Both methods result in the same window opening, allowing the profile to be edited. (If it was created as a copy of a
built-in profile, this will be noted in the window title as shown below.)
Importing Profiles
Fixture profiles can be imported from other Mbox pixel mapping configurations including .pmap files (Mbox v3.9) and
.plist files (Mbox v3.8 and earlier).
To import profiles:
Step 1. At Fixture Profile menu, select Import Profiles...
Step 2. At dialogue screen, select configuration file containing profiles to import.
Step 3. Click Open.
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Groups
The Groups feature provides an additional input universe for added control of the pixel mapping output. Groups can
be used for:
+ Live-mastering of output levels for some fixtures while not affecting others.
+ Disabling (zero output) fixtures without affecting others.
+ Adjusting color balance (subtractive mix) of fixtures without affecting the content or other fixtures.
+ Replacing the color generated by Mbox with color values supplied by a lighting console without the use of a
merge system. (Note that this is not a replacement for a merge in some cases, as the console may still need full
control over the fixtures with a "normal" patch rather than the group control patch.)
Groups can be enabled and configured using the Groups tab:
Group Tab
Enable Checkbox
Group Configuration
Mbox Remote allows up to 100 Groups (500 channels total, 1 universe). Each group uses five 8-bit channels for
control of Mode, Intensity Master, Red/Cyan, Green/Magenta, and Blue/Yellow.
Table 1: Group Universe Map
Channel:
1
2
3
4
5
Group 1:
M
I
R/C
G/M
B/Y
Channel:
6
7
8
9
10
Group 2:
M
I
R/C
G/M
B/Y
Channel:
11
12
13
14
15
Group 3:
M
I
R/C
G/M
B/Y
etc.
...
...
...
...
...
496
497
498
499
500
M
I
R/C
G/M
B/Y
Channel:
Group 100:
M = Mode, I = Intensity Master, R/C = Red/Cyan, G/M = Green/Magenta, B/Y = Blue/Yellow
The mode offers six settings:
+ 0 = group controls don't have any affect on pixel mapping.
+ 1 = level and color controls multiply pixel values, RGB/CMY invert.
+ 2 = pixel colors controlled by level and RGB inputs only, RGB/CMY invert.
+ 101 = level and color controls multiply pixel values, CMY/RGB invert.
+ 102 = pixel colors controlled by level and CMY inputs only, CMY/RGB invert.
+ 255 = forces all pixels to black.
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The Intensity Master is inhibitive.
The color channels work no matter if the fixture is RGB or CMY, however, the fixture on the lighting console should be
patched in RGB order. If the console has an advanced color picker, then this can be used with CMY sliders while still
outputting RGB values.
The protocol used to control the groups must be the same as the protocol selected for control of Mbox. (As set in the
Mbox Setup window.)
To create and add fixtures to a group, edit the group field in the Fixtures Patch tab. As fixtures are assigned to groups,
those groups will automatically be created and the channels required will automatically be assigned. Use the Groups
tab to enable/disable the Groups feature and to configure the universe setting.
Fixtures may also be assigned to groups using the Edit Fixtures window. This is useful when adding numerous fixtures
to a group. (Refer to "Editing Fixture Properties" on page 76 for more information about this window.)
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Testing
The Testing feature provides a way to easily locate and test fixtures in order to verify the correct pixel mapping
configuration. During testing, selected fixtures can be highlighted statically or flashed between highlight and lowlight
states. (This testing functionality mimics highlight/lowlight functionality in lighting consoles.)
The Testing feature can be used while Mbox Remote is in a Live Editing session or a Test Only session. While in the
Test Only session, the pixel mapping fixtures can be tested but the configuration is locked out from changes.
To test fixtures:
Step 1. At Servers list, select required server.
Step 2. Click gear icon and select Begin Test Only session for... The pixel mapping configuration will now be
locked from changes.
Step 3. Choose a context and select one or more patched fixtures.
Test Only Session Indicator
Selected Fixtures
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Step 4. At bottom right of window, select Testing tab then click Test button. (The Testing tab text will be displayed in
green and the Test button will be dark gray to indicate that the Testing mode is active.)
Step 5. Once the Text button is clicked, the selected fixtures will start flashing between the specified highlight and
lowlight colors. (The rings around the fixtures represent the actual values sent to the fixtures.)
a. If multiple fixtures are selected, click Previous and Next buttons to cycle through the selection set. One
fixture at a time will be highlighted.
b. Use the Flash checkbox to enable/disable flashing.
c. To change highlight/lowlight color scheme, enter custom RGB values.
Step 6. Click Test button again to exit Testing mode.
Full selection set for testing
Highlighted Fixture
Highlighted Fixture (white)
Lowlighted Fixtures (blue)
Test Mode Enabled
Testing Tab
(text will be green if Test is active)
Highlight / Lowlight Colors
(RGB)
Alpha (A)
+ RGB - The highlight and lowlight colors are configurable with 8-bit RGB values.
+ A (Alpha) - The only two correct options for the field are 255 or 0. If the value is 255, the color (highlight or
lowlight) will be completely opaque. If the value is 0, then the color values are ignored and the high/lowlight will be
the color values that Mbox is actually sending out.
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Import/Export
Mbox Remote has the ability to import and export pixel mapping fixture data. The Import/Export window is used for
this purpose.
Selected file path information
Click to select a file
csv header format (csv files only)
Detailed report of
Import/Export operation
Selects Import Mode
Selects Export Mode
Import Options:
+ add fixtures - adds imported fixtures (may create conflicts)
+ merge by matching universe and address - merges imported fixtures
with those having the same universe and address, replacing X/Y position
+ merge by matching x & y position - merges imported fixtures with those
having the same z/y position, replacing universe and address
Property List Files
Mbox Remote 3.9 can import and export fixture data from any pixel mapping .pmap file. Use the Import/Export
window options to configure how this data will be imported (see above).
Mbox 3.9 also supports the import of .plist files created by prior versions of Mbox. In this case, old profiles and
fixtures will be upgraded to the new format and the imported fixtures will appear as if every parameter is overridden
since the old .plist files had no concept of profile reference.
CSV Files
Pixel mapping data can also be imported and exported in comma separated values (.csv) format. This functionality
allows large or complex pixel mapping configurations to be quickly created from automatically generated data.
The csv format is a plain text format using commas to separate values on the same line and a carriage return to
separate lines. Many different applications can create text files with the appropriate formatting. Microsoft Excel can
convert spreadsheet data into a csv format or data can be created/edited in a standard text editor. For example, the
following images represent the same data in text and spreadsheet formats:
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Note: The csv import/export tool is intended for the creation of large or complex pixel mapping configurations from
automatically generated data. Beyond a certain point it can be quicker to create a script to convert some other data
into position and patch information, and save that in a csv format rather than attempting to place and patch the same
fixtures individually using Mbox Remote.
The import functionality requires that the csv file be formatted properly for handling by Mbox Remote. If the formatting
is not correct, Mbox Remote will not be able to read the file, or errors may occur when the file is being read.
Guidelines:
+ The csv file may only hold data for one context. If data is created for more than one context, the data should be
saved as multiple csv files, one for each context.
+ The csv file requires that data be organized into lines of text, with each line representing either organizational data
or one fixture’s data.
+ The first line of the file, known as the "header," holds the names (in order, separated by commas) of the properties
listed (in corresponding order) in the fixture data in the following lines. The import window notes what the header
should include and shows the correct order, spelling, and formatting. For example:
+ Property names must follow the standards dictated and must be spelled and capitalized correctly. These are:
- fix_reference (required) - This must match exactly the name of a fixture profile in the .pmap configuration for the
fixture to work. If the reference name is not already in the configuration, the fixture will be ignored. In other
words, it is critical to import/create profiles BEFORE doing a csv import.
- fix_univ
- fix_addr
- fix_xpos
- fix_ypos
If a wrong name is detected during the import process, Mbox Remote will display an error such as the one below:
\
+ The lines following the header are known as the "body." These lines hold the fixture data corresponding to the
property names in the header, in the order specified.
+ The fixture data lines should be of the correct data format only, no punctuation (other than decimal points where
appropriate), symbols, etc.
- fix_reference - text (includes characters A-Z, 0-9, some punctuation (+ - _ ( ) [ ] etc.), but no commas.)
- fix_univ - integer (0-63999)
- fix_addr - integer (1-512)
- fix_xpos - integer or float
- fix_ypos - integer or float
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Errors will occur if any required formatting is missing. For example, if commas are missing then the entire fixture will
be ignored and an error such as the one below will be displayed:
+ If commas are included, but values are missing, default values will be substituted as follows:
- fix_reference - fixture will be ignored (not imported)
- fix_univ - univ = 0
- fix_addr - addr = 0 (this is invalid)
- fix_xpos - xpos = 0
- fix_ypos - ypos = 0
+ Each line must end in a standard line feed/carriage return.
+ The csv file will use the fixture reference model, and therefore, fixture profiles with names that match exactly must
be present in Mbox Remote before importing the csv file.
+ Fixture profiles can be imported into Mbox Remote. Fixture profiles must be imported or created before the csv
file is imported. (Refer to "Importing Profiles" on page 94.)
+ Data in the csv file is not pixel level; rather it represents the fixture-level properties. Pixel positioning, size, shape,
etc. will be created using the fixture reference model (i.e., taken from the fixture profile with the same name).
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APPENDIX A. NETWORKING FOR MBOX
Concepts
The majority of communications to and from Mbox use Ethernet protocols. This means Ethernet networks route the
data into the Mbox server and from the server to other connected devices. Because all of these protocols need to live
in harmony, steps need to be taken to avoid interference between protocols, and to maximize the available network
bandwidth/speed. Due to these requirements, it is recommended that the computer used as an Mbox server have
more than one network interface. For more complex setups, three or four network interfaces are preferable.
While all the network interfaces on a computer could be connected to the same network to gain some amount of
additional bandwidth, doing so would bypass the desire to keep certain protocols separate. Therefore, it is far more
useful if each network interface on the computer is configured for and connected to a separate physical Ethernet
network - or, if connected to the same physical network, then with a system of VLANs enabled to segregate different
protocols.
Connecting more than one network interface to different networks is only the first step. Each interface needs to have
its IP Address and subnet mask set correctly for the network that it is being connected to. Getting the IP Address and
subnet mask correct ensures that communications to and from the computer will use the correct interface and arrive
at the intended destination without any ambiguity or loss of data.
Concept definitions:
+ Network Interface - the physical Ethernet connection (typically RJ-45) on the computer that may be used to
connect the computer to a physical network.
+ Network - a group of devices physically connected to each other that can potentially communicate using Ethernet
IP protocols. The word "network" describes not just the physical connection of multiple devices, but also the
"web" of electronic communication between them.
+ Subnet (subnetwork) - a logical subdivision of a network such that multiple interfaces can be connected to the
same physical network, but are placed on different subdivisions of that network for the purposes of routing or for
keeping some communications separate. (Note: a subnet is not the same as a VLAN.)
+ IP Address - an interface property using the dot-decimal (e.g., 2.0.0.123) notation, where each of the four
numbers separated by decimal points is referred to as an octet (because each is an 8-bit number). In combination
with the interface’s subnet mask, the octets in the IP address designate either the device's sub-network or the
device's unique identifier on that subnet.
+ Subnet Mask - a second interface property, also using dot-decimal notation (e.g., 255.0.0.0). The value of each
octet in the subnet mask determines which of the octets in the device's IP address specify the sub-network and
which specify the interface’s unique identifier on that sub-network. The subnet is specified by setting one or
more of the octets to a value other than 0.
Subnet Masking Basics
For pretty much all communication to and from Mbox, each octet in an interface's subnet mask will be set to either 0
or 255. Values other than 0 or 255 can be used for more complicated subnetting, but are typically not needed with
Mbox and won't be discussed here.
In order to understand how an interface's subnet mask works, you need to look at it together with the interface's IP
address. If an octet in the subnet has a value of 255, then the corresponding octet in the interface's IP address is used
to designate the subnet that the interface belongs to. If an octet in the subnet mask has a value of 0, the
corresponding octet in the IP address is used as part of the interface's unique identifier on that subnet. Within the
structure of sub-networks and unique identifiers, it is possible to have multiple interfaces on the same subnet, each
being uniquely identifiable. Data can be sent to all interfaces in the subnet by broadcasting, to groups by multicasting,
or to individual members by unicasting.
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How the IP Address and Subnet Mask Work Together
For a device with the IP address of 192.168.0.123 and a subnet mask of 255.255.0.0, the first two octets of the IP
address "192.168" are used to specify the sub-network, and the last two octets "0.123" specify the device's unique
identifier within that network.
Network
Unique ID
Subnet Mask:
255
255
000
000
IP Address:
192
168
000
123
Depending on the number of octets with a value of 255 in the subnet mask, different descriptions may be given to the
interface. A subnet mask of 255.0.0.0 leads to a description of "/8" for the interface. Combined with the interface's IP
address, this information would be written as "192.168.0.123/8". A subnet mask of 255.255.0.0 gets a description of
"/16" and 255.255.255.0 a description of "/24".
Note: You can't have a /32 subnet mask, as the last octet in an interface's IP address must be used as a unique
identifier.
Routing Ethernet Communications
+ Full Broadcast - data packets that are sent to the full broadcast destination IP address (255.255.255.255) will be
received by all devices on the physical network provided the packets are not blocked by a switch or router
between devices. Full broadcast is akin to shouting in a crowded room. Everyone can hear the yelling, but must
decide whether to listen or not. Full broadcast is simple and guarantees for the most part that every device on the
network can get the data. However, it places a lot of data onto the network, thus using up more of the available
bandwidth. Another downside is that receiving devices may need to spend more time than is desirable to filter out
data that they don't need to listen to.
+ Subnet Broadcast - packets that use a subnet broadcast IP address (x.255.255.255, x.x.255.255, or x.x.x.255)
will only be received by interfaces on the matching subnet - i.e., those with a subnet mask that places them into
the same subnet. This is one step down from shouting, as subnet filtering allows receiving devices to immediately
discard any subnet broadcast data that isn't destined for their subnet.
To obtain the subnet broadcast address for a particular subnet:
Step 1. Take the IP address for a device on that subnet and the subnet mask for that device.
Step 2. Line the address and subnet mask up one above the other, in four columns with each octet being a column.
Step 3. In columns where the subnet mask has a value of 255, write down the value from the IP address' octet.
Step 4. In columns where the subnet mask a value of 0, write down a value of 255.
IP:
192.
168.
0.
123
Mask:
255.
255.
0.
0
Subnet B'cast Address:
192.
168.
255.
255
+ Unicast - packets using a specific, unique destination IP address. This is most comparable to two people having
a single face-to-face conversation without anyone else able to hear them. Interfaces can have more than one
unicast communication at a time. Unicasting cuts down on network overhead as it places the minimum amount of
data on the network and because packets are addressed specifically, it eliminates the requirements that a device
filter out data it doesn't need to listen to.
+ Multicast - packets that are sent to an IP address belonging to a predetermined range of IP addresses. Interface's
may join a multicast group to be able to send and receive packets within the group. This is comparable to a group
of listeners who all choose to listen to one speaker, or to other members of the group who take on the role as
speaker.. The conversation doesn't leave the group.
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It is possible for interfaces to send packets to or receive packets sent to a multicast address without joining the
corresponding multicast group. But unless the interfaces join the multicast group, switches between the devices may
not forward the multicast packets correctly.
Most of the time you can use a /8 subnet mask (255.0.0.0) with Mbox. When you use multiple interfaces on the same
computer, with each having a /8 subnet mask, a general rule is to make sure that each interface has a different first
octet. Otherwise there may be ambiguity when trying to determine which interface to use for various communications.
While all interfaces on a computer may receive packets from any source, packets sent by the computer almost always
should leave through only one interface. If that interface is not on the correct subnet (or indeed the correct physical
network) then the packets will never get to the intended destination.
For example, you can have two interfaces set up with IP addresses of 2.0.0.1 and 2.1.0.1 where both have a subnet
mask of 255.0.0.0. -> Both interfaces are on the same sub-network (i.e. 2.x.x.x), but have unique IDs on that network.
Because this is a valid IP scheme, the computer will allow this; but using this setup will cause issues with Mbox
software. One or both of these interfaces should use a /16 subnet mask instead of the /8 subnet mask, thereby
placing the two ports onto different subnets. -> 2.1.x.x and 2.0.x.x
With all protocols, especially those detailed below, it’s best that one and only one port on the computer be on the
same subnet as the destination devices. When the computer is told to output data to a specific destination device it
avoids confusion if only one port can "talk" to that device.
Standard Control Protocols
Art-Net
Art-Net packets can be fully broadcast (i.e., not restricted to a particular subnet) which makes a device's subnet
inconsequential. Some Art-Net devices use full-broadcast to transmit their data, potentially flooding the network with
data.
To reduce overhead, most Art-Net devices use a subnet mask of 255.0.0.0 and generally use either 2 or 10 as the first
octet in their IP address. This places these devices into a specific subnet and they only talk to other Art-Net devices
on the same subnet. Art-Net data would be sent to the subnet broadcast IP address - either 2.255.255.255 or
10.255.255.255. While this cuts down on some bandwidth usage vs. a full broadcast, it should be noted that subnet
broadcasts still aren't the most efficient use of bandwidth.
For the best efficiency possible, Art-Net can be unicast from device to device. This cuts down on overhead, but
means that the IP address for each device must be known in advance and the precise destination for every piece of
data must be specified. This can make the hardware configuration and software setup more complex. Additionally, the
device to be unicast to must still be on the same subnet as a port on the Mbox computer, otherwise the packets won't
be received at all.
sACN
sACN packets are typically multicast, which sidesteps the restrictions of subnets and subnet masks meaning that any
interface can send or receive data for any multicast group it joins. Of course, the interface must still be on the correct
physical network for the multicast group. Joining a multicast group is most important when receiving data. Switches
can monitor multicast data on the network, and then filter out data that a connected interface has not elected to
receive (i.e., for a multicast group it has not joined).
Any interface on the computer can be used for multicast, but as noted earlier, the interface has to be specifically
identified and registered as a member of the appropriate multicast group. sACN uses predetermined multicast groups
and therefore the address for each group is preset as well. With its registering as a member of all of the necessary
groups (for transmitting or receiving), Mbox will not be able to send or receive sACN packets. For the purposes of
receiving multicast data, it is possible to have all the interfaces on a computer join a multicast group. But for the
purposes of outputting multicast data, only one interface should join the group.
sACN does allow for broadcast or unicast but this functionality is not widely used.
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KiNET
KiNET is intended to be unicast only. Therefore all packets are addressed to specific IP addresses. This is efficient,
but as with Art-Net unicast, the user must know all of the IP addresses of the connected devices that they want to
communicate with. Also, the Mbox computer must still have a port that is on the same subnet as the receiving device.
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Notes
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Mbox® Remote User Manual
Version as of: December 19, 2014
PRG part number: 02.9800.0005.39
Production Resource Group, LLC
Dallas Office
8617 Ambassador Row, Suite 120
Dallas, Texas 75247
www.prg.com
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