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Petr Vanek - Robe

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Posts posted by Petr Vanek - Robe

  1. Hello @vixzy

    i looked at your file. The important thing to realize is that shutter is a different physical behavior then strobe. Shutter can be open/closed (1/0), while strobe is strobing fast/slow (1/s), so for example 20 for fast, 0.3 for slow.

    For this, define two channel functions, one for Shutter (Shutter1) one for Strobe (Shutter1Strobe):

    image.thumb.png.7eb4a424115cc146ea3490e7b43d3128.pngimage.thumb.png.2bed0568a69c3ce471cf4ac944763e07.png

    And then adjust the Channel sets to match the speed of the strobing. See attached file where i split the shutter into two functions.

    Kind regards

    Petr

     

     

     

     

     

    Etan@Etan_101@Splitting_Shutter_into_Shutter_and_Strobe.gdtf

  2. Hello,

    Presumably you are adding Shutter instead of a Strobe, that's maybe why it's not working.

    Posting a GDTF file here can increase a chance that someone will look at it and can help you.

    Cheers P.

  3. Hello all, we have made a public release of the libMVRgdtf library which makes it much more easy for software authors and companies to be able to implement and utilize GDTF and MVR in their products.

    We had previously been giving access to the Github libMVRgdtf repo on individual bases,  the code has now has been released to the general public. The implementation also included the MVR-xchange communication protocol. The library has been used ever since by the Builder and other software. License allows commercial and closed software usage, but IANAL, so check yourself.

  4. Hello Giannis,

    we describe the "quality" or "size" of the 3D asset by using vertex count, this being in the Spec and also in the Builder. It is a value commonly seen in 3D software like Blender. I am not sure what a "polygon" would be meaning here - would that be a triangle?

    As for the level of detail:

    One can use the provided GDTF Primitives of base, yoke, head, triangle, sphere... these have been created to be as simple as possible, when no other 3D asses is available.

    The "default" level has been chosen to be 1200 vertices for the complete fixture. A complete fixture "typically" being a moving head and this has been providing good guidance in our experience, as it makes people aware of the properties of 3D models. So for base/yoke/head fixture, this ends up being some 400 vertices per model. If the fixture has many lenses, these would typically be referenced, but when preparing our 3D assets, if we have a way to test in real software, we look at what the fixture looks like and ensure good first hand experience.

    The low level of detail allows to provide even simpler models with more decimation, i am not sure if any software is using this at the moment.

    The high level of detail is there to allow unlimited details to be expressed.

    Kind regards

    Petr

  5. Hello,

    you cannot link the Wheel from the "fast shortcut" of the Channel Function, but you can add it if you open the full modal dialog editing the channel function properties:

    image.thumb.png.e3b3a02fcc0cbb061ae765e512ce0482.png

     

    This then allows you to select gobos for each channel set:

    image.thumb.png.6e22deceec86e9b7937bfdcd3d7c9594.png

     

    Depending on the use case, you will have to test if the software of your choice visualizes ColorMacro...

    Hope this helps

    Cheers

    Petr

     

     

  6. 6 hours ago, Brothers said:

    I have very different values so I'm going to do the 3 lens option(in the Geometry tab).

    Thank you for your help.

     

    Yep, makes sense. Then you can use a different DMX Mode for each lens (for example fresnel, profile, pc...). And if the lens can change angle but lumens remain the same, you can use the virtual zoom in there too.

    • Thanks 1
  7. 37 minutes ago, Brothers said:

    So I could do it with the "Virtual DMX", but I won't be able to modify the beam angles, outputs, etc. for each step. 

    You can modify the beam angles, that is the function of Zoom. If each lense has very different Lumen values, then you would use different files. If the lumen output is same, you could just use the modes or virtual zoom.

  8. 10 minutes ago, Brothers said:

    If I do it in a virtual way, would it appear as a DMX mode?

    No, this info would be for visualizer only. You could do it also by DMX mode, yes, then it would be more visible to the customer and also available in the visualization...

    • Like 1
  9. 5 hours ago, Brothers said:

    Hi,

    I would like to design the following fixture: (attached), equipped with manual zoom functionality. At each zoom step, I require distinct beam angles, outputs, etc. Could you advise me on how to implement this zoom feature or provide relevant information? Currently, my only idea is to create three lenses, each corresponding to a different zoom step.

    BBS-CFL1-DS23.pdf 7.94 MB · 2 downloads

    Hello,

    you can either create three separate devices if the light output is different for each lens. You can also virtual zoom, see example of this fixture, which does it the virtual zoom way:

    image.thumb.png.3f80b20a63f44f547a38f9fc697f5fd6.png

    cheers

    Petr

    • Like 1
  10. 21 hours ago, vixzy said:

    Thanks! This was the part I had missed!

    Was no fun to add it to a 80ch rgbw profile tho!

    Great! If it was too much work, Geometry References might have been used, to define the section (geometry and it's properties) only once and then re-use it as many times as needed:

    Or you can also use the Geometry Arrange/Multiply tool. It can multiply regular geometries and also geometry references...

    image.png.b923556df107e8eda829effdc5dc5360.png

  11. The GDTF Builder update for January 2024 brings in new features and possibilities, implements more of the GDTF Specification, fixes several bugs, and speeds up the creation and maintenance of GDTF files. As typical for our industry, uptake of new ideas takes time but we can see more and more utilization of GDTF and MVR and we hear from happy users of GDTF and MVR on daily bases. Here are the changes to the GDTF Builder:

    Updated template fixtures

    The fixture templates of Conventional, LED PAR and Moving Head now come with predefined 2D symbol, Pigtail geometry with connector definition via Wiring Objects, with ore predefined Attributes like more colors, Virtual Pan, Tilt and so on, allowing faster start when starting from the templates.

    Fixture templates

    Of course, there is always the GDTF Share with now more the 3300 files, which provide an excellent way to take a look at and learn, copy from or modify and turn into another device. There are also the GDTF/MVR Help pages and the Training Videos on YouTube, helping you to get started.

     

    New features

    Support for ColorSpaces

    The Physical Descriptions tab now allows to define ColorSpaces, either Standard or Custom and link them to relevant ChannelFunctions as per GDTF Specification, allowing to provide ColorSpaces which can be changed during the operation of the device via DMX.

    Color Spaces

     

    Allow to copy complete geometry trees between files

    Geometries could always be duplicated inside one GDTF file but geometries (and complete geometry trees) can now be copy/pasted from one GDTF file to another:

    Geometry copy/paste

     

    Allow to copy and paste Emitters, Filters, DMX Profiles, and ColorSpaces

    The copy/paste between files is now also possible for Emitters, Filters, DMX Profiles and also to the new ColorSpaces. These copy/paste operation can speed up the workflow significantly.

    Copy/Paste

     

    Improvements

    Many improvements have been added to the builder, lets take a look at them:

    The username is now displayed in the browser title. This is useful when using multiple accounts for creation/upload or testing:

    image.png.a24db314f885447607d0fcf100ad7294.png

     

    For custom attributes, the sub physical units are now shown. Custom attributes allow to extend GDTF but should only be used if really necessary, as their utilization depends on software choosing to use it. One can newly define sub-physical units for custom attributes.

    image.thumb.png.82aa676a29ea75ce3ddd33cf3aed94e1.png

     

    Improved search for attributes names. Previously, we added images and short animations to visualize attributes. Now, when searching for the attribute, better attribute names are shown in the search results, together with the "machine readable attribute name".

    image.png.756265f7053118e15304b335d90b6584.png

     

    Allow to rename custom Attributes. The Summary tab - Attributes now allows to edit and rename custom attributes:

    image.png.51c00cbfdc6463003a7a5c0d5603c554.png

     

    Cannot use the Paste DMX Mode if i don't have any DMX Mode yet. Previously, to paste a DMX Mode, one had to create a new mode, use it to right click and paste. Now, one can right click on an existing DMX mode to access the Paste item.

    image.png.8da5ebcd2763f26c8fb39ac7fd7029e9.png
     

    Improvements to the Duplicate and arrange geometries wizard. When duplicating Geometry References, you now can define the offset for the breaks. When duplicating geometries via the Arrange wizard, the first geometry is no longer duplicated 2x. One can also specify the DMX break Address offset:

    image.png.b7a55ae73fd4e75e37ef93dd68f0043a.png

     

    Allow to define the RDM personality in decimal format:

    image.png.809a2e44002c9d47d5a19f3cf59c1cd1.png

    image.png.a966a57c78537dfd565a488261b7d309.png

    image.png.f087b87ffa7eaf502b156e9b0da2b5cc.png

     

    When there is a maintenance scheduled, this is now also shown in the builder:

    image.thumb.png.cbad74045d83fa564ce763baefe00e1c.png

     

    Other improvements:

    • Copy and paste geometry improvement. Only provide the copy/paste menu on geometries which and where can be copy/pasted.
    • Performance Improvements in the Builder. Several parts of the Builder have been optimized for faster operation.
    • An error is shown, when Modes Masters overlap.
    • GDTF 1.0 geometry types are not longer available in the builder for new files.

     

    Bugfixes

    • Geometry Reference model vertices are now correctly calculated
    • Fixed a bug when switching between from/to representations
    • Fixed a bug which would not allow to change the model dimension
    • Allow to delete a Main Attribute
    • Fixed a bug with copying DMX Modes
    • Fixed behavior with wrong formatted Attributes names
    • Powercon connectors are now inserted with the correct gender
    • When copying DMX Channels, custom attributes are now also created
    • When starting a fixture based on another, the revision history is cleaned
    • Like 2
  12. 16 hours ago, vixzy said:

    Hi!

     

    The company i work for has just bought a LED bar with 20 pixels RGBW. 

    One of the modes on the bar is 80 channels, wich is 4 channels rgbw for each pixels.

     

    Instead of just having just RGBW controll it would be nice to have a virtual dimmer to controll them. Either for the entire fixture or for each pixel.

     

    I have tried to add a virtual dimmer to the main fixture and also per pixel but I can't get it to work.

    What would be the correct way to add a virtual dimmer to controll the pixels?

    Hello. For Virtual dimmers, see the Help page here:

    https://gdtf-share.com/help/en/help/gdtf_how_to/key_create_virtual_channels.html

    and also see the short message here:

    Hope this helps, Petr

  13. We are thrilled to join the entertainment community in Las Vegas at LDI 2023. Be sure to stop by the GDTF booth #1653 to get a demo of the file formats that are unifying the industry and speeding up your workflows, and pick up some fun swag.

    If you're looking for more in-depth training on GDTF and MVR, or how you can get involved as a manufacturer, we have the training sessions for you:

     

  14. Hello,

    your Iris channel sets are always setting Iris to closed:

    image.thumb.png.26836e9572e5e46629bdcb2243530a57.png

     

    Make sure to edit it to fix it. I would also adjust the Channel Function's physical to match the sets:

     

    image.thumb.png.d90abf7bb75f5971fe0afc5ad9b9ff8d.png

    Hope this helps

    Petr

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