Official Documentation
PIXMAP
User Manual

Professional LED pixel mapping design tool for planning,
organizing, and exporting LED panel layouts for video walls
and live stage productions.

LED Technicians
AV Professionals
Production Designers
2026 Edition
01 · Introduction

What is PIXMAP?

PIXMAP is a professional desktop application for designing, planning, and exporting LED pixel mapping layouts. It gives LED technicians, AV engineers, and production designers a dedicated visual environment to define how LED panels are physically arranged, configured, and indexed, before any hardware is installed on site.

Modern LED installations involve dozens or hundreds of individual panel modules arranged across screens, trusses, stage floors, and architectural surfaces. Each module has a specific position, pixel count, and signal assignment. Planning this structure accurately, and in advance, is what separates a smooth installation from an expensive, time-consuming problem discovered on the day.

PIXMAP solves this by replacing guesswork, spreadsheets, and generic design tools with a single purpose-built workspace that understands the language of LED pixel mapping.

Who Is PIXMAP Designed For?

Primary Audience
LED Technicians

Configure panel grids, define pitch values, and produce accurate patch data that reflects the exact physical arrangement of LED hardware before installation begins.

Primary Audience
AV Professionals

Map multi-surface video wall systems and generate export files compatible with media servers, signal processors, and production control systems.

Primary Audience
Production Designers

Visualize LED surface arrangements within a stage or architectural context and validate layout geometry, masking, and coverage before fabrication or deployment.

Primary Audience
Event & Stage Crews

Use project files and canvas layouts as on-site reference documents during LED rig construction, panel hanging, and signal patching.

02 · Interface

Application Interface Overview

PIXMAP is organized into five distinct interface zones. Each zone has a specific role, and together they provide a complete pixel mapping design environment. New users should familiarize themselves with these zones before beginning a project.

PIXMAP application interface
⊟
Top Zone
Top Toolbar

The top toolbar contains global controls: project file actions, export access, primary tool selection, and canvas view controls. Most sessions begin here.

☰
Left Zone
Layers Panel

The left panel lists every object in the current project, including LED surfaces, groups, masks, and imported reference assets. It is the primary tool for managing project structure, ordering, and visibility.

⊞
Center Zone · Primary Workspace
Canvas Workspace

The canvas is the central viewport where all LED surfaces, masks, and reference images are placed and arranged. All visual design work happens here. The canvas is always the primary focus of the interface.

⊟
Right Zone
Properties Panel

Selecting any object on the canvas populates the right panel with all editable settings for that object. Surface dimensions, pitch, colors, labels, position, and visual styling are all configured here.

▬
Bottom Zone
LED Details Bar

The bottom bar displays live technical readouts including total pixel count, panel totals, resolution summaries, and canvas coordinate data for the selected surface or the overall project.

03 · Components

Interface Component Breakdown

The following subsections provide detailed explanations of each interface component, what it does, where it lives in the application, and how it fits into the LED mapping workflow.

Project Setup Wizard

Every PIXMAP session begins with the Project Setup Wizard. This dialog appears automatically when creating a new project and collects the foundational parameters that define the scale, resolution, and hardware context of the entire canvas. All downstream measurements, pixel counts, and panel calculations are derived from the values entered here.

SettingDescription
Project Name An identifier for the project used in saved files and export outputs. Use a clear, descriptive name that communicates the event, venue, or installation.
Resolution The total output resolution of the LED canvas (e.g., 1920×1080, 3840×2160). Sets the pixel grid scale for the workspace. Must match the intended output resolution of the video system driving the LED wall.
Pixel Pitch The physical distance in millimeters between LED pixels on the hardware modules. This value maps the pixel grid to real-world physical dimensions on the canvas.
Panel Presets Pre-configured panel type definitions based on known LED module specifications. Selecting a preset automatically populates pitch and pixel dimension fields.
Important
Pixel pitch and resolution together define the physical scale of the entire canvas. Always verify these values against hardware specifications before beginning layout work. Incorrect pitch values will produce inaccurate pixel counts and invalid export data.

Canvas Workspace

The canvas is the central viewport of PIXMAP and the primary design environment for LED layout work. It is an infinite, pannable, and zoomable workspace where LED surfaces, masks, and reference images are placed and spatially arranged.

The canvas reflects the physical space of the LED installation. Surfaces are positioned relative to one another in the same way physical LED panels would appear on a stage or wall.

InteractionDescription
PanClick and drag on empty canvas space to move the viewport in any direction.
ZoomScroll the mouse wheel to zoom in or out. Zoom is centered on the cursor position.
SelectClick any object to select it and load its editable properties into the right panel.
DragClick and drag a selected surface or shape to reposition it anywhere on the canvas.
Multi-selectHold Shift and click multiple objects to select them simultaneously for group operations.

Layers Panel

The layers panel is located on the left side of the interface and provides a complete, hierarchical list of every object in the project. As surfaces, groups, masks, and imported assets are added to the canvas, they appear here as named entries that can be individually managed.

ActionDescription
ReorderDrag layer entries up or down to change the stacking order of objects on the canvas.
GroupCombine multiple surfaces or shapes into named groups to simplify navigation in complex projects.
Visibility ToggleShow or hide any layer without deleting it. Useful for comparing layout variations or temporarily clearing the view.
Lock LayerPrevent a layer from being accidentally selected or repositioned on the canvas.
RenameDouble-click any entry to assign a custom name to a surface, group, or mask.
Tip
On large installations, establish a consistent naming and grouping structure from the very start of the project. A well-organized layer list is significantly faster to navigate and reduces the risk of accidental edits to the wrong surface.

Properties Panel

The properties panel is located on the right side of the interface. When an LED surface is selected on the canvas, this panel populates with all configurable settings for that object. Properties are updated in real time, changes are immediately reflected on the canvas.

PropertyDescription
Panel PitchThe LED pixel pitch in millimeters for the panels in this surface.
Panel Pixel DimensionsThe pixel resolution (width × height) of each individual panel module within the surface.
Rows & ColumnsThe grid layout of the surface, how many panels across (columns) and how many panels tall (rows).
PositionThe X/Y coordinates of the surface on the canvas.
RotationThe rotation angle of the surface in degrees.
Label StylingFont size, color, and rotation of the text label displayed on the surface within the canvas.
Fill ColorThe background fill color of the surface.
Flip X / Flip YMirror the surface horizontally or vertically to match the physical installation orientation.

LED Surfaces

An LED surface is the primary object type in PIXMAP. Each surface represents a physical LED panel array, a defined grid of LED modules that together form a single display region. Surfaces are the building blocks of every pixel mapping project.

AttributeDescription
Panel GridThe rows × columns arrangement of LED modules forming the surface.
Panel PitchThe physical LED pitch for the modules assigned to this surface.
Panel DimensionsThe pixel resolution of each individual LED module within the surface.
Visual StylingColor, label, border, and opacity settings controlling how the surface is rendered on the canvas.

Projects can contain any number of surfaces. This allows multi-zone configurations, a center screen, side wings, floor tiles, and ceiling rigs, to all coexist within a single project file and be exported together in one operation.

Panel Grid Editing

By default, an LED surface is a complete rectangular grid where every cell in the row × column matrix is filled with an active panel. In physical installations, however, panels are frequently missing from the grid, removed to accommodate structural columns, rigging hardware, architectural features, or design intent.

Panel grid editing mode allows users to individually select and remove panel cells from a surface. Each cell can be toggled independently, active or inactive, allowing the surface grid to accurately represent a real, irregular LED array rather than an idealized rectangle.

How It Works
Enter panel grid editing mode by selecting a surface and activating the grid editor from the surface controls. Individual cells become selectable. Click any cell to toggle it off (removing it from the pixel map) or back on. Pixel counts and indexing update automatically as cells are modified.

Surface Styling

Visual styling controls in PIXMAP determine how surfaces appear on the canvas. These settings are for planning clarity only, they affect the visual representation of the surface during design but do not influence the pixel mapping output data.

Style SettingDescription
Checker PatternAlternating panel shading within the surface grid to visually distinguish individual module cells.
Label Color & SizeThe color and font size of the text label displayed on the surface.
Fill ColorThe solid background fill applied to the entire surface area.
Label RotationRotate the surface label text independently from the surface itself.

Applying distinct colors to adjacent surfaces significantly improves readability on complex, multi-zone canvases. The One-Click Color Shifter automates this process by instantly assigning a visually distinct color palette across all surfaces.

Mask Shapes

Masks are shapes applied on top of LED surfaces to define non-rectangular active display areas. In live production and event design, LED displays are frequently circular, triangular, hexagonal, or entirely custom in form. PIXMAP's masking system allows these shapes to be precisely defined and included in all export outputs.

Only the pixels within the mask boundary are included in the pixel mapping output. Pixels outside the mask are excluded from indexing and from signal assignment.

Built-in
Rectangle
Standard rectangular mask. Use to sub-crop a surface or define a precise rectangular active region within a larger panel array.
Built-in
Circle
Circular mask for round LED display configurations, common in drum rigs, circular trusses, and halo installations.
Built-in
Triangle
Triangular mask for angular, wedge-shaped, or V-formation LED display configurations.
Built-in
Hexagon
Six-sided mask for hexagonal LED tile arrays, a popular format in creative panel arrangements and architectural installations.
User-Drawn
Custom Polygon
A freeform closed polygon drawn point-by-point directly on the canvas by the user. Supports any closed shape geometry.
Imported
PNG Mask
Import a PNG file as a mask. The alpha channel of the PNG defines the mask boundary, enabling highly complex shapes.

Custom Shape Tool

The custom shape tool allows users to draw freeform polygon masks directly on the canvas using a point-by-point drawing method. It is the most flexible masking option and supports any closed shape that a specific LED installation might require.

Drawing a Custom Polygon Mask

  1. Select the Custom Shape tool from the toolbar or mask type menu.
  2. Click on the canvas to place the first anchor point of the shape.
  3. Continue clicking to place additional anchor points around the mask perimeter.
  4. Click on the first anchor point to close the polygon and complete the mask shape.
  5. The completed mask is applied to the LED surface beneath it.
Tip
Use the minimum number of points needed to define the shape accurately. Fewer, well-placed anchor points produce cleaner masks, more predictable export results, and are easier to refine and adjust after placement.

Canvas Tools

In addition to surface and mask editing, PIXMAP provides auxiliary canvas tools that improve layout accuracy, assist with navigation, and help prepare the workspace for export.

ToolDescription
Snap to Alignment Automatically snaps surfaces and shapes to alignment guides when dragging, making it straightforward to align objects precisely without manual coordinate entry.
Diagnostic Line View Overlays pixel indexing scan lines across surfaces to visually verify the pixel numbering direction and scan-out order before export.
Canvas Lock Mode Locks canvas pan and zoom to prevent accidental viewport changes while making precise edits to surfaces or masks.
Fit Canvas to Content Automatically adjusts the canvas viewport to frame all placed objects within the visible window. Essential before export to confirm all surfaces are visible and correctly positioned.
Fit Canvas to Content
This one-click tool should be used as a standard step before every export. It ensures all surfaces are within the canvas viewport and that nothing has been inadvertently positioned off-screen before export data is generated.
04 · Workflow

Workflow Illustration

The following walkthrough demonstrates a complete PIXMAP project, from initial setup through to final export. Each step includes an animated demonstration and an explanation of what is happening and why it matters in the broader LED mapping workflow.

Follow these steps in order when starting your first project. Once familiar with the workflow, individual steps can be referenced independently as needed.

1
Step 01 of 14

Start a New Project

When launching a new project, the Project Setup Wizard opens and prompts for the core parameters that define the mapping environment. The user enters the project name, sets the output resolution, and specifies the pixel pitch of the LED hardware being planned.

Step 1, Starting a new PIXMAP project
Project Setup Wizard, project name, resolution, and pixel pitch
Why This Step Matters Resolution and pixel pitch together determine the physical scale of the entire canvas. Every surface, measurement, and pixel count in the project is derived from these values. Setting them correctly at the start ensures all downstream data is accurate.
2
Step 02 of 14

Create a Custom LED Panel Size

Not all LED installations use standard panel modules. When the hardware in use does not match a preset in the Panel Library, users can define a custom panel specification by entering the exact pixel width, pixel height, and pitch value that corresponds to the physical modules being installed.

Step 2, Creating a custom LED panel size
Defining a custom panel specification, pixel dimensions and pitch
Why This Step Matters Using the exact panel specification ensures that all pixel counts, surface dimensions, and export data reflect the real hardware. Custom panel definitions can be reused across multiple surfaces within the same project.
3
Step 03 of 14

Upload a Brand Logo to the Canvas

Reference graphics, such as brand logos, sponsor artwork, or stage schematics, can be imported directly onto the canvas as visual guide layers. These images are not part of the pixel mapping output and are used purely as layout references during the design process.

Step 3, Uploading a brand logo to the canvas
Importing a reference graphic as a canvas guide layer
Why This Step Matters Reference imagery makes it straightforward to position LED surfaces so that panel boundaries align precisely with a logo, graphic, or architectural feature. For branded installations, this step eliminates alignment guesswork entirely.
4
Step 04 of 14

Add the First LED Surface

With the canvas initialized and any reference imagery in place, the first LED surface can be created. A surface is defined by specifying the number of panel rows and columns and selecting the panel type. PIXMAP immediately renders the surface on the canvas as a panel grid, providing a real-time visual representation of the LED array.

Step 4, Adding the first LED surface
Creating the first LED surface, defining rows, columns, and panel type
Why This Step Matters The first surface establishes the spatial anchor of the project. All subsequent surfaces are positioned relative to it. The surface can be freely repositioned on the canvas at any time by dragging.
5
Step 05 of 14

Add Multiple LED Surfaces

Most professional LED installations involve multiple independent display zones. A stage production might include a main center screen, left and right wing panels, floor tiles, and ceiling rigs, each representing a distinct LED surface with its own panel count and configuration. In PIXMAP, each zone is added as a separate surface on the canvas.

Step 5, Adding multiple LED surfaces
Adding additional surfaces to represent a multi-zone LED installation
Why This Step Matters Surfaces are independent objects. Each can have different panel types, dimensions, and configurations. Arranging them spatially on the canvas creates an accurate digital map of the full physical installation.
6
Step 06 of 14

Name Each LED Surface

As surfaces accumulate in a project, clear and descriptive naming becomes critical for maintaining clarity in the layers panel and in the exported output. Each surface can be given a name that directly communicates its physical role in the installation, such as "Main Screen," "Stage Left Wing," "Floor Riser 1," or "Ceiling Truss."

Step 6, Naming LED surfaces
Assigning descriptive names to each surface in the layers panel
Why This Step Matters Surface names are carried through to export filenames and patch data labels. Clear naming prevents confusion during installation and eliminates the need to trace surface identities from generic default names.
7
Step 07 of 14

Use the One-Click Color Shifter

When multiple surfaces are placed close together on the canvas, distinguishing them visually becomes important for accurate editing. The One-Click Color Shifter instantly assigns a visually distinct color to each surface, cycling through a curated palette that avoids applying similar hues to adjacent surfaces.

Step 7, Using the One-Click Color Shifter
One-Click Color Shifter, automatic color differentiation across all surfaces
Why This Step Matters Strong visual differentiation makes it immediately clear where one surface ends and another begins. It reduces the risk of accidentally selecting and editing the wrong surface and makes the canvas much faster to navigate visually.
8
Step 08 of 14

Edit Panel Grids

Real LED installations rarely occupy a perfect rectangular grid. Structural elements, rigging hardware, and installation constraints frequently require individual panels to be omitted. Panel grid editing allows users to remove specific cells from a surface grid, accurately representing physical gaps in an otherwise regular array.

Step 8, Editing the LED panel grid
Removing individual panel cells within a surface grid
Why This Step Matters Panels removed from the grid are excluded from pixel indexing. The exported mapping data will precisely reflect the actual LED hardware layout, not an idealized rectangle, ensuring accurate signal assignment during production.
9
Step 09 of 14

Customize Surface Labels

Surface labels are the text identifiers displayed on each surface in the canvas view. Label color and size can be adjusted independently per surface, ensuring labels remain readable against the surface fill color and that important surfaces are labeled more prominently than smaller adjacent ones.

Step 9, Customizing surface labels
Adjusting label color and font size for improved canvas clarity
Why This Step Matters Well-configured labels make the finished canvas layout function as a clear reference document. When the canvas is exported as a visual overview or printed for on-site use, readable surface labels remove all ambiguity about zone identification.
10
Step 10 of 14

Fit Canvas to Content

As surfaces are added and repositioned, the canvas viewport can drift away from the content area. Fit Canvas to Content solves this with a single click, the viewport is automatically adjusted to frame all placed surfaces and objects within the visible window at an appropriate zoom level.

Step 10, Fit Canvas to Content
Fit Canvas to Content, auto-adjusting the viewport to frame all project objects
Why This Step Matters Running Fit Canvas to Content before export confirms that all surfaces are visible and correctly positioned within the canvas. Surfaces that have drifted off-screen will be revealed, preventing them from being missed during final verification.
11
Step 11 of 14

Apply Basic Shape Masks

Built-in geometric mask shapes can be applied directly on top of LED surfaces to define non-rectangular active display areas. The shape library includes rectangles, circles, triangles, and hexagons, covering the most common non-standard LED display forms in live production and event environments.

Step 11, Applying basic shape masks
Applying a geometric mask to define a non-rectangular active display region
Why This Step Matters Once a mask is placed, only pixels within the mask boundary are included in the export. This allows a standard rectangular panel array to function as a circular, triangular, or hexagonal display, matching the physical form of the installation.
12
Step 12 of 14

Create Custom Shape Masks

For LED configurations that do not match any preset geometric shape, the custom polygon tool allows users to draw any closed shape directly on the canvas. Anchor points are placed by clicking, and the shape is completed by connecting back to the first point. The resulting polygon is applied as a precision mask.

Step 12, Drawing a custom polygon mask
Custom polygon tool, drawing a freeform closed mask shape
Why This Step Matters Custom polygon masks handle asymmetric configurations that no standard shape can replicate, such as panels arranged around an architectural feature, or an LED installation shaped to match a specific stage prop or scenic element.
13
Step 13 of 14

Import a PNG Mask

When a mask shape has been prepared externally, as part of a brand identity package, stage design asset, or graphic cutout, it can be imported directly as a PNG file. PIXMAP reads the alpha channel of the imported PNG to define the mask boundary, enabling highly complex shapes to be used without manual polygon drawing.

Step 13, Importing a PNG mask
PNG mask import, using the alpha channel to define the active mask boundary
Why This Step Matters PNG mask import is especially valuable when working with brand logos, sponsor graphics, or custom fabricated LED forms where the shape originates from a graphic design workflow. It bridges design and production planning in a single step.
14
Step 14 of 14

Export the Layout

When the layout is complete and all surfaces, masks, and configurations have been verified, the project is ready for export. PIXMAP supports three export modes that can be selected and downloaded simultaneously, giving technicians all required production files in a single operation.

Step 14, Exporting the layout
Export panel, selecting export modes and generating production output files
Export ModeDescription
Mask Only Exports the mask boundary geometry for each surface, defining the active pixel region without patch assignment. Use when mask data is required independently of patch information.
Patch Only Exports the pixel patch data, the mapping of output pixels to physical LED locations and signal assignments. Use when mask data already exists and only patch information is needed.
Mask with Patch A combined export containing both the mask boundary and the complete pixel patch data. This is the primary deliverable for most production workflows and the most complete format available.
Why This Step Matters All three export modes can be selected and downloaded in a single operation. Generating all available outputs at once ensures the project does not need to be reopened if a different format is requested at a later stage in the production workflow.
05 · Advanced Output

Advanced Output — Slicing for Video Processors

Advanced Output is where a finished pixel map becomes real, deliverable video-processor outputs. Once the physical LED layout has been designed on the canvas, Advanced Output lets you cut that layout into slices and arrange them onto one or more output screens — exactly the way a media server such as Resolume Arena maps a composition onto its outputs. Each slice defines which part of the content it takes (its input) and where that content is placed on the processor (its output).

The workflow mirrors the professional input / output model used across the industry: a single composition is sampled by many slices, and each slice is transformed independently onto the output canvas. This is what makes irregular walls, split screens, wings, floors and ceilings all driveable from standard rectangular processor outputs.

Advanced Output in PIXMAP — input selection and output transformation demo
Two Tabs, One Model
Advanced Output always has two views, switched at the top of the workspace: Input Selection (what each slice samples from the composition) and Output Transformation (where each slice lands on the physical output). This is the same Input / Output separation Resolume uses in its Advanced Output editor.

How It Works

Advanced Output sits between the design canvas and the physical hardware. The full designed canvas becomes the composition — the source picture. You then add one or more screens, where each screen represents a single video processor or output device with its own pixel resolution. Finally you cut the composition into slices, and each slice carries two rectangles: an input rectangle (the region of the composition it samples) and an output rectangle (its position, size and rotation on the screen).

ConceptDescription
CompositionThe complete designed canvas at its full resolution — the single source picture every slice samples from.
ScreenOne physical output / video processor, with its own resolution (for example 3840 × 2160). A project can contain several screens.
SliceA rectangular region that takes a piece of the composition and places it onto a screen. Slices are the unit of mapping.
Input RectangleThe area of the composition the slice reads from — set on the Input Selection tab.
Output RectangleThe destination on the screen — position, width, height and rotation — set on the Output Transformation tab.

Screens & Processors

Screens are managed from the list on the left of the Advanced Output workspace. Each screen is treated as one processor output — add a screen for every physical processor in the rig, set its resolution, and assign slices to it. A default reference screen mirrors the composition so you always have a starting point; additional screens are created as needed for multi-processor installations.

Tip
Give each screen the exact resolution of its real processor output. The slices you place on that screen are then delivered at true 1:1 pixel accuracy, and the exported files and XML match the hardware without rescaling.

Input Selection

The Input Selection tab defines what each slice takes from the composition. Here the composition is shown as the source picture, and each slice is a rectangle laid over it. Move and size that rectangle to choose the exact region of content the slice will carry to its output — identical in purpose to the Input rectangle in Resolume's Advanced Output.

◱
Input Selection Tab
Source Region

Position the slice's input rectangle over the part of the composition it should display. This is the crop of the source content — the pixels the processor output will actually show.

Input Selection tab in Advanced Output
Input PropertyDescription
Input PositionThe X / Y coordinates of the slice's source rectangle within the composition.
Input SizeThe width × height of the region sampled from the composition.
Layout ReferenceThe Input view represents the physical wall layout, so it is also the basis used later for power planning in LED Wiring.

Output Transformation

The Output Transformation tab defines where each slice lands on the physical output. Switch to this tab to position, scale, rotate and flip every slice onto the selected screen's canvas. What you arrange here is exactly what the video processor sends to the LED wall — the same role as the Output rectangle in Resolume.

◲
Output Transformation Tab
Destination on the Processor

Place each slice on the output screen. Drag to position, resize with the handles, rotate to any angle, and flip to match the physical orientation of the panels. This is the final map the processor drives.

Output Transformation tab in Advanced Output
Output PropertyDescription
Output PositionThe X / Y coordinates of the slice on the output screen canvas.
Output SizeThe width × height of the slice on the screen. Scaling here maps the sampled input onto the destination area.
RotationRotate the slice to any angle. Rotation is preserved through to LED Wiring and is baked into the exported Resolume geometry so the slice lands rotated in the media server too.
Flip X / Flip YMirror the slice horizontally or vertically to match the physical panel orientation.

Slices & Splitting

Slices are created from the surfaces you designed on the canvas, and can be divided further to match how the content is distributed across processors and ports. A slice can be split into Left / Right or Top / Bottom halves, either automatically (an even 50 / 50 cut) or with a custom tile count on each side. Aspect-ratio lock keeps proportions correct while resizing.

Slice ActionDescription
Split L / R · T / BDivide a slice into two along a vertical or horizontal cut, following the panel grid.
Half (Auto) / CustomSplit evenly down the middle, or specify exactly how many tiles go to each side.
AR LockMaintain the slice's width / height ratio while resizing.
Match Input → OutputCopy the input rectangle's shape onto the output rectangle (and vice-versa) to keep the two in sync.
Tip
Excluding the blank reference screen, each output screen is treated as one processor. Splitting a slice L / R or T / B is how you divide a wall across the ports of that processor before it moves into LED Wiring.

Resolume XML — Import & Export

Advanced Output speaks the same screen-setup format as Resolume Arena and Avenue. Export XML writes every slice — its input crop, output position, size and rotation — as a Resolume screen setup that can be loaded directly into the media server. Import XML brings an existing Resolume setup back into PIXMAP so an already-built show can be documented and wired.

Rotation Is Preserved
When a slice is rotated in PIXMAP, the rotation is baked into the four corners of the exported output rectangle — the convention Resolume reads — so the slice appears at the same angle and position after importing into Resolume, not straightened out.

Using Advanced Output — Step by Step

A typical Advanced Output pass follows the same order every time: design first, then slice, then arrange, then deliver.

  1. Open Advanced Output from a completed pixel-map project. The designed canvas becomes the composition.
  2. Add a screen for each physical video processor and set its output resolution.
  3. On Input Selection, position each slice's input rectangle over the region of the composition it should show.
  4. Switch to Output Transformation and place, scale, rotate and flip each slice onto the screen so it matches the real output.
  5. Split slices Left / Right or Top / Bottom where a wall spans multiple processor ports.
  6. Export — save a PNG map of the screen and/or Export XML into Resolume, then continue to LED Wiring for cabling and power.
06 · Version 2.1

What's New in PIXMAP 2.1 — The Playback Update

Version 2.1 turns the patch into something you can play. Until now PIXMAP described the wall: panels, pixels, slices and exports. From 2.1 the same project can carry real show content, decode HAP and DXV files on the graphics card, publish and receive NDI® on the network, and send every output screen to a physical display — all from the Advanced Output workspace. The patch editor also gains live Design Checks, a Symmetry assistant with mirror copies, and a one-click Colour Scheme.

FeatureWhereWhat it does
VisualizeAdvanced Output → Visualize tabLoads an image or video onto the composition and plays it through every slice, screen and display.
HAP & DXVVisualize → Load ContentPlays HAP, HAP Alpha, HAP Q and DXV3 (.mov) with the decode on the GPU — no transcoding.
NDI® In / OutVisualize → NDI source · Screen WallUses a live NDI source as content; publishes any screen, or the whole patch, as an NDI source.
Send to DisplayScreen Wall tilePuts an output screen fullscreen on a chosen display or processor input.
Design ChecksPatch editor, top rightFlags mixed pitch, canvases wider than one 4K input and screens that drift off centre.
Symmetry & MirrorPatch editorScores mirror pairs, creates mirror copies, and keeps pairs in sync with Live Symmetry.
Colour SchemePatch editor toolbarRecolours the whole project from a palette, with patterns and tint.
ExportsVisualize → ExportScreen PNG, per-slice PNGs, all screens, and an MP4 of the whole patch.
Free Update
2.1 is a free update for every 2.x licence. Projects saved by 2.0 open unchanged; the new Visualize settings are stored in the same .pix file. Media files themselves are referenced by path, not copied into the project.

Visualize — Play Real Content on the Patch

Visualize is the third tab of Advanced Output, next to Input Selection and Output Transformation. It takes the composition you have already sliced and lets you load real content onto it. The content is placed on the composition once; every slice is then a window that cuts its own part out of that content, exactly the way a media server maps a composition onto its outputs. Nothing is re-mapped: whatever you see in a slice is what that slice will carry to the processor.

Visualize tab with a HAP colour-bar test loop playing through every slice of a 10K festival patch
Visualize — a HAP colour-bar test loop on the composition, cut by every slice; the Screen Wall below shows what each processor receives

Loading Content

Click Load Content in the left panel, or drag an image or video straight onto the composition. PIXMAP accepts images, H.264 MP4, and HAP / DXV .mov files. The panel shows the file name, its native size against the patch size, and, for HAP and DXV, a live decode readout. Replace swaps the clip; the bin icon clears it.

Visualize content panel
Content panel
Patch content on top, then the NDI® source picker, the Transform rows, and the per-slice content list.
Auto size and snap settings
Settings
Auto Size, magnet snapping while dragging content, and the preview resolution of the composition view.

Auto Size and Transform

Auto Size decides how the content fits the composition:

ModeBehaviour
OffTrue pixels. The content keeps its native size and sits at the top-left of the composition until you move it.
FillScales the content up until it covers the whole composition, cropping the overflow.
FitScales the content so the whole frame is visible, leaving black bars where the aspect ratio differs.
StretchFills the composition exactly, ignoring aspect ratio — useful for content rendered at the patch resolution.

The Transform rows act like a clip transform on a media server: X, Y, Scale, Rotation and Opacity. Every row is a scrub row — drag to change, click to type. The content can also be dragged on the composition with the mouse; Snap magnets it to slice edges. Reset returns the clip to its Auto Size position. All views, screens and outputs follow the transform instantly.

Keyboard
Space play / pause · R restart · M toggle move-content mode · arrow keys nudge the content by one pixel (Shift for ten).

Content per Slice

Besides the patch content, each slice can carry its own clip. Click the film icon on a slice in the Slice Content list to load a file for that slice alone — for example a logo loop on a DJ riser while the main loop plays on everything else. A slice with its own content ignores the patch content; clearing it returns the slice to the shared composition.

The Screen Wall

Below the composition, the Screen Wall shows one tile per output screen. Each tile is exactly what that processor will receive: the screen's slices, at the screen's resolution, cut from the running content. The tile also holds the controls that send the screen out of the computer.

Screen Wall tile for a 4K processor with display selection, Go Live and Send as NDI
Screen tile
Live preview, the status line ("Ready · sending 1920×1080"), the display picker, Go Live, Send as NDI®, and the screen's own Auto Size and 4K buttons.
Tile buttons
Off / Fill / Fit / Stretch / 4K
Each screen can fit its slices differently from the composition. 4K (Send as 4K) fits the whole screen into a 3840 × 2160 output, for LED controllers that take a single 4K input.

Sending a Screen to a Display

Choose the physical display or processor input from the drop-down on the tile, then click Go Live. PIXMAP opens a fullscreen output window on that display and renders the screen's slices into it at native resolution. The status line turns to LIVE · sending 3840×2160. Click again to stop. Several screens can be live at once on different displays. A display that is already used by another screen is marked "(in use)".

One decode, every view
Content is decoded once and shared by the composition preview, every Screen Wall tile, every live display and every NDI® sender. Playback keeps running when the PIXMAP window is minimised or covered by an output.

Patch Animation

Without any content loaded, Patch Animation sweeps a bar across all slices — Horizontal, Vertical, Radial or Circular, with a colour and width you choose. It plays live on every screen and display, so on site you can confirm slice order, orientation and seams before any content arrives. Stop ends the sweep.

Horizontal sweep running across all slices
A horizontal sweep crossing the composition — every slice shows its part at the same moment

Exports from Visualize

Export panel
Export panel
The buttons act on the selected screen; the MP4 renders the whole patch.
Outputs
PNG · PNGs · MP4
Screen PNG saves the selected screen with its content. Slice PNGs saves one file per slice. All output screens PNG saves every screen at once. MP4 renders ten seconds of the patch animation at the full patch resolution.

HAP & DXV Playback

Show content for LED walls is almost always delivered as HAP or DXV: codecs whose frames are stored as GPU textures so that huge resolutions play without a CPU decoder. PIXMAP 2.1 plays these files the same way a media server does. Frames are read straight from disk by background workers, the texture is sent to the graphics card as-is, and the GPU decodes it. There is no transcode, no proxy, and no 4096-pixel limit from a hardware video decoder — a 12K-wide loop plays at its native size.

CodecSupport
HAPYes (DXT1)
HAP AlphaYes (DXT5, alpha kept)
HAP QYes (scaled YCoCg)
DXV3 Normal QualityYes, with and without alpha
DXV3 High QualityYes, with and without alpha (needs a GPU with BC4/BC5 support — all current PCs and Macs)
DXV 1 / 2 (LZF)Not supported — re-export as DXV3
HAP test loop loaded with the live decode readout
Decode readout
HAP · GPU · 30 fps · decode … · read … · file. decode and read are per-frame times inside the workers; late counts frames shown behind the clock; catch-ups counts clock resyncs after a stall.
How it plays
Read → decode → GPU
Several worker threads read frames ahead of the clock and unpack them in parallel. A late frame is dropped, never slows the clock. If decoding starves for more than 120 ms the clock resyncs to the newest frame instead of freezing.
Disk speed matters
HAP and DXV trade file size for decode speed. A 12K × 2.7K HAP loop is about 12 MB per frame, which is 360 MB/s at 30 fps. Play from an internal SSD; a USB stick or a network share will stutter, and the readout will show rising read times and catch-ups.

NDI® In and Out

NDI® lets video travel over the normal network. In 2.1 the patch can be both a receiver and a sender. PIXMAP uses the NDI runtime installed by the free NDI Tools from ndi.video (Windows and macOS); install it once and restart PIXMAP, and the NDI controls appear. Without the runtime the controls stay hidden.

NDI® In — a Live Source as Patch Content

In the Visualize content panel click NDI® source. PIXMAP lists every NDI source it can see on the network — a media server, a playback laptop, a camera, a graphics machine. Pick one and it becomes the patch content: it is cut by every slice, shown on every Screen Wall tile and sent to every live display, exactly like a file. Auto Size and Transform work the same way.

NDI source list showing two PIXMAP sources on the network
The NDI® source list — here the machine's own two PIXMAP senders are visible as a loop-back test; sources are listed as machine (source name)

NDI® Out — Publish a Screen or the Whole Patch

On any Screen Wall tile, Send as NDI® publishes that output screen as an NDI source named PIXMAP · <screen name>, at the screen's resolution. The button shows the live frame rate while sending; click again to stop. In the Screen Wall header, Send patch as NDI® publishes the entire composition as one source called PIXMAP · Patch — handy for a media server, a preview monitor, or a second PIXMAP on another machine.

Screen Wall header with Patch NDI on
Send patch as NDI® while active: the frame rate and size are shown on the button
Receiving PIXMAP elsewhere
Any NDI-capable tool picks the sources up by name: a media server's NDI input, vMix, OBS, NDI Studio Monitor. Use a wired gigabit network; a 4K screen at 30 fps is roughly 250 Mbit/s.

NDI® is a registered trademark of Vizrt NDI AB · ndi.video

Design Checks & Symmetry Assistant

Two buttons at the top right of the patch editor report on the design while you draw: Checks and Symmetry. Both open the same panel with two tabs.

Design Checks panel
Design Checks
Each finding says what it is and what to do. Current checks: mixed pitch (content scales differently per pitch), canvas beyond one 4K input (how many processor inputs to plan for), and screens that sit off the centre line. The button reads "Checks OK" when there is nothing to report.
Symmetry assistant listing mirror pairs
Symmetry
A score for the whole patch, the mirror axis (screens centre or canvas centre), and every pair: centred, perfect mirror, or off by how much. Select jumps to the screens.

Mirror Copies and Live Symmetry

Select a surface and use the two mirror buttons in the properties header to create its partner across the canvas centre: ⟷ mirrors left / right, ↕ mirrors top / bottom. The copy gets the mirrored name automatically (LEFT WING → RIGHT WING, L1 → R1) and the pair is remembered.

Properties header with the mirror buttons
Duplicate, mirror left/right, mirror top/bottom, delete

Live Symmetry (the mirror icon in the left toolbar) keeps every pair in sync: move, resize, change the layout or pitch of one side and its partner follows across the centre. The Symmetry score updates as you work. With Live Symmetry off, pairs stay paired but edit independently.

Patch with Live Symmetry on and a surface selected
Live Symmetry on — the dotted centre line is the mirror axis; the selected LEFT WING drives RIGHT WING
Naming
Name by stage position in the properties panel names a selection CENTER, L1, L2 … / R1, R2 … from the centre outwards, which is what mirror naming builds on.

Colour Scheme

The Colour Scheme button in the left toolbar recolours the whole project in one click. Pick a palette and every surface takes a colour in order from left to right; mirror pairs share a colour so left and right read as a pair on the pixel map. The scheme flows through to Advanced Output, the live displays and every export, and Ctrl+Z undoes the whole change.

Colour Scheme panel
Palette · Pattern · Tint
Seven palettes (Rainbow, Vivid, Pastel, Neon, Warm, Cool, Mono); 2-colour, 3-colour, column, row or solid checker patterns; hue and brightness tint applied on top.
Output map after applying the Vivid scheme
Result in Advanced Output
The same colours carry into the slices, so a processor's output map stays readable against the patch.
Per-surface colour
Tile Color in the properties panel still sets a single surface; it shows the active scheme's swatches so one-off changes stay in the same family.

Also in 2.1

ChangeDetail
Optimise for playbackFor H.264 video wider than 4096 px, Visualize offers to split it once into GPU-decodable tiles that play in lockstep; the tile set is saved next to the file.
Custom output resolutionAny output screen can take a custom width and height, not only the HD / 4K presets.
Per-slice X·Y labelsShow the position of each slice on the canvas and in exports (the X·Y toggle in Advanced Output).
Exact masks in XMLPNG masks are traced to polygons, so the media-server XML carries the same cut-outs as the patch.
Smoother editingDragging and snapping stay smooth on very large canvases; rotated slices snap to their true visible box.
LicenceThe machine ID is now stable across Windows updates — no more "registered on another machine" after an update.
06 · Reference

Best Practices

The following recommendations reflect production-tested habits that improve accuracy, reduce rework, and produce reliable output files across a wide range of LED installations.