Profile Selection & Patching Strategies of INFINIMAT
Overview
This document provides a clear, step-by-step guide for patching and controlling INFINIMAT fixtures connected to a single Control Box using either a Standard DMX Profile or an LE (Light Engine) DMX Profile. It explains the differences between these profiles, when to use each, and how they affect fixture behavior in a lighting console. The guide covers four main patching methods, ranging from unified control of all connected fixtures to full, individual pixel control for advanced applications. It also includes best practices, connection rules, and troubleshooting considerations to ensure consistent performance on set.
This applies to Firmware V1.3 currently released.
Definitions
- Standard DMX Profile - Any DMX Profile that is not an LE DMX Profile.
- LE DMX Profile - Any DMX Profile with individual LE(Pixel) control.
- "LE" is short for Light Engine.
- Lamp Head - The unique INFINIMAT fixture model being connected to a Control Box port.
Control Strategy Options
There are four primary strategies for controlling INFINIMAT fixtures through a single Control Box. Each offers a different balance of simplicity, flexibility, and pixel-level control.
1. Standard Profile Patching – All connected lamp heads operate as a single fixture, sharing the same color and intensity.
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- Use Case: Ideal for scenarios where uniform output is required, such as evenly lighting a large surface with no variation between fixtures.
- Notes: When configured in this what, individual pixel control is not possible.
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- Use Case: Suitable for setups needing independent pixel control while maintaining a single fixture reference in the console for streamlined patching.
When fixtures are patched in this way, it is more flexible to adjust at the console without repatching
3. LE Profile Patching with Multi-Channel for Each Lamp Head – Each lamp head is patched as its own fixture, with its own channel and pixel allocation.
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- Use Case: Best for complex scenes where each fixture’s output must be independently adjusted for creative effects, mixed fixture types, or dynamic lighting cues.
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When fixtures are plugged into different ports after patching, this strategy can cause major problems.
4. LE Profile Patching with Multi-Channel for Each Light Engine – Each light engine is patched as its own fixture, with its own channel and address.
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- Use Case: For maximum flexibility of light engine control, providing singular control of each light engine as if they were individual fixtures.
- Notes: This method makes it easier to correct Control Box connection reordering by allowing the user to swap patched channels and addresses quickly and efficiently, without the need to repatch an entire fixture type and its associated number of light engines.
Notes
- INFINIMAT 1600W Control Box's process DMX addresses in a cascading fashion, from Address 1 - x, Port A - Port E
- If a port earlier in the sequence is left unused, the Control Box will start from the first connected port.
- Example: If you leave Port A open and connect your first lamp head to Port B, the Control Box automatically hops the starting address for the Control Box to Port B.
- Disconnecting or reordering lamp heads after patching will cause automatic address shifting, which will lead to control issues, especially if using different INFINIMAT models on the same Control Box.
- Example: If you patched in a light to Port A and Port B with a DMX start address of 001, if you unplug port A, the DMX address for Port B would jump to 001.
- Once patched and in use on set, do not disconnect or rearrange lamp heads, unless the Lighting Programmer is notified and they are prepared to make corrections to the lighting console patch..
- Best Practice would be to Label the Cables that connect to the control box with the Port Letter they should be plugged into.
- If you have three lamp heads connected in the order detailed in the "Connection Strategy" section, you are using an LE Profile and you unplug the fixture from Port A, the INFINIMAT Control Box oddly changes the starting address for your fixture patched to Port A, to Port B and the starting address for Port B, to Port C, which can be very problematic, especially if you are using different INFINIMAT models on the same Control Box, on different areas of the set.
Configuration for Examples Below
- Port A: INFINIMAT 1'x4' - CRMX
- Port B: INFINIMAT 1'x4' - CRMX
- Port C: INFINIMAT 2'x4' - CRMX
- Port D: Not Used
- Port E: Not Used
Gear List
- ETC ION XE20 Lighting Console
- Sidus Four
- INFINIMAT 1'x4'
- INFINIMAT 1'x4'
- INFINIMAT 2'X4'
- INFINIMAT 1600W Control Box
1. Standard Profile Patching
How it works: All lamp heads connected to the Control Box act as one single fixture.
Use case: When identical control for all connected fixtures is desired.
1. Patch an INFINIMAT Standard DMX Profile on your lighting console of choice. (Profile 1: CCT & RGB 8-bit will be used for demonstration purposes.)2. After the lamp heads have been patched, match the DMX Profile and DMX Address that you patched the lamp heads to in the lighting console, to the same settings on the Control Box, with the DMX Settings menu.
This method will treat all 5 outputs on the Control Box as one, with no individual control over the connected lamp heads.
3. Turn the lamp heads on from the lighting console and ensure that all three lamp heads and all of their pixels are on at the same color and intensity.
Change colors and intensities to make sure that the lamp heads continue to match color and intensity as those parameters are manipulated.
2. LE Profile Patching with Single Channel for Control Box
How it works: The Control Box is patched as one fixture, but each port receives individual pixel control within that fixture.
Use case: Suitable for setups needing independent pixel control while maintaining a single fixture reference in the console for streamlined patching.
1. Choose an INFINIMAT LE DMX Profile on your lighting console of choice. (Profile 10: LE CCT & RGB 8-bit will be used for demonstration purposes.)
In this case, the Lamp Head Channelling breaks down like this:
- Channels 10.1 & 10.2 are Port A INFINIMAT 1'x4'
- Channels 10.3 & 10.4 are Port B INFINIMAT 1'x4'
- Channels 10.5 - 10.8 are Port C INFINIMAT 2'x4'
3. After the lamp heads have been patched, match the DMX Profile and starting DMX Address that you patched the lamp heads to in the lighting console, to the same settings on the Control Box, in the DMX Settings menu.
This method will treat all 5 ports individually on the Control Box, with individual control over the connected lamp heads and their individual Light Engines.
4. Turn the lamp heads on from the lighting console and ensure that all three lamp heads and all of their pixels are on at the same color and intensity.
Change colors and/or intensities of the individual pixels to make sure that you have proper individual pixel control.
3. LE Profile Patching with Unique Channelling for Each Lamp Head
How it works: Each lamp head is patched as its own fixture, with its own channel and pixel allocation.
Use case: Best for complex scenes where each fixture’s output must be independently adjusted for creative effects, mixed fixture types, or dynamic lighting cues.
1. Choose an INFINIMAT LE DMX Profile on your lighting console of choice. (Profile 10: LE CCT & RGB 8-bit will be used for demonstration purposes.)
2. Patch each lamp head to an Individual channel with the appropriate number of Light Engines(pixels) to suit your usage case.
In this case, Lamp Head Channelling breaks down like this:
- Channels 101.1 & 101.2 are Port A: INFINIMAT 1'x4'
- Channels 102.1 & 102.2 are Port B: INFINIMAT 1'x4'
- Channels 103.1 - 103.4 are Port C: INFINIMAT 2'x4'
3. After the lamp heads have been patched, match the DMX Profile and starting DMX Address that you patched the lamp heads to in the lighting console, to the same settings on the Control Box, in the DMX Settings menu.
This method will treat all 5 ports individually on the Control Box, with individual control over the connected lamp heads and their individual pixels.
4. Turn the lamp heads on from the lighting console and ensure that all three lamp heads and all of their pixels are on at the same color and intensity.
Change colors and/or intensities of the individual pixels to make sure that you have proper individual pixel control.
4. LE Profile Patching with Unique Channelling for Each Light Engine
How it works: Each light engine is patched as its own fixture, with its own channel and address.
Use case: For maximum flexibility of light engine control, providing singular control of each light engine as if they were individual fixtures.
1. Choose an INFINIMAT Standard DMX Profile on your lighting console of choice. (Profile 1: CCT & RGB 8-bit will be used for demonstration purposes.)
2. Patch each Light Engine to an Individual channel and DMX starting address.
In this case, the Light Engine Channelling breaks down like this:
- Channel 201 - Light Engine 1 - Port A - INFINIMAT 1'x4'
- Channel 202 - Light Engine 2 - Port A - INFINIMAT 1'x4'
- Channel 203 - Light Engine 3 - Port B - INFINIMAT 1'x4
- Channel 204 - Light Engine 4 - Port B - INFINIMAT 1'x4'
- Channel 205 - Light Engine 5 - Port C - INFINIMAT 2'x4'
- Channel 206 - Light Engine 6 - Port C - INFINIMAT 2'x4'
- Channel 207 - Light Engine 7 - Port C - INFINIMAT 2'x4'
- Channel 208 - Light Engine 8 - Port C - INFINIMAT 2'x4'
3. After the Light Engines have been patched, set the Control Box to the "LE" version of the Standard DMX Profile the Light Engines are patched to in the lighting console.
Set the starting DMX Address that you patched the Light Engines to in the lighting console, to the same starting DMX Address on the Control Box, in the DMX Settings menu.
This method will treat all 5 ports individually on the Control Box, with individual control over each Light Engine of each connected lamp head.
4. Turn the Light Engines on from the lighting console and ensure that each Light Engine is the same color and intensity.
Change colors and/or intensities of the individual Light Engines to make sure that you have proper individual Light Engine control.