Place several independent pixel maps on one shared canvas. Position each with X/Y below, then use the alignment overlay as a burned-in reference for rebuilding the layout as layers or precomps in After Effects (or similar).
Drag a map directly on the canvas to reposition it — edges and centers snap to other maps automatically as you drag.
Each output pixel = one pixel of the map. Good for a straight resolution target with no tile structure.
Tile pixel count is rounded from physical size ÷ pitch, same as an LED processor derives module resolution.
Burned into the exported image so each map's exact pixel position, size and name reads straight off the reference — independent of each map's own pattern-level overlays.
The canvas is a fixed frame, independent of your maps. Maps and text sit at their own X/Y and can move freely inside it — resizing the canvas never moves or rescales anything, it just changes what's visible and exported.
Add text anywhere on the canvas — titles, notes, callouts. Drag directly on the canvas to reposition; snaps to map edges, other text, and the canvas edges/center.
In advanced mode, one bar per tile column — bar edges land exactly on tile boundaries, so a swapped or misaddressed column stands out immediately. Falls back to the standard 7-bar reference (white/yellow/cyan/green/magenta/red/blue) in simple mode.
Alternates single pixels on/off — reveals scaling or interpolation if the wall isn't showing native resolution.
Grid + a full-frame circle (reveals stretch/warp) + a center label with this map's name and resolution. Follows disguise's (d3) own TestPattern layer convention, so it lines up with a d3-mapped surface.
Chains tiles column-by-column in a serpentine path, splitting to a new port whenever the pixel budget below is reached — the way an LED processor's outputs are planned.
Downloads are handed to you as a confirmation prompt — nothing saves silently.
Mask matte downloads live on the Mask tab, next to the mask it belongs to.