# DMX Pixel Bar Volumetric Light Source Problem 

**URL:** <https://forums.unrealengine.com/t/dmx-pixel-bar-volumetric-light-source-problem/2316078>\
**Category:** Rendering\
**Tags:** unreal-engine, lighting-problem, volumetric-fog, question\
**Created:** [February 3, 2025, 3:19pm UTC](https://forums.unrealengine.com/t/dmx-pixel-bar-volumetric-light-source-problem/2316078 "2025-02-03T15:19:07Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Sandrinoo0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sandrinoo0](https://forums.unrealengine.com/u/Sandrinoo0)\
**Post date:** [February 3, 2025, 3:19pm UTC](https://forums.unrealengine.com/t/dmx-pixel-bar-volumetric-light-source-problem/2316078/1 "2025-02-03T15:19:07Z")

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Hello Everyone!  
I made a DMX Pixelbar fixture using the _BP\_StaticMatrix_ in the DMX template to make a previs installation, and since i want it to be an hiogh quality one, i added the exponential fog with volumetrics enabled.  
But i encountered one problem, where basically the volumetric light source is one single spot in the middle of the pixel bar(with the two color mixed), while the single LEDS/Pixels casts a very short volumetric shaft.

What i want basically is to have every single pixel to cast its own volumetric light without that spotlight in the middle, is this possible? do i need to adjust something specific inside the _BP\_StaticMatrix_?

Here’s a screenshot for better reference of the problem

 ![photo_2025-02-03_13-37-21](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/3/e/73e3fed07956cad5eda84c0f6d9161c9921cd977.jpeg)
