So I gave this some thought a while back, and basically you need to use “fake reference pixels” in each pattern to help set the context/size of the entire “world”
Your problem is 0 on each isn’t really zero because it normalizes each individually. You need to normalize it so each maps as if they were within the entire value range.
Add 2 pixels in the map (and The Settings) (doesn’t have to be real pixels, in fact, likely shouldn’t be… just declare your pixels string is 52 long instead of 50 (or whatever number is correct), just placeholders) to the top and bottom as follows:
in EACH item, map the fake pixels at the end with the extreme values of the total space. (One pixel as top left and the other as bottom right, if that’s clear. Imagine both items laid out and you are drawing a bounding box. 3D will also work the same way, but you’d need to use cubic values)
Mapping 2 pixels at the end that don’t exist means PB will know about them but of course nothing will answer those data points. I know this is counterintutive but PB won’t care, and this uses the “two more than I actually have” so it won’t light anything, but it will consider them part of each piece, and “hold the space open”
If this isn’t clear enough, let me know, and we can make an example.
And just like the other post that asked about 2D KITT, you’d need to be sure your patterns were all Render2D compliant and used XY and NOT index, since each will still have an index starting at zero. [You could work around this by hacking a pattern to add 50 to the bottoms index for example, but that’s so hacky and I suspect it would be awkward and buggy and require all sorts of one off versions, the mapping will just work if the pattern is 2d compliant. Or even 3D]