Hi @Kevin,
Thats an awesome tree! How tall is that thing?!? Did you pixel map it?
From your screen shots, I think what is happening is that you have a non-contiguous arrangement of pixels. This can happen if you setup output expander channels so that they don’t cover all of the pixel indexes. You can get an index greater than pixelCount.
It also looks like maybe you are editing the Pixels field directly, this is calculated from the output expander channel counts. The expander board config will drive the actual rendering, and pixelCount is used to inform the pixel map and pattern about how many pixels to expect.
So with non-contiguous pixels, some patterns don’t expect that and will cause errors, especially ones that assume they can allocate an array with pixelCount
and access the elements by index like blinkfade.
If you edit the pattern in question, the runtime error should show up in the editor.
If an error happens in the main body code, the pattern is marked invalid and will not render anymore.
This seems similar to this other thread: