Light Partition =============== .. seo:: :description: Instructions for setting up light partitions. :image: color_lens.png The ``partition`` light platform allows you to combine multiple addressable light segments (like :doc:`fastled` or :doc:`neopixelbus`) into a single addressable light. This platform also allows splitting up an addressable lights into multiple segments, so that segments can be individually controlled. Similarly, a single light strip can be partitioned into multiple partitions with this integration. If you want to do this, you may run into strange behavior like that the original light entity (e.g., ``fastled_clockless``) may be conflicting with the partition. For better control over which segments of the strip will overlap each other, mark the original ``light`` as ``internal: true``. .. code-block:: yaml # Example configuration entry light: - platform: partition name: "Partition Light" segments: # Use first LED from the light with ID light1 - id: light1 from: 0 to: 0 # Use 10 leds from light with ID light2 starting 2nd LED - id: light2 from: 1 to: 10 # Example for light segment source - platform: fastled_clockless id: light2 # You may want (but don't need) this internal: true # Other settings Configuration variables: ------------------------ - **name** (**Required**, string): The name of the light. - **segments** (**Required**, list): The segments this light partition controls - **id** (**Required**, :ref:`config-id`): The ID of the light this segment belongs to. - **from** (**Required**, int): The first LED to address in the segment. Counting starts with 0, so first LED is 0. - **to** (**Required**, int): The index of the last LED to address in this segment. - **id** (*Optional*, :ref:`config-id`): Manually specify the ID used for code generation. - **effects** (*Optional*, list): A list of :ref:`light effects ` to use for this light. - All other options from :ref:`Light `. .. note:: Do *not* use this platform to control each LED on your addressable light - the light objects have a moderate overhead and if you try to create many lights you will run out of memory quickly. See :ref:`light-addressable_set_action` for that. See Also -------- - :doc:`/components/light/index` - :doc:`/components/light/fastled` - :doc:`/components/light/neopixelbus` - :apiref:`partition/light_partition.h` - :ghedit:`Edit`