Fixture Properties

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This Light-O-Rama Visualizer dialog allows you to set various parameters for a fixture.  This includes things like the name, channels assigned, bulb size and shape, et cetera.  Each different type of fixture (strings, floods, etc.) has different requirements, so some sections may or may not be visible and some fields may not be available, depending upon the type of the fixture.

 

Name
Type
Comment
Part of Prop
Level
Locked
Number of Points
Virtual Bulbs
Flood Light
Channel Type
Assigned Channels
Cosmic Color Ribbon
DMX Pixel Universe
Superstar (button)

 

Name

 

The name of the fixture.  This descriptive name can be shown on the editor window, and is presented in the object selection area.  The system will attempt to create a unique name for new fixtures.  It is not, however, required that all names be unique.

 

Type

 

This is the type of fixture.  It cannot be changed.

 

Comment

 

Use this field to add any comments about the fixture.  This field is not used by the system; it is only here to help with your design, and can be used any way you see fit.  For example, you may want to track the total number of amps this fixture will draw, what it is built from, et cetera.

 

Part of Prop

 

If this fixture is part of a prop, then the prop is listed here.  If the fixture is not assigned to a prop, "(None)" is displayed.  You can also assign or remove this fixture from a prop by clicking on the dropdown list.

 

Level

 

The layer this fixture currently resides on.

 

Locked

 

Locked fixtures cannot be selected in the main editing area.  This prevents accidental changes to the fixture.  The lock can be enabled or disabled here as well as in the object selection area.

 

Number of Points

 

The current number of vertices (for string fixtures) or number of bulbs (for single bulbs/CCRs/floods) that this fixture consists of.  String fixtures can have a maximum of 256 vertices (with unlimited bulbs), or 256 bulbs for CCRs, floods, and single bulb fixtures.

 

Virtual Bulbs

 

The Virtual Bulbs section allows you to specify the parameters of the bulbs being generated, as well as see a sample representation of those bulbs.  Depending on the fixture type, some fields may not be available.  For example, you cannot change the spacing or the shape of the bulbs of a CCR fixture.

 

Size: The size of the bulbs that will be used for this fixture in the simulation.
 
Spacing: For string fixtures, this is the amount of space between two consecutive bulbs.
 
Shape: Some fixture types allow you to use different bulb shapes - round, square, triangle, various star shapes, et cetera.
 
Sample Bulbs: This area gives you a representation of what the bulbs will look like, based upon the parameters you have specified.  If you have defined normal channels for this fixture, the sample will show how the bulbs will appear in the channel colors defined.  If you have specified that this fixture uses RGB channels, then the color used will be the "RGB Sample Color".  From left to right, the sample shows the bulbs from full intensity to lower intensities.
 
Background Color: When you first create a fixture, the system will use the background color as specified in the options dialog.  However, this background may make the bulbs hard to see.  Pressing this button will allow you to specify a different background color just for this fixture.
 
RGB Sample Color: Since the color of the bulbs for this fixture is not fixed, this button allows you to quickly specify the color of the bulbs while editing.  It is best to use a color here that you don't normally see on your stage, so that you can quickly identify those elements that are RGB.  If you would like more control over the sample color, you can also use the sliders to the right of the button.  These sliders allow you to specify the R, G, and B components separately.

 

Flood Light

 

For flood light fixtures, this section replaces the "Virtual Bulb" section.

 

Max Opacity: Flood lights are generally used to "wash" areas with light.  This wash is not opaque, since you can still see what is being lit by the flood light.  The Visualizer attempts to simulate this by allowing you to set the maximum opacity of a flood light.  Normally, if a light is turned on to 100%, the entire background will be obscured by the light.  If, however, you specify a maximum opacity of less than 100%, then no matter how bright the channel is turned on, some of the background will still show through.
 
Size: The size of the flood light.
 
Background Color: When you first create a fixture, the system will use the background color as specified in the options dialog.  However, this background may make the bulbs hard to see.  Pressing the button will allow you to specify a different background color just for this fixture.
 
RGB Sample Color: Since the color of the bulbs for this fixture is not fixed, this button allows you to quickly specify the color of the bulbs while editing.  It is best to use a color here that you don't normally see on your stage, so that you can quickly identify those elements that are RGB.  If you would like more control over the sample color, you can also use the sliders to the right of the button.  These sliders allow you to specify the R, G, and B components separately.

 

Channel Type

 

Depending on the fixture type, you can specify that this fixture uses either normal or RGB channels.  Clicking on any row here will bring up the channel settings for that particular channel.  This section does not appear for CCRs since they are always RGB and are assigned channels differently.

 

Assigned Channels

 

Depending on the type of fixture and the type of channels, this section allows you to specify up to 16 different channels.  Clicking on a row here will bring up the Channel Settings dialog box.

 

Cosmic Color Ribbon

 

This section only appears if this is a CCR fixture.

 

Physical Starting Pixel Number: CCR fixtures can be split apart into separate entities.  The fixture with a particular address with pixel #1 is considered the master, and any others the slaves.

 

Network: The network that this CCR is a part of.
 
Base Unit ID: The base unit ID of this CCR.
 
Unit ID Mode: Normal (one unit per CCR) or Legacy (ten units per CCR).
 
Channel Mode: If the channels are in triplet (RGB) order, or sequential.  Only available for the master CCD.
 
Resolution: The logical resolution this CCR is running at.  Only available for the master CCD.

 

DMX Pixel Universe

 

This section only appears if this is a DMX Pixel fixture.

 

Starting Pixel Number: DMX Pixel fixtures can be split apart into separate entities.  The fixture with a particular universe with pixel #1 is considered the master, and any others the slaves.

 

Universe: The universe that this DMX Pixel fixture is a part of.

 

Superstar (button)

 

Pressing this button will bring up a dialog box to allow setting parameters which are specific to Superstar.