Patching Fixtures: Difference between revisions

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[[ru:Патчинг приборов]] [[en:Patching Fixtures]]
[[ru:Патчинг приборов]] [[en:Patching Fixtures]] [[zh:固定装置的地址分配]]
'''Patching''' is the process of linking the fixtures in your project to device ports. Until a fixture is patched, it exists only on the '''Mapping''' field it is visible and takes part in effects, but no data ever leaves it, neither to real hardware nor into exported <code>*.cue</code> files. Patching answers the question "through which physical connector of which device does this fixture receive its light."
'''Patching''' is linking the project's fixtures to device ports. Until a fixture is patched, it only exists on the '''Mapping''' field: it is visible and takes part in effects, but its data goes nowhere — not to the real hardware, and not into exported <code>*.cue</code> files. Patching answers the question "through which physical connector of which device does this fixture shine".


All of this happens in the '''Fixtures''' window, by dragging fixtures from the bottom list into device ports. Below is how this window is organized, how to patch fixtures one at a time or in batches, what '''Autopatching''' does, and how to make sure the addressing is set up correctly.
All of this is done in the '''Fixtures''' window by dragging fixtures from the bottom list into device ports. Below is how this window is arranged, how to patch fixtures one at a time or in batches, what '''Auto-patching''' does, and how to make sure the addressing is set up correctly.


For addresses, universes and channels themselves, see [[Виды и типы приборов]]. For the parameters of the devices you patch into, see [[Параметры Light Stream Converter|Light Stream Converter Parameters]].
For more on addresses, universes and channels themselves, see [[Виды и типы приборов]]. For the parameters of the devices you patch into, see [[Light Stream Converter Parameters]].


== The "Fixtures" Window ==
== The "Fixtures" Window ==


The window is split into two areas; the border between them can be dragged with the mouse.
The window is divided into two areas, and the border between them can be dragged with the mouse.


; Upper area — devices
; Upper area — devices
: A four-level tree: '''Light Stream Player''' → converters → converter ports → fixtures patched into a port. The arrow to the left of a row expands and collapses that level.
: A four-level tree: '''Light Stream Player''' → converters → converter ports → fixtures patched into the port. The arrow to the left of a row expands and collapses the level.
; Lower area — unpatched fixtures
; Lower area — unpatched fixtures
: Fixtures and splines that are not linked to any port. Every new fixture drawn on the '''Mapping''' field outside a port ends up here.
: Fixtures and splines not linked to any port. Every new fixture drawn on the '''Mapping''' field outside a port ends up here.


The goal of patching is to empty the bottom list: whatever stays in it does not light up on the object.
The goal of patching is to empty the bottom list: anything left in it does not shine on the venue.


Fixture rows read the same way in both areas:
Fixture rows read the same way in both areas:
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! Column !! What it shows
! Column !! What it shows
|-
|-
| '''Checkbox''' || Fixture visibility. Clearing the checkbox turns the fixture off without touching its addresses. If several fixtures are selected in the list, the checkbox toggles for all of them at once
| '''Checkbox''' || Fixture visibility. Unchecking it turns the fixture off without touching its addresses. If several fixtures are selected in the list, the checkbox toggles for all of them at once
|-
|-
| '''Icon''' || How the fixture is drawn on the mapping: a dot for a single fixture, a polyline for a spline
| '''Icon''' || How the fixture is drawn on the mapping: a dot a single fixture, a polyline a spline
|-
|-
| '''Name''' || The fixture's name. Changed by double-clicking the name
| '''Name''' || The fixture's name. Changed by double-clicking the name or with '''F2'''
|-
|-
| '''Address''' || The first and last occupied address, e.g. '''1-300'''
| '''Address''' || The first and last occupied address, e.g. '''1-300'''
|-
|-
| '''Universe''' || The universes the fixture occupies: '''U1''', or '''U1-U2''' if the fixture does not fit into one. This column exists only for patched fixtures
| '''Universe''' || The universes the fixture occupies: '''U1''' or '''U1-U2''' if it doesn't fit into one. This column only appears for patched fixtures
|}
|}


A port row shows its name and the universe numbers assigned to it — for example '''U1''' or '''U1 U2'''. A port is renamed by double-clicking its name or via '''Right-click''' → '''Rename'''; descriptive names such as "Facade, left section" save a lot of time on a large project.
A port row shows its name and the numbers of the universes assigned to it — for example '''U1''' or '''U1 U2'''. A port is renamed by double-clicking its name, with '''F2''', or via '''right-click''' → '''Rename'''; clear names like "Facade, left side" save a lot of time on a large project.


At the bottom of the window are four buttons:
At the bottom of the window there are four buttons:


* '''Add Device''' (plus) — adds a '''Player''', a Light Stream converter, or an '''Art-Net converter''' with the required number of ports to the project.
* '''Add Device''' (plus) — adds a device to the project. The menu has two sections: '''Light Stream''' — '''Player''', '''Player V2''' and the ready-made converters '''Converter 2''', '''Converter 6''', '''Converter 8 LITE'''; '''Art-Net Converter''' — a converter with 1, 2, 3, 4, 5, 6, 8 or 16 ports. A converter is added inside the selected '''Player''', so select the one it's connected to first.
* '''Search''' — searches the network for devices and lets you add an already configured one to the project.
* '''Search''' — searches the network for devices and lets you add an already configured one to the project.
* '''Collapse''' — collapses the entire device tree with a single click; clicking again expands it fully. Indispensable when there are many converters and ports.
* '''Collapse''' — collapses all converters and ports with a single click; clicking again expands the whole tree back. Indispensable when there are many converters and ports.
* '''Autopatching''' — the automatic addressing mode, see the section below.
* '''Auto-patching''' — automatic addressing mode, see the section below.


== How to Patch Fixtures ==
== How to Patch Fixtures ==


# Make sure the project has a device with the required number of ports. If not, add one with the '''Add Device''' button.
# Make sure the project has a device with enough ports. If not, add one with the '''Add Device''' button.
# In the bottom list, select the fixtures that will go into a single port. Select a consecutive range with '''Shift''', or individual items with '''Ctrl'''.
# In the bottom list, select the fixtures that will go into one port. Select several in a row with '''Shift''', or non-contiguous ones with '''Ctrl'''.
# Drag the selection onto the row of the target port. The fixtures are placed at the end of the port's list.
# Drag the selection onto the row of the port you need. The fixtures will be placed at the end of the port's list.
# The port expands automatically, and you immediately see the fixtures with their assigned addresses and universes.
# The port will expand on its own, and you'll immediately see the fixtures with their assigned addresses and universes.


Repeat for the remaining ports. A few notes that save time:
Repeat for the remaining ports. A few notes that save time:


* You can drag by any one of the selected fixtures — the entire selected group moves along with it.
* You can drag by any of the selected fixtures — the whole selected group will move together.
* If fixtures need to go not to the end but to a specific spot within the port, drop them between fixtures that are already patched rather than onto the port row.
* If you need to place fixtures not at the end but at a specific spot in the port, drop them not on the port row, but between fixtures that are already patched.
* A spline moves as a whole, as a single row, no matter how many fixtures are on it. You cannot split the fixtures of one spline across different ports — to do that, first convert the spline into individual fixtures, see [[Сплайны и одиночные приборы]].
* A spline is moved as a whole, as a single row, no matter how many fixtures are on it. You cannot split one spline's fixtures across different ports — to do that, first convert the spline into single fixtures, see [[Splines and Single Fixtures]].
* Fixtures can also be dragged from port to port, including to a different converter.
* Fixtures can also be dragged from port to port, including to another converter, and back into the bottom list.
* Any move can be undone with '''Ctrl+Z''' and redone with '''Ctrl+Shift+Z'''.
* Any move can be undone with '''Ctrl+Z''' and redone with '''Ctrl+Shift+Z'''.


Selection in the '''Fixtures''' window and on the '''Mapping''' field is shared: select a fixture in the list and you'll see where it sits on the object, and vice versa. This is the simplest way to understand exactly what you are patching at any given moment.
Selection in the '''Fixtures''' window and on the '''Mapping''' field is shared: selecting a fixture in the list shows you where it sits on the venue, and vice versa. This is the easiest way to understand exactly what you're patching at any given moment.


== Fixture Order Within a Port ==
== Fixture Order Within a Port ==


The order of rows within a port is the addressing order. The first fixture in the list gets the port's first address, the next one gets the address right after it, and so on. That's why fixtures within a port should be arranged in the same order as they are wired on the object: the one closest to the device comes first.
The order of rows within a port is the addressing order itself. The first fixture in the list gets the port's first address, the next one gets the address right after it, and so on. That's why fixtures in a port should be arranged in the same order they're wired on the venue: the one closest to the device comes first.


The order is changed by dragging fixtures within the port. With '''Autopatching''' turned on, addresses are recalculated immediately.
The order is changed by dragging fixtures within the port. With '''Auto-patching''' enabled, addresses are recalculated immediately.


== Autopatching ==
== Auto-patching ==


'''Autopatching''' is a mode in which the program assigns addresses on its own. The button appears in two places: at the bottom of the '''Fixtures''' window and on the toolbar of the '''Mapping''' window. The setting is global for the program and applies to all ports at once.
'''Auto-patching''' is a mode in which the program assigns addresses automatically. The button appears in two places: at the bottom of the '''Fixtures''' window and on the toolbar of the '''Mapping''' window. The setting is global for the program and applies to all ports at once.


{| class="wikitable"
{| class="wikitable"
! What happens !! Autopatching on !! Autopatching off
! What happens !! Auto-patching on !! Auto-patching off
|-
|-
| Fixtures are added to a port || Addresses for the whole port are recalculated in sequence, starting from address 1 of its first universe || Fixtures keep their addresses; the program only assigns them a universe number
| Fixtures added to a port || Addresses for the whole port are recalculated in sequence, starting from address 1 of its first universe || Fixtures keep their addresses; the program only assigns them a universe number
|-
|-
| The order of fixtures in a port is changed || Addresses are recalculated to match the new order || Addresses stay the same
| Fixture order within the port changed || Addresses are recalculated for the new order || Addresses stay the same
|-
|-
| A new fixture is drawn on the mapping || It gets the next free address || It gets address 1 — you set the address yourself from there
| A new fixture drawn on the mapping || Gets the next free address || Gets address 1 — you set the address yourself after that
|-
|-
| A fixture is copied || The copy gets the next free address in the same port || The copy keeps the address of the original
| A fixture copied || The copy gets the next free address in the same port || The copy keeps the original's address
|}
|}


Rule of thumb: turn '''Autopatching''' on when fixtures are wired in sequence and addresses need to run without gaps — this covers the vast majority of pixel projects. Turn it off when addresses are dictated by hardware that is already installed and must stay exactly as they are.
Rule of thumb: turn '''Auto-patching''' on when fixtures are wired in sequence and addresses should run continuously — this covers the vast majority of pixel-mapping projects. Turn it off when addresses are dictated by hardware that's already installed and must stay exactly as they are.


'''Autopatching''' being off doesn't mean "no help at all": addresses can always be assigned once, on demand. '''Right-click''' a port and choose '''Recalculate Fixture Addresses''' — the port's fixtures get sequential addresses following the current row order, while the mode itself stays off.
'''Auto-patching''' being off doesn't mean "no help": you can always assign addresses as a one-off action. Right-click the port and choose '''Recalculate Fixture Addresses''' — the port's fixtures will get sequential addresses following the current row order, while the mode itself stays off.


Exactly how addresses fall at universe boundaries depends on the converter's '''Controller Type''': in '''DMX''' mode channels flow as a continuous stream, in '''SPI''' mode a fixture moves into the next universe as a whole. For more, see [[Параметры Light Stream Converter|Light Stream Converter Parameters]].
Exactly how addresses fall at a universe boundary depends on the converter's '''Controller Type''': in '''DMX''' mode channels run as a continuous stream, in '''SPI''' mode a fixture moves into the next universe as a whole. For more, see [[Light Stream Converter Parameters]].


== How to Patch Fixtures While Placing Them ==
== How to Patch Fixtures While Placing Them ==


Fixtures don't have to be drawn first and patched afterward. Select a port in the '''Fixtures''' window, and every fixture you then draw on the '''Mapping''' field will drop straight into it, with addresses already assigned (if '''Autopatching''' is on). The port's list scrolls automatically to the last added fixture, and a collapsed '''Player''' and converter expand on their own.
You don't have to draw fixtures first and patch them afterward. Select a port in the '''Fixtures''' window and every fixture you then draw on the '''Mapping''' field will land directly in it, with addresses already assigned (if '''Auto-patching''' is on). The port's list will scroll to the last added fixture automatically, and a collapsed '''Player''' and converter will expand.


Copies behave the same way: fixtures copied with '''Ctrl''' held on the mapping, duplicated, or pasted from the clipboard stay in the same port as the original and, with '''Autopatching''' on, get the next free addresses. This is how matrices and identical rows are assembled quickly: patch one row, then just keep copying.
Copies behave the same way: fixtures copied by holding '''Ctrl''' on the mapping, duplicated, or pasted from the clipboard stay in the same port as the original, and with '''Auto-patching''' on they get the next free addresses. This is how matrices and identical rows are assembled quickly: patch one row, then just copy it.


To make new fixtures land in the bottom list again, deselect the port — click an empty spot in the '''Fixtures''' window.
To make new fixtures go back into the bottom list, deselect the port — click an empty spot in the '''Fixtures''' window.


== How to Remove a Fixture from a Port ==
== How to Remove a Fixture From a Port ==


Select the fixtures within the port, '''Right-click''' and choose '''Unpatch''' — the fixtures return to the bottom list of the '''Fixtures''' window and stay in place on the mapping.
Select the fixtures in the port, right-click and choose '''Unpatch''' — the fixtures will return to the bottom list of the '''Fixtures''' window and stay in their places on the mapping.


To free an entire port at once, '''Right-click''' the port and choose '''Unpatch All'''. The same item is available by '''Right-click''' on a converter — it unpatches all of its ports at once.
To free up the whole port, right-click the port and choose '''Unpatch All'''. The same item is available by right-clicking a converter — it unpatches all its ports at once.


'''The Delete key does not unpatch fixtures — it deletes them from the project''', along with their place on the mapping and their link to the 3D scene. If you only need to take a fixture out of a port, use '''Unpatch'''.
'''The Delete key does not unpatch fixtures — it deletes them from the project''' along with their place on the mapping and their link to 3D. If you only need to take a fixture out of a port, use '''Unpatch'''.


Fixtures also return to the bottom list on their own if a converter's '''Number of Ports''' is reduced: fixtures from removed ports are not lost, they become unpatched.
Fixtures also return to the bottom list on their own if you reduce a converter's '''Number of Ports''': fixtures from removed ports don't disappear, they become unpatched.


== How to Check That Everything Is Set Up Correctly ==
== How to Check That Everything Is Set Up Correctly ==
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=== Red Highlighting ===
=== Red Highlighting ===


The program marks addressing errors on its own: a fixture's row, along with the name of its port and converter, turns red. There are two reasons for this:
The program marks addressing errors on its own: a fixture's row, along with the port and converter name, turns red. There are three reasons for this:


* '''fixture addresses overlap''' — two fixtures claim the same channels;
* '''fixture addresses overlap''' — two fixtures claim the same channels;
* '''a fixture goes beyond the port's universes''' — its last address is greater than what the port has been allotted.
* '''a fixture goes beyond the port's universes''' — its last address is greater than what's allotted to the port;
* '''the port's universes are taken by another port''' — two ports of the same '''Player''' were given the same universe numbers; in this case the universe numbers themselves in the port row are highlighted red.


In the first case, fix the addresses or turn on '''Autopatching'''; in the second, increase the converter's '''Universes per Port''' or move some fixtures to a neighboring port.
In the first case, fix the addresses or turn on '''Auto-patching'''; in the second, increase '''Universes per Port''' on the converter or move some fixtures to a neighboring port; in the third, separate the converters across universes by changing '''Start Universe''' on one of them.


=== Port Fill Indicator ===
=== Port Fill Indicator ===


To the left of a port's name is a small image — a map of its universes, with occupied channels shown in orange. It lets you see at a glance how full the port is and whether there are gaps in it. Clicking this image opens the same map in a separate window, larger and with the universes labeled.
To the left of the port's name there's a small image — a map of its universes, with occupied channels shaded orange. It immediately shows how full the port is and whether there are any gaps. Clicking this image opens the same map in a separate window, larger and with universe labels; this window closes with the '''Esc''' key.


=== Addresses on the Mapping Field ===
=== Addresses on the Mapping Field ===


Addresses are labeled right next to fixtures on the mapping. What is shown — universe numbers, pixel numbers, or continuous multi-addresses — is set in the '''View → 2D Mapping''' menu. This is the fastest way to check that addresses on the object run in the direction you expect.
Addresses are labeled right next to the fixtures on the mapping. What to show — universe numbers, pixel numbers, or continuous multi-addresses — is configured in the '''View → 2D Mapping''' menu. This is the fastest way to check that addresses run across the venue in the direction you expect.


=== Highlighting Fixtures on the Real Object ===
=== Highlighting Fixtures on the Real Venue ===


When you need to figure out which fixture on the object corresponds to which row in the list, use the '''Highlight Fixtures and DMX Data''' button on the right side of the '''Timeline''' panel. Selected fixtures start glowing on top of the animation — both in the program and on the real hardware.
When you need to figure out exactly which fixture on the venue corresponds to a row in the list, use the '''Highlight Fixtures and DMX Data''' button on the right side of the '''Timeline''' panel. The selected fixtures start glowing on top of the animation — both in the program and on the real hardware.


'''Right-click''' the button to open the highlight modes:
A small arrow button to its right opens a list of highlighting modes:


* '''Solid White''' — steady glow;
* '''Solid White''' — steady glow;
* '''Blinking White''' — blinking, the most noticeable on the object;
* '''Blinking White''' — blinking, most noticeable on the venue;
* '''RGBW Colors''' — cycling through colors, which also helps check the order of the color channels.
* '''RGBW Colors''' — cycling through colors, which also helps check the order of the color channels.


The interval, in seconds, is set in the same place. If the button isn't on the timeline, enable it via '''Right-click''' on the playback panel → '''Show Fixture Highlight Button'''.
The same place has an '''Interval''' item that sets the switching speed — from 0.5 to 5 seconds. If the button isn't on the timeline, enable it by right-clicking the playback panel → '''Show Fixture Highlight Button'''.


To check that the program is talking to the right box, click the converter's icon in the '''Fixtures''' window: the real device's indicators will blink.
To check that the program is addressing exactly the right box, click the converter icon in the '''Fixtures''' window: the real device will blink its indicators.


== Workflow for a Large Project ==
== Workflow for a Large Project ==


# Set the converters' '''Start Universe''', '''Number of Ports''' and '''Universes per Port''' before patching, not after changing these parameters later shifts the addressing of ports that are already assembled.
# Set the converters' '''Start Universe''', '''Number of Ports''' and '''Universes per Port''' before patching, not after: changing these parameters shifts the addressing of ports that are already set up.
# Check the '''Controller Type''' — '''DMX''' or '''SPI'''. Changing it recalculates the addresses of all of the converter's fixtures.
# Check the '''Controller Type''' — '''DMX''' or '''SPI'''. It determines how addresses fall at a universe boundary, so choose it before patching: for single fixtures that are already placed, addresses won't recalculate on their own when the type changes, and the port will need to be recalculated manually.
# Give ports meaningful names based on the sections of the object.
# Give ports meaningful names based on venue areas.
# Turn on '''Autopatching''' and patch fixtures one wiring run at a time, making sure the row order in the port matches the wiring order.
# Turn on '''Auto-patching''' and patch fixtures one wiring line at a time, making sure the row order in the port matches the wiring order.
# After each port, check the fill indicator: if it's packed full, the next fixtures won't fit.
# After each port, check the fill indicator: if it's packed to the brim, the next fixtures won't fit.
# Once the bottom list is empty, go through all the ports and make sure none of them show red highlighting.
# Once the bottom list is empty, go through all the ports and make sure there's no red highlighting anywhere.
# If an orange icon with an exclamation mark appears next to a '''Player'''<nowiki>'</nowiki>s name, it means the device settings have changed and haven't been sent to the '''Player''' yet. Clicking the icon offers to open the '''Player'''<nowiki>'</nowiki>s properties and send them.


== Frequently Asked Questions ==
== Frequently Asked Questions ==


* '''The fixtures are on the mapping, effects play, but there's no light.''' The fixtures most likely remained in the bottom list of the '''Fixtures''' window — they aren't patched. Also check the visibility checkboxes of the fixture, the port and the converter.
* '''There are fixtures on the mapping, effects are playing, but there's no light.''' The fixtures are most likely still in the bottom list of the '''Fixtures''' window — they're not patched. Also check the visibility checkboxes of the fixture, port, and converter.
* '''A fixture's row turned red.''' Its addresses overlap a neighbor's or go beyond the port's universes. Turn on '''Autopatching''' or choose '''Recalculate Fixture Addresses''' via '''Right-click''' on the port.
* '''A fixture's row has turned red.''' Addresses overlap with neighboring ones or go beyond the port's universes. Turn on '''Auto-patching''' or right-click the port and choose '''Recalculate Fixture Addresses'''.
* '''How do I take a fixture out of a port without deleting it?''' '''Right-click''' → '''Unpatch'''. The '''Delete''' key removes the fixture from the project entirely.
* '''How do I take a fixture out of a port without deleting it?''' '''Right-click''' → '''Unpatch'''. The '''Delete''' key removes the fixture from the project entirely.
* '''The first fixture in a port always gets address 1, but I need a different one.''' That's how '''Autopatching''' works: it always starts a port at the first address of its first universe. Turn it off and set the fixture's address manually in the '''Properties''' window.
* '''The first fixture in a port always gets address 1, but I need a different one.''' That's how '''Auto-patching''' works: it always starts a port from the first address of its first universe. Turn it off and set the fixture's address manually in the '''Properties''' panel.
* '''I set an address for one fixture, and it changed for several.''' The value in the '''Address''' field is applied to every fixture selected at that moment. Clear the extra selection and try again.
* '''I set an address for one fixture, but it changed for several.''' The value from the '''Address''' field is applied to all fixtures selected at that moment. Clear the extra selection and try again.
* '''I need to split one spline across two ports.''' A spline can only be patched as a whole. Convert it into individual fixtures (see [[Сплайны и одиночные приборы]]) and distribute them across the ports.
* '''I need to split one spline across two ports.''' A spline can only be patched as a whole. Convert it into single fixtures (see [[Splines and Single Fixtures]]) and distribute them across ports.
* '''Fixtures no longer fit in the port.''' Increase the converter's '''Universes per Port''' or move some fixtures to a neighboring port. Keep in mind that the number of universes in the project is limited by the license.
* '''Fixtures no longer fit in the port.''' Increase '''Universes per Port''' on the converter or move some fixtures to a neighboring port. Remember that the number of universes in a project is limited by the license.
* '''After changing a fixture's type, the addresses shifted.''' The new type has a different number of channels. Recalculate the port's addresses or turn on '''Autopatching'''.
* '''Addresses shifted after changing a fixture's type.''' The new type has a different number of channels. Recalculate the port's addresses or turn on '''Auto-patching'''.
* '''Fixtures disappeared from the ports.''' Check whether you reduced the converter's '''Number of Ports''' — fixtures from removed ports return to the bottom list.
* '''Fixtures disappeared from the ports.''' Check whether you reduced the '''Number of Ports''' on the converter — fixtures from removed ports return to the bottom list.
* '''The port won't expand.''' It has no fixtures in it: there's nothing to expand in an empty port.
* '''The port won't expand.''' It has no fixtures in it: there's nothing to expand in an empty port.


Line 163: Line 165:


* [[Виды и типы приборов]]
* [[Виды и типы приборов]]
* [[Сплайны и одиночные приборы]]
* [[Splines and Single Fixtures]]
* [[Добавление сплайнов и приборов|Adding Splines and Fixtures]]
* [[Adding Splines and Fixtures]]
* [[Параметры Light Stream Converter|Light Stream Converter Parameters]]
* [[Light Stream Converter Parameters]]
* [[Настройка Light Stream Converter|Light Stream Converter Setup]]
* [[Настройка Light Stream Converter]]
* [[Параметры Light Stream Player|Light Stream Player Settings]]
* [[Light Stream Player Settings]]
* [[Терминология]]
* [[Terminology]]

Latest revision as of 15:59, 3 September 2026

Patching is linking the project's fixtures to device ports. Until a fixture is patched, it only exists on the Mapping field: it is visible and takes part in effects, but its data goes nowhere — not to the real hardware, and not into exported *.cue files. Patching answers the question "through which physical connector of which device does this fixture shine".

All of this is done in the Fixtures window — by dragging fixtures from the bottom list into device ports. Below is how this window is arranged, how to patch fixtures one at a time or in batches, what Auto-patching does, and how to make sure the addressing is set up correctly.

For more on addresses, universes and channels themselves, see Виды и типы приборов. For the parameters of the devices you patch into, see Light Stream Converter Parameters.

The "Fixtures" Window

The window is divided into two areas, and the border between them can be dragged with the mouse.

Upper area — devices
A four-level tree: Light Stream Player → converters → converter ports → fixtures patched into the port. The arrow to the left of a row expands and collapses the level.
Lower area — unpatched fixtures
Fixtures and splines not linked to any port. Every new fixture drawn on the Mapping field outside a port ends up here.

The goal of patching is to empty the bottom list: anything left in it does not shine on the venue.

Fixture rows read the same way in both areas:

Column What it shows
Checkbox Fixture visibility. Unchecking it turns the fixture off without touching its addresses. If several fixtures are selected in the list, the checkbox toggles for all of them at once
Icon How the fixture is drawn on the mapping: a dot — a single fixture, a polyline — a spline
Name The fixture's name. Changed by double-clicking the name or with F2
Address The first and last occupied address, e.g. 1-300
Universe The universes the fixture occupies: U1 or U1-U2 if it doesn't fit into one. This column only appears for patched fixtures

A port row shows its name and the numbers of the universes assigned to it — for example U1 or U1 U2. A port is renamed by double-clicking its name, with F2, or via right-clickRename; clear names like "Facade, left side" save a lot of time on a large project.

At the bottom of the window there are four buttons:

  • Add Device (plus) — adds a device to the project. The menu has two sections: Light StreamPlayer, Player V2 and the ready-made converters Converter 2, Converter 6, Converter 8 LITE; Art-Net Converter — a converter with 1, 2, 3, 4, 5, 6, 8 or 16 ports. A converter is added inside the selected Player, so select the one it's connected to first.
  • Search — searches the network for devices and lets you add an already configured one to the project.
  • Collapse — collapses all converters and ports with a single click; clicking again expands the whole tree back. Indispensable when there are many converters and ports.
  • Auto-patching — automatic addressing mode, see the section below.

How to Patch Fixtures

  1. Make sure the project has a device with enough ports. If not, add one with the Add Device button.
  2. In the bottom list, select the fixtures that will go into one port. Select several in a row with Shift, or non-contiguous ones with Ctrl.
  3. Drag the selection onto the row of the port you need. The fixtures will be placed at the end of the port's list.
  4. The port will expand on its own, and you'll immediately see the fixtures with their assigned addresses and universes.

Repeat for the remaining ports. A few notes that save time:

  • You can drag by any of the selected fixtures — the whole selected group will move together.
  • If you need to place fixtures not at the end but at a specific spot in the port, drop them not on the port row, but between fixtures that are already patched.
  • A spline is moved as a whole, as a single row, no matter how many fixtures are on it. You cannot split one spline's fixtures across different ports — to do that, first convert the spline into single fixtures, see Splines and Single Fixtures.
  • Fixtures can also be dragged from port to port, including to another converter, and back into the bottom list.
  • Any move can be undone with Ctrl+Z and redone with Ctrl+Shift+Z.

Selection in the Fixtures window and on the Mapping field is shared: selecting a fixture in the list shows you where it sits on the venue, and vice versa. This is the easiest way to understand exactly what you're patching at any given moment.

Fixture Order Within a Port

The order of rows within a port is the addressing order itself. The first fixture in the list gets the port's first address, the next one gets the address right after it, and so on. That's why fixtures in a port should be arranged in the same order they're wired on the venue: the one closest to the device comes first.

The order is changed by dragging fixtures within the port. With Auto-patching enabled, addresses are recalculated immediately.

Auto-patching

Auto-patching is a mode in which the program assigns addresses automatically. The button appears in two places: at the bottom of the Fixtures window and on the toolbar of the Mapping window. The setting is global for the program and applies to all ports at once.

What happens Auto-patching on Auto-patching off
Fixtures added to a port Addresses for the whole port are recalculated in sequence, starting from address 1 of its first universe Fixtures keep their addresses; the program only assigns them a universe number
Fixture order within the port changed Addresses are recalculated for the new order Addresses stay the same
A new fixture drawn on the mapping Gets the next free address Gets address 1 — you set the address yourself after that
A fixture copied The copy gets the next free address in the same port The copy keeps the original's address

Rule of thumb: turn Auto-patching on when fixtures are wired in sequence and addresses should run continuously — this covers the vast majority of pixel-mapping projects. Turn it off when addresses are dictated by hardware that's already installed and must stay exactly as they are.

Auto-patching being off doesn't mean "no help": you can always assign addresses as a one-off action. Right-click the port and choose Recalculate Fixture Addresses — the port's fixtures will get sequential addresses following the current row order, while the mode itself stays off.

Exactly how addresses fall at a universe boundary depends on the converter's Controller Type: in DMX mode channels run as a continuous stream, in SPI mode a fixture moves into the next universe as a whole. For more, see Light Stream Converter Parameters.

How to Patch Fixtures While Placing Them

You don't have to draw fixtures first and patch them afterward. Select a port in the Fixtures window — and every fixture you then draw on the Mapping field will land directly in it, with addresses already assigned (if Auto-patching is on). The port's list will scroll to the last added fixture automatically, and a collapsed Player and converter will expand.

Copies behave the same way: fixtures copied by holding Ctrl on the mapping, duplicated, or pasted from the clipboard stay in the same port as the original, and with Auto-patching on they get the next free addresses. This is how matrices and identical rows are assembled quickly: patch one row, then just copy it.

To make new fixtures go back into the bottom list, deselect the port — click an empty spot in the Fixtures window.

How to Remove a Fixture From a Port

Select the fixtures in the port, right-click and choose Unpatch — the fixtures will return to the bottom list of the Fixtures window and stay in their places on the mapping.

To free up the whole port, right-click the port and choose Unpatch All. The same item is available by right-clicking a converter — it unpatches all its ports at once.

The Delete key does not unpatch fixtures — it deletes them from the project — along with their place on the mapping and their link to 3D. If you only need to take a fixture out of a port, use Unpatch.

Fixtures also return to the bottom list on their own if you reduce a converter's Number of Ports: fixtures from removed ports don't disappear, they become unpatched.

How to Check That Everything Is Set Up Correctly

Red Highlighting

The program marks addressing errors on its own: a fixture's row, along with the port and converter name, turns red. There are three reasons for this:

  • fixture addresses overlap — two fixtures claim the same channels;
  • a fixture goes beyond the port's universes — its last address is greater than what's allotted to the port;
  • the port's universes are taken by another port — two ports of the same Player were given the same universe numbers; in this case the universe numbers themselves in the port row are highlighted red.

In the first case, fix the addresses or turn on Auto-patching; in the second, increase Universes per Port on the converter or move some fixtures to a neighboring port; in the third, separate the converters across universes by changing Start Universe on one of them.

Port Fill Indicator

To the left of the port's name there's a small image — a map of its universes, with occupied channels shaded orange. It immediately shows how full the port is and whether there are any gaps. Clicking this image opens the same map in a separate window, larger and with universe labels; this window closes with the Esc key.

Addresses on the Mapping Field

Addresses are labeled right next to the fixtures on the mapping. What to show — universe numbers, pixel numbers, or continuous multi-addresses — is configured in the View → 2D Mapping menu. This is the fastest way to check that addresses run across the venue in the direction you expect.

Highlighting Fixtures on the Real Venue

When you need to figure out exactly which fixture on the venue corresponds to a row in the list, use the Highlight Fixtures and DMX Data button on the right side of the Timeline panel. The selected fixtures start glowing on top of the animation — both in the program and on the real hardware.

A small arrow button to its right opens a list of highlighting modes:

  • Solid White — steady glow;
  • Blinking White — blinking, most noticeable on the venue;
  • RGBW Colors — cycling through colors, which also helps check the order of the color channels.

The same place has an Interval item that sets the switching speed — from 0.5 to 5 seconds. If the button isn't on the timeline, enable it by right-clicking the playback panel → Show Fixture Highlight Button.

To check that the program is addressing exactly the right box, click the converter icon in the Fixtures window: the real device will blink its indicators.

Workflow for a Large Project

  1. Set the converters' Start Universe, Number of Ports and Universes per Port before patching, not after: changing these parameters shifts the addressing of ports that are already set up.
  2. Check the Controller TypeDMX or SPI. It determines how addresses fall at a universe boundary, so choose it before patching: for single fixtures that are already placed, addresses won't recalculate on their own when the type changes, and the port will need to be recalculated manually.
  3. Give ports meaningful names based on venue areas.
  4. Turn on Auto-patching and patch fixtures one wiring line at a time, making sure the row order in the port matches the wiring order.
  5. After each port, check the fill indicator: if it's packed to the brim, the next fixtures won't fit.
  6. Once the bottom list is empty, go through all the ports and make sure there's no red highlighting anywhere.
  7. If an orange icon with an exclamation mark appears next to a Player's name, it means the device settings have changed and haven't been sent to the Player yet. Clicking the icon offers to open the Player's properties and send them.

Frequently Asked Questions

  • There are fixtures on the mapping, effects are playing, but there's no light. The fixtures are most likely still in the bottom list of the Fixtures window — they're not patched. Also check the visibility checkboxes of the fixture, port, and converter.
  • A fixture's row has turned red. Addresses overlap with neighboring ones or go beyond the port's universes. Turn on Auto-patching or right-click the port and choose Recalculate Fixture Addresses.
  • How do I take a fixture out of a port without deleting it? Right-clickUnpatch. The Delete key removes the fixture from the project entirely.
  • The first fixture in a port always gets address 1, but I need a different one. That's how Auto-patching works: it always starts a port from the first address of its first universe. Turn it off and set the fixture's address manually in the Properties panel.
  • I set an address for one fixture, but it changed for several. The value from the Address field is applied to all fixtures selected at that moment. Clear the extra selection and try again.
  • I need to split one spline across two ports. A spline can only be patched as a whole. Convert it into single fixtures (see Splines and Single Fixtures) and distribute them across ports.
  • Fixtures no longer fit in the port. Increase Universes per Port on the converter or move some fixtures to a neighboring port. Remember that the number of universes in a project is limited by the license.
  • Addresses shifted after changing a fixture's type. The new type has a different number of channels. Recalculate the port's addresses or turn on Auto-patching.
  • Fixtures disappeared from the ports. Check whether you reduced the Number of Ports on the converter — fixtures from removed ports return to the bottom list.
  • The port won't expand. It has no fixtures in it: there's nothing to expand in an empty port.

See Also