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Large Fixture Setups

Theatrical: Realistic Pack (TRP) is designed to scale from small lighting rigs to large productions containing many fixtures, universes, operators and external control sources.

Large setups require more planning than small rigs, particularly when using:

  • High-channel-count personalities
  • Pixel fixtures
  • Multiple DMX universes
  • Several Rack Nodes
  • Large numbers of active beams
  • Gobos and projections
  • Realistic beam occlusion
  • Disco-ball reflections
  • Multiple operators

A well-organised patch and network structure can make a very large TRP installation much easier to manage.

Plan the Rig Before Patching

Before assigning addresses, decide how the rig should be organised.

Consider separating fixtures by:

  • Stage
  • Fixture type
  • Position
  • Purpose
  • Operator
  • DMX universe
  • Theatrical Network

For example:

Main Stage

  • Universe 1 — Profiles / Spots
  • Universe 2 — Washes
  • Universe 3 — Pixels
  • Universe 4 — Effects

This is only an example. TRP does not require a specific universe organisation.

Use Fixture Numbers

TRP supports independent Fixture Numbers.

These are separate from DMX addresses and are useful for organising large rigs.

Suggested numbering ranges are:

RangeSuggested Use
101 SeriesProfile, Spot and Beam Fixtures
201 SeriesWash and Pixel Fixtures
301 SeriesStrobe, Effect and WTF! Fixtures
401 SeriesDisco / Motor Devices
501 SeriesOther / Fallback Devices

The Patch Tool searches for the next available recommended number instead of blindly reusing an existing assignment.

A consistent numbering scheme makes:

  • Searching
  • Sorting
  • Identify
  • Console patching
  • XLSX exports
  • Operator communication

much easier.

Use the Patch Tool

For large installations, the Patch Tool should normally be preferred over configuring every fixture individually.

It provides:

  • Live fixture registry
  • Search
  • Filters
  • Multi-selection
  • Shift-selection
  • Select All
  • Bulk editing
  • Identify
  • Auto Address
  • Fixture numbering
  • XLSX export

The list can display fixture number, model, mode, address, universe, network, type, brand, channel count, world position and fixture ID.

Use Auto Address

TRP’s Auto Address system can sequentially patch selected fixtures using the channel count of each fixture’s current personality.

For example:

FixtureFootprintStart Address
Fixture 1391
Fixture 23940
Fixture 32279
Fixture 434101

If the next fixture would exceed DMX channel:

512

TRP progresses into the next universe automatically.

This becomes particularly useful when patching dozens or hundreds of mixed fixture types.

Watch High-Channel Personalities

Some TRP personalities occupy a very large amount of DMX space.

Examples include:

Fixture / ModeFootprint
Spiider — Mode 10: Pattern Full RGBA123 channels
TetraX — Mode 6: Pattern Full RGBW98 channels
Tetra2 — Mode 6: Pattern Full RGBW128 channels
WTF! — Mode 5: Full140 channels

A large fixture count does not necessarily mean a large DMX footprint.

Likewise, a relatively small number of pixel fixtures can consume several universes very quickly.

Choose Fixture Modes Intentionally

Do not automatically use the largest personality available on every fixture.

Ask whether the production actually needs:

  • Individual pixel control
  • Full pattern control
  • Extended colour control
  • Fine movement
  • Enhanced gobo functionality
  • Additional effect channels

A smaller personality can:

  • Reduce DMX footprint
  • Simplify console programming
  • Make the patch easier to maintain
  • Reduce unnecessary complexity

Use the larger personality only when its additional functionality is required.

Multiple Universes

A single DMX universe contains up to:

512 channels

Large installations will often require multiple universes.

For example:

Universe 1
Profiles and beams

Universe 2
Washes

Universe 3
Pixel fixtures

Universe 4
Effects

TRP does not require fixtures of the same type to share a universe, but clear organisation helps make large patches easier to understand.

Multiple Rack Ports

Each enabled Rack Node port can receive an independent external source universe.

For example:

PortSource Universe
Port 10
Port 21
Port 32
Port 43

TRP maps each enabled port into a generated Theatrical universe destination.

This allows a single rack to route several Art-Net or sACN universes into the production.

Multiple Rack Nodes

Large productions can use several Rack Nodes on the same Theatrical Network.

Available rack devices include:

  • Robe Rack Data 8 RDM — 8 ports
  • Robe Rack Gateway 12 RDM — 12 ports

Nodes are ordered by:

  1. Node Priority
  2. World Position

Their enabled ports are then assigned contiguous generated Theatrical universes.

For large shows, configure Node Priority intentionally so the routing order remains predictable.

Avoid Rack Changes During a Production

Changing any of the following can cause TRP to recalculate generated universe mapping:

  • Rack placement
  • Node Priority
  • Network assignment
  • Enabled ports
  • Port routing
  • Node topology

After changing the rack layout, verify the patch before continuing the show.

For important productions, avoid major rack changes while the show is running.

Use Theatrical Networks

Large servers can use separate Theatrical Networks to divide production areas.

For example:

  • Main Stage
  • Second Stage
  • Theatre
  • Club
  • Studio
  • Rehearsal Rig

This can help separate:

  • Fixture management
  • Operator access
  • Rack routing
  • Different productions

Network membership is also relevant to fixture configuration permissions.

Use Identify

The Patch Tool’s Identify system becomes especially useful when many identical fixtures are installed.

Identify temporarily overrides a fixture’s normal visual output so the operator can locate the physical fixture represented by a patch entry.

It can be applied to:

  • One fixture
  • Multiple selected fixtures

This is useful when verifying:

  • Fixture numbers
  • Physical positions
  • Patch order
  • Duplicate models
  • Incorrect addresses

Export the Patch

TRP can export the complete current patch to an XLSX workbook.

Files are created in:

<game directory>/patch_lists/

using filenames such as:

trp_patch_list_YYYYMMDD_HHmmss.xlsx

The export contains the complete fixture dataset held by the Patch Tool, not only the currently visible or selected fixtures.

For large productions, exporting the patch is strongly recommended.

It can be used for:

  • Console programming
  • Technical documentation
  • Show preparation
  • Operator handover
  • Troubleshooting
  • Patch verification

Use Model LOD

TRP includes distance-based fixture model LOD.

The default detailed-model distance is:

9 chunks / approximately 144 blocks

Distant fixtures can use simplified physical models without automatically removing their visible beams.

This is particularly useful for:

  • Stadiums
  • Festivals
  • Arenas
  • Large outdoor venues

where hundreds of fixture bodies may be visible at once.

Keep Beam Reach Appropriate

The default maximum beam/projection reach is:

96 blocks

and can be configured from:

0–512 blocks.

Large stages do not automatically need the maximum value.

Use only the distance required by the venue.

For example:

Indoor Venue

48–96 blocks

may be sufficient.

Large Festival Stage

96–160 blocks

may be more appropriate.

Very long reach should be reserved for situations where it provides a real visual benefit.

Legacy vs Realistic Occlusion

For very large rigs, Legacy Occlusion is normally the safer starting point.

Realistic mode performs more detailed world-geometry sampling and is therefore more expensive.

Consider using:

Legacy

during normal show operation and switching to:

Realistic

for:

  • Screenshots
  • Close-up scenes
  • Showcase recordings
  • Smaller fixture groups

when the additional geometry accuracy is useful.

Pixel Fixtures

Pixel fixtures deserve special attention in large productions.

Current examples include:

  • Spiider
  • LEDBeam 150
  • TetraX
  • Tetra2
  • Arianne 6
  • WTF!

These fixtures contain several individually represented light sources and may expose very large DMX personalities.

For example:

Tetra2

  • 18 RGBW pixels
  • 2 flower-effect sections

TetraX

  • 9 RGBW pixels
  • 3 flower-effect sections

WTF!

  • 2 RGBW zones
  • 16 RGBW pixels
  • 12 white pixels

Avoid assuming that all fixtures have equal rendering cost.

Gobos & Projections

Large numbers of projected gobos can increase rendering workload.

TRP supports:

  • Projection
  • Rotation
  • Indexing
  • Shake
  • Focus-dependent blur
  • Surface interaction

For large productions, avoid rendering complex projections where they are not visible or useful.

Disco Balls

TRP disco balls generate reflections from active fixture beams.

The reflection system considers:

  • Source beam colour
  • Intensity
  • Ball rotation
  • Ray intersections
  • World collisions

The workload is adaptively budgeted, and the internal active source-beam registry is capped at 256 entries.

Several disco balls receiving many simultaneous beams can still create additional rendering cost.

Focus Tool

The Focus Tool can store up to:

32 fixture targets

at once.

For very large rigs, focus fixtures in logical groups instead of attempting to manage the entire installation as one selection.

For example:

  • Front Truss
  • Rear Truss
  • Floor Package
  • Stage Left
  • Stage Right

This also makes focusing easier to correct later.

RoboSpot & FollowMe

Each configured:

RoboSpot

and:

FollowMe Tracker

can manage up to:

12 fixture targets.

Large productions using these systems should therefore organise compatible fixtures into appropriate control groups rather than assuming one controller can manage an unlimited number of targets.

Multiple Operators

Large multiplayer productions can be divided between several operators.

Useful separation can include:

  • Main Stage Lighting
  • Followspots
  • Pixel Fixtures
  • Theatre Lighting
  • Secondary Stage

Theatrical Networks and network roles can help control who can send DMX or administer each network.

Avoid giving every operator administrative access unless it is actually required.

Recommended Large-Rig Workflow

For a large TRP production:

  1. Design the fixture layout.
  2. Decide Theatrical Networks.
  3. Decide fixture numbering.
  4. Select fixture personalities.
  5. Calculate required universes.
  6. Configure Rack Nodes and priorities.
  7. Place fixtures.
  8. Use the Patch Tool.
  9. Assign fixture numbers.
  10. Use Auto Address.
  11. Verify universe boundaries.
  12. Use Identify to verify physical positions.
  13. Export the XLSX patch.
  14. Match the external console patch.
  15. Test all universes.
  16. Optimise graphics settings.
  17. Back up the world before the production.

Before the Show

For important productions, verify:

  • All Rack Nodes are receiving Live data
  • No unexpected Stale / No Data states
  • Fixture personalities match the console
  • DMX addresses do not overlap
  • Generated universe routing has not changed
  • The Patch Tool shows the expected fixtures
  • Critical fixtures respond correctly
  • Operators have the required network access
  • Client FPS is acceptable during the heaviest cue
  • A recent server/world backup exists

Always performance-test the actual show programming, not only the rig with all fixtures idle.

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