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:
| Range | Suggested Use |
|---|---|
| 101 Series | Profile, Spot and Beam Fixtures |
| 201 Series | Wash and Pixel Fixtures |
| 301 Series | Strobe, Effect and WTF! Fixtures |
| 401 Series | Disco / Motor Devices |
| 501 Series | Other / 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:
| Fixture | Footprint | Start Address |
|---|---|---|
| Fixture 1 | 39 | 1 |
| Fixture 2 | 39 | 40 |
| Fixture 3 | 22 | 79 |
| Fixture 4 | 34 | 101 |
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 / Mode | Footprint |
|---|---|
| Spiider — Mode 10: Pattern Full RGBA | 123 channels |
| TetraX — Mode 6: Pattern Full RGBW | 98 channels |
| Tetra2 — Mode 6: Pattern Full RGBW | 128 channels |
| WTF! — Mode 5: Full | 140 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:
| Port | Source Universe |
|---|---|
| Port 1 | 0 |
| Port 2 | 1 |
| Port 3 | 2 |
| Port 4 | 3 |
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:
- Node Priority
- 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:
- Design the fixture layout.
- Decide Theatrical Networks.
- Decide fixture numbering.
- Select fixture personalities.
- Calculate required universes.
- Configure Rack Nodes and priorities.
- Place fixtures.
- Use the Patch Tool.
- Assign fixture numbers.
- Use Auto Address.
- Verify universe boundaries.
- Use Identify to verify physical positions.
- Export the XLSX patch.
- Match the external console patch.
- Test all universes.
- Optimise graphics settings.
- 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.