Beams, Overview – PRG V676 User Manual 3.5 User Manual

Page 163

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V676

®

/ V476

®

CONTROL CONSOLE USER MANUAL

145

BEAMS

Overview

The Beam palette provides a means for storing and recalling up to 200 beam states. These can be used for building
cues and effects. These programmable Beams can include parameters such as beam (zoom, shutter, framing), edge
(frost, effect, prism), and gobo (static, rotating, index, effects, effects rotation) as determined by the beam edge and
gobo filter settings (refer to

"Function Filter"

on page 115).

Beams are stored by luminaire type. This means that for any one luminaire type, only one Beam setting can be stored
in a single Beam palette. For example, a palette can store different settings for Bad Boy® and VL6C+® luminaires, but
multiple settings cannot be stored for multiple Bad Boy luminaires. During a store operation, the beam parameters
stored will be drawn from either the lowest

active

luminaire or lowest

selected

luminaire as determined by the

console’s default setting (refer to

"System-Wide Palette Store Options"

on page 127).

Guidelines:

+

Beams are not linked to Presets or cues. This means that if a certain Beam was used when creating a Preset or
cue and a new Beam is stored into that palette, then this will not affect the Beam stored in the Preset or cue.

+

Timing values cannot be stored in Beams.

+

Parameters stored into a Beam palette are always determined by the filters (refer to and

"Function Filter"

on

page 115).

Example Function Filter Setup

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