PRG V676 User Manual 3.5 User Manual

Page 431

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V676

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/ V476

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CONTROL CONSOLE USER MANUAL

413

Soft Encoder

One of six soft encoders provided for mapping parameters other than pan, tilt and intensity (which are mapped to
hard encoders).

Speed

The rate of change of a luminaire’s variable parameters. As opposed to time (e.g. 5 seconds), speed is how fast the
parameters will move.

Stack, Cue

Cue Stacks (also known as "multiple cue lists") allow for additional cue lists separate from the main cue list. Each cue
stack can have its own set of cue numbers and includes the ability to store submaster attributes such as bump
modes, creation of cue based chases, etc.

Start

To energize a luminaire arc lamp (applies to arc-lamp luminaires only).

Step

To advance a halted (stopped) effect to its next step.

Step (Effect)

A component of an effect sequence. Steps specify what action the applied set (groups of lights) are to take in an
effect.

Also see

Sequence.

Store

To save any intensity value, parameter attribute, group selection, or timing information into a specified target (e.g.,
cue, palette, preset, etc.).

Submaster

A playback device that can be used to execute cues, board cues, and effects. Cues include luminaire target states
(crossfades) and effects.

Synchronized

In handling MIDI timecode from an external source, synchronized is when incoming timecode arrives approximately
on time, and the frame number agrees with the expected time from the system’s internal clock.

Template

Saved settings for filter, timing, and/or sneak modes.

Timing

Control of the duration of change for a luminaire parameter. Time is defined in minutes and seconds.

Timing Disable

A submaster mode which inhibits timing values on the associated submaster, allowing playback at full speed.

Timing Mode

A touchscreen display mode, which provides a means of defining timing, delay, and speed values for any or all
combination of parameters.

3D Location

A device’s X, Y, and Z coordinates. These three coordinates are based on a point of origin (X=0, Y=0, Z=0) from which
every object in the 3D graphic has been located.

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