Patching channel-based consoles, Using the console to make programming easier – PRG Controlling VARI-LITE Equipment Using DMX 512 User Manual

Page 23

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S

YSTEM

O

PERATION

: DMX512 M

ODES

AND

P

ATCHING

0 2. 3 0 0 4. 0 3 00 . 5 4

15

1

At this point, continue to patch the fixtures and other DMX512 devices until the show is patched. It is
often a good idea to check the patch in progress; that way problems can be dealt with as they occur.
When you are done patching and troubleshooting your system, programming can begin. For
information on troubleshooting a system, see

"Testing and Troubleshooting" on page 93

.

Patching Channel-Based Consoles

Channel-based consoles force an operator to patch fixture parameters one channel at a time. As above,
once the numbering system has been determined for the fixtures, patching the console can begin.
However, the fixture number will now be a "group" number. You will need to make a group of
channels for each fixture and store it as the fixture number. Remember, when patching a VL5 or VL5B
wash luminaire, to patch dimmer channel to the intensity control channel for the fixture. Most channel
based consoles will operate only in an 8-bit environment; you should be prepared to patch at least
seven channels per luminaire plus the intensity channel if using Mode 1, or up to 11 channels per
luminaire if using Mode 2.

Note: The VL6B, VL6C/VL6C+, VL7 and VL7B luminaires do not have a mode for 8-bit control.
While they can still be controlled by an 8-bit console, the smoothing function of the second pan and tilt
channel is lost.

With a channel-based console, using Groups to control the positioning, color, gobo and beam shaping
functions will make the job of programming your show easier.

Using the Console to Make Programming Easier

Though different console manufacturers use different syntax, they can all achieve the same goal: store
often-used data that can be recalled at a keystroke in a manner that makes it easy to access. Libraries,
focus points, groups and palettes are different manufacturers’ terms, but all refer to memory locations
that can be assigned to specific parameters. Color, gobo and beam parameters (edge, diffusion, beam
size) can all be stored in these groups and recalled with a few keystrokes. On consoles where this is
applicable, groups can be stored in ranges, making it easier to recall information. For example, Color
Groups can be stored in Groups 50 to 70, Gobo Groups in 80 to 95, and so on. The same can be said for
certain other groups like libraries.

Note: Some consoles define groups globally, others require the programmer to create a hard value for
each fixture for the particular parameter being stored in the group. A global group is stored for a whole
fixture type from only one fixture, making storing a simpler task.

Many fixture-library based consoles also provide an added feature: updatable preset focus or focus
points. These are special groups reserved for focus (pan/tilt) positions; however, they can be used for
anything that might be changed throughout the entire cue list of a show. Any and all cues built and
stored from an updatable preset focus group can be adjusted by refocusing and restoring the group. The
cues then reference this group for positioning or other information as recorded.

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