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Features Programmer DJ Mode Live WireNEW 3D Visualizer Pricing Help About
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Features Programmer DJ Mode Live WireNEW 3D Visualizer Pricing Help About

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  • The Programmer & Floorplan
  • Programming Attributes
  • Effects
    • 8. Color Effects
    • 9. Position Effects
  • Recording & Playing Back Cues
  • Editing & Merging Cues
  • Cue Stacks & Execute Grid
  • Merge Wizard, Settings & Inspector
  • MIDI Control & 3D Visualizer
  • Keyboard Shortcuts & Glossary

Programmer Manual

  • The Programmer & Floorplan
  • Programming Attributes
  • Effects
    • 8. Color Effects
    • 9. Position Effects
  • Recording & Playing Back Cues
  • Editing & Merging Cues
  • Cue Stacks & Execute Grid
  • Merge Wizard, Settings & Inspector
  • MIDI Control & 3D Visualizer
  • Keyboard Shortcuts & Glossary

Effects

Automate colors and movement with beat-synced effects - from simple color cycling to complex position patterns. Every effect brings its own set of controls: pick one and the sliders it uses come up at that effect's own defaults, while any slider it does not use dims out.

8. Color Effects

Color effects automate your fixtures' colors - cycling, chasing, pulsing, and more - without manual programming for every step.

Opening Color Effects

Navigate to Colors → Color Effects sub-tab.

Applying an Effect

  1. Select one or more fixtures
  2. Click an effect button to activate it - the effect starts running immediately
  3. Click No Effect to stop

Effect Library

Effects are organized into categories:

Color Cycling

Smoothly transitions between colors.

EffectWhat It Looks Like
2 ColorAlternates between 2 colors you choose
3 ColorCycles through 3 chosen colors
4 ColorCycles through 4 chosen colors
RGBCycles red → green → blue → red
RGB SnapSnaps between red, green, blue (no fade)
CMYCycles cyan → magenta → yellow
Red-GreenAlternates red and green
Red-BlueAlternates red and blue
Green-BlueAlternates green and blue
RandomRandom color each cycle

Flick Effects

Rapid single-color flashes against black.

EffectColor
Blue FlickBlue flash
Green FlickGreen flash
Red FlickRed flash
White FlickWhite flash

Sequential Patterns

Fixtures light up one at a time in order - like a marquee.

EffectDirection
SequenceLeft to right
Sequence ReverseRight to left
Middle OutCenter outward to edges
Middle InEdges inward to center

Chase Effects

A “lit window” of fixtures moves through the line - the rest stay dark.

EffectDirection
ChaseForward
Chase ReverseReverse
Chase Inside-OutCenter outward
Chase Outside-InEdges inward
Chase Inverted (+ variants)The dark window moves instead of the lit one

Wave Effects

A rolling brightness wave moves through the fixtures - think of a stadium wave.

EffectDirection
WaveForward
Wave ReverseReverse
Wave Inside-OutCenter outward
Wave Outside-InEdges inward
Wave Inverted (+ variants)Inverted wave pattern

Pulse Effects

Fixtures pulse in brightness - together, rotating, or phased.

EffectPattern
PulseAll fixtures pulse together
Pulse RotatePulse point moves across fixtures
Hybrid PulseCombined pulse pattern
Phased Pulse (+ variants)Fixtures pulse offset from each other

Alternation

On/off toggle patterns.

EffectPattern
SwitchingAll toggle on/off together
AlternateEven/odd fixtures alternate
Alternate ReverseReverse alternation

Wash Effects

Uniform color movement across all fixtures.

EffectPattern
WashUniform pulse
Wash PhasedPhased uniform wash

Atmospheric

Complex decorative effects for special looks.

EffectWhat It Looks Like
TwinkleRandom flicker (candle/star effect)
RainbowMoving color gradient (forward)
Rainbow ReverseMoving color gradient (reverse)
MeteorRapid color sweep (comet trail)
Meteor ReverseReverse meteor
FairgroundRapid on/off sweep (carnival lights)
Fairground ReverseReverse fairground

Effect Controls

Three sliders control how the active effect behaves:

Speed (Beat-Synced)

The speed slider ranges from -3 to +3, representing beat divisions relative to the master BPM:

Slider ValueBeat DivisionWhat It Means
-38/1One full cycle every 8 beats (very slow, dramatic)
-24/1One cycle every 4 beats (one bar in 4/4 time)
-12/1One cycle every 2 beats
01/1One cycle per beat (default)
+11/2Two cycles per beat
+21/4Four cycles per beat (fast, energetic)
+31/8Eight cycles per beat (very fast, strobe-like)

The BPM comes from your active beat source - audio beat detection, Ableton Link, or manual tap. If no source is active, it defaults to 120 BPM.

Tip

Double-click the speed slider to reset to 0 (one cycle per beat).

Crossfade (0–100%)

Controls how smoothly colors transition:

  • 0% - Hard snap between colors (dramatic, punchy)
  • 100% - Fully smooth blend (gentle, flowing)

Not all effects support crossfade. When unsupported, the slider dims to 30% opacity.

Spread (0–100%)

Controls how the effect is distributed across selected fixtures:

  • 0% - All fixtures do the exact same thing at the same time
  • 100% - Maximum offset between fixtures (creates movement across the line)

Not all effects support spread. When unsupported, the slider dims.

Multi-Color Effects

Effects like 2 Color, 3 Color, and 4 Color need you to choose which colors to cycle between:

  1. Activate the effect - color selection buttons appear
  2. Click a button to choose from presets, or click the palette icon for a custom color picker
  3. In the custom picker modal, drag on the color wheel and click Apply

Walkthrough: Setting Up a Beat-Synced Chase

  1. Select all 8 of your LED pars
  2. Press C → click Color Effects sub-tab
  3. Click Chase - fixtures start chasing left to right
  4. Set Speed to 0 (one chase cycle per beat)
  5. Set Crossfade to about 30% - gives a slight fade between steps
  6. Set Spread to 50% - the chase window is wider, covering ~4 fixtures at once
  7. The chase is now running and synced to your music's BPM
  8. You can record this look as a cue (see Section 10)

9. Position Effects

Position effects create automated movement patterns for moving fixtures - circles, figure-eights, sweeps, and more. Each head orbits the point it is already aimed at, so you aim the rig first and the shape follows.

Opening Position Effects

Navigate to Positions → Position Effects sub-tab.

Applying a Position Effect

  1. Select one or more moving fixtures
  2. Click an effect pattern button - fixtures begin moving immediately
  3. Click No Effect to stop

How Position Effects Are Centred

A position effect is an orbit around a centre point, and every head has its own. That centre is the aim you gave the head in Manual Control, so a circle applied to four heads pointed at four different parts of the stage gives you four circles, one at each aim, rather than four heads swinging back to the middle of their travel.

Re-aim a head while the effect is running and the shape moves with it, so you can keep working on the aim with the effect live.

The Effect Controls panel names the centre it is working from at the top:

ReadoutWhat It Means
Centre: your manual aimEach head orbits where you aimed it
Centre: fixture homeEvery head orbits its own home position instead
Pan 128, Tilt 96The centre itself, shown when every selected head agrees on it
Each head on its own aimThe heads are aimed at different points, so there is no single centre to quote
Pad centre, mapped to each headNothing has been aimed yet, so each head falls back to the position pad

The button underneath switches between the two: Centre on Home swings every head around its home position, and Centre on Position puts it back on the aim. A running effect picks up the change straight away.

Available Patterns

EffectWhat It Looks Like
CircleCircular motion
Figure-8Horizontal figure-8
Vertical Figure-8Vertical figure-8
Up-DownVertical sweep
Left-RightHorizontal sweep
BoxRectangular path
DiamondDiamond-shaped path
ArcCurved arc motion
BurstRadiating burst outward
CrossCross-shaped movement
OppositesPaired fixtures move in opposing directions
RandomUnpredictable random movement
Random PairsPaired random movement
TriangleTriangular path
StarStar-shaped path

Position Effect Controls

ControlRangeWhat It Does
Speed1–100How fast the pattern cycles
Size1–100How big the movement is (% of available range)
Phase-50 to +50Timing offset between fixtures (creates wave-like staggering)
Fan Pan-50 to +50Spreads the heads' centre points apart left to right
Fan Tilt-50 to +50Spreads the heads' centre points apart up and down
DirectionForward / Reverse / BounceWhich way the pattern runs

Tip

Double-click any slider to reset it to its default value.

Direction Modes

ModeWhat Happens
ForwardPattern runs normally
ReversePattern runs backwards
BouncePattern alternates forward and backward

Direction is stored with the effect, so recalling a look brings back the direction you set with it.

Combining Position Effects with Fan

The Fan Pan and Fan Tilt sliders in the Position Effects panel are synced with Manual Control. Fanning pulls the heads' centre points apart instead of leaving each one orbiting its own aim in isolation, and each slider fans its own axis: Fan Pan spreads them left to right, Fan Tilt spreads them up and down.

Not every shape moves on both axes, and the slider a shape cannot use is labelled (not used by this shape). Circle, Figure-8, Vertical Figure-8, Diamond, Triangle and Star take both. Up-Down and Arc take Fan Tilt only, Left-Right takes Fan Pan only, and Box, Cross, Burst, Opposites, Random and Random Pairs set their own spread and take neither.

Example: Set a Circle effect, then add Fan Pan of +20. Instead of all fixtures circling in the same spot, each fixture circles around a different center point, spread across the stage.

Travel Limits and Fit to Travel

Every moving fixture has a travel range, and any position limits you set in Manual Control narrow it further. A position effect works inside that range: the shape flattens against a limit rather than driving past it, so a circle will not send beams where you told it not to.

The effect leaves your limits alone, which is what Limits unchanged, full travel in the Effect Controls panel is telling you. Size therefore means the same amount of movement wherever the heads point, and a head aimed near the edge of its travel has less room for a big shape than one aimed at the middle.

Effect Controls works out the largest Size that fits the room the heads have, and says so when you go past it: Size 80 is past the 45 that fits here, so the heads will flatten against their travel limits. A Fit to travel button appears alongside the warning and drops Size to the largest that fits. Nothing stops you leaving Size where it is and letting the shape flatten, if that is the look you want.

Fanning and some shapes reach a little further than Size alone, so on those the figure is a lower bound and the warning says as much.

Heads aimed hard against a limit have no Size that fits at all. The panel says so, and the answer is to re-aim them to give the effect room.

Tip

Aim the rig first, then apply the effect. Working the other way round means reading a headroom figure that changes as soon as you move the heads.

Walkthrough: Creating a Phased Circle Effect

  1. Select your 4 moving heads
  2. Press P → click Position Effects sub-tab
  3. Click Circle - all heads start circling
  4. Set Speed to 40 (moderate pace)
  5. Set Size to 60 (medium circles)
  6. Set Phase to +25 - each head is offset in timing, creating a “wave” of circles rippling down the truss
  7. The result: a flowing, organic movement pattern across all your movers
← Programming Attributes
Recording & Playing Back Cues →
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