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Getting Started

Key principle: Sources emit light waves. Fixture attributes receive and output DMX.

Yep. Light is so beautiful that you create lighting effects with...light!

Sources

Click the add source button and play with the different sliders. Begin by setting the power to 100%. Then move the range slider up and down and see how the source power goes from really far right to only the source's cell. Do the same thing with the horizontal(x) and vertical(y) sliders. You can also move the source around by dragging it directly with your mouse. See the direction buttons? Click it! This is the way to control where the power goes which is handy when you want to target only certain attributes. Finally, put the delay slider in the middle and then move the power slider and see how your change propagate slowly. This is very useful to achieve all sorts of delayed effects like activating a line of lights, one light at a time.

You can experiment a lot by manually moving sliders. Once you get a sense of your effect, you'll be able to automate it by linking any sliders to input values or to the scripting engine.

Adding Attributes To The Grid

The most important thing to know is that you can select multiple attributes in the list - if you're used to standard Windows list control then you already know how to do it. You have to use a combination of keyboard keys and mouse click:

Selecting multiple dmx fixture attributes in the list

CTRL-A: Select all attributes

CTRL and click an attribute: Add this attribute to the selection or remove it if already there.

SHIFT and click an attribute: Select all attributes from the last selected to this one.

As the fastest way to select attributes is using the CTRL-A shortcut, it is a good idea to first narrow down the list by typing some keywords in the search box. For example, if you want to select all intensity attributes, instead of selecting attributes one by one, you can type "intensity" (only "int" should do) in the search box and then click the first attribute and press CTRL-A. For more complex selections, you'll come to like giving your fixtures a group name so that you can select them really fast.

Once your selection done, there are two ways to add all attributes on the grid:

"Painting" mode: Click on the grid and hold the mouse button while you move the mouse around. If you want to keep "painting" even after all attributes have been added, you can hold the CTRL key.

Array mode: When multiple attributes are selected, you can click the array mode button. Then you specify the with of your array and just click on the grid where you want the array to begin. If you hold the CTRL key at the same time, attributes will fill all available space from the (0,0) cell up to the clicked cell.

LED array effect

Modifying Attributes' order: Want to reverse the order of your attributes to do a special effect? Select your attributes on the grid and go in the Edit/Attributes menu. You can flip the attributes horizontally, vertically and even randomize the order.

Grid Edition Tips

CTRL-Q keyboard shortcut: Toggle between source and attribute edition mode. Since you can put a source and an attribute in the same cell, you have to be in the proper mode to select the item you want.

You can select multiple items on the grid by clicking on an empty cell and holding the mouse button while you move the mouse. This creates a selection rectangle. Once the selection's done, you can remove items by clicking on them while holding the CTRL key.

You can move all selected items at once by clicking on a selected item and dragging it.

You can copy/paste the selected items. Mostly useful to create multiple identical sources.

RGB, CMY And The HSI Representation

Whatever your fixture color mixing capability is (RGB, RGBW, CMY...), you always end up working with hue, saturation and intensity attributes. This representation is more handy to create effects. In order to see some light, you have to put the intensity attributes on the grid and send them power. Otherwise, the default intensity value is 0%. Note that 50% is full color and 100% is pure white (really intense light) .

If your fixture has a dedicated dimmer channel, then the default intensity value is 50% and the dimmer is 0%, meaning you have in this case to add the dimmer attributes on the grid to see something.

Sample Projects

Here are a few sample projects to show you how to achieve various effects. Each projects have multiple grids representing one effect each. When opening a project, only one effect will be activated. To activate the other effects, go in the View/Grids menu to show all grids and push the activation sliders up.

 

Dimmer Strobes: Various strobe effects with 25 parcans. From the regular strobes to the more exotic random ones.

RGB Strobes: The same effects as the dimmer strobes but with 25 RGB fixtures.

Color Chases: Multiple variations of the famous rainbow effects and other ways to smoothly change hues. Using 25 RGB fixtures.

Music2Lights - Basic VU Meter: Ready to use VU Meter. Just replace the fixture attributes by your own. You may need to manually adjust the volume to get good result. Using 8 RGB fixtures. Tip: to select the moving source, use the freeze button.

Music2Lights - Fancy VU Meter: More advanced music analysis is done to automatically adjust to the music volume. The meter tracks the low frequencies of the first sound card but you can change it by editing the music.1.bandavg(1) and music.1.band(1) formula parts. By exploring the source formulas you'll see this is an adaptive beat tracker using the music average intensity to compute the meter activation.

Step Sequencer: Simple chase activating different fixtures at each step. Select the source and look at its x slider. You can try different shapes and by modifying its formula, you could advance the step at each music beat or wii remote movement etc...

OSC to DMX Mapper: Map the whole 512 incoming OSC values to 512 DMX channels. Can output using a USB dongle or ArtNET.

 

* Multiple effects can run at the same time but what makes sense is up to you.

* Since the effect behavior is defined by the sources, you can easily replace the patched fixtures by your own.

Main Interface

1. Sources

A source emits power propagating like a light wave. This makes creating lighting effects fairly natural. You set:

  • Power: Intensity if you prefer. Green represents positive power and red is negative.
  • Range: How far the power goes. 0% means emit only at the current position and 100% means no power loss.
  • Delay: How quick the wave propagates. 0% means no delay, so instantaneously.
  • X and Y: Current source position. (0,0) is bottom left.
  • Direction: Indicate where the wave goes.

Since powers are additive, you can use multiple sources to achieve complex effects.

2. Grid

A grid is your playground. Use it as you please. No need to replicate the physical world. You position items to achieve your desired effect.

The size is 45x40. You can move around by using the arrow keys, right-click and drag (like Google maps), click on the scroll buttons or use the minimap (old school Starcraft).

At the top, you have some grid's configuration. First you have it's name which can be changed by clicking the rename menu item under the Grid menu. Then you have the fade in and fade out, applying to all sources on the grid. You can use the fade properties to smooth interactive inputs like wiimote movement and reduce the jitter effect.

2.1 Grid Settings

You access more grid settings by going to the View and then the Grid menu item. You'll see an overview (minimaps) of all your grids and the sub-master sliders.

The activation slider modulates all source powers on the grid. If set to 0%, the grid is deactivated.

The speed slider acts as a speed sub-master. The final speed for all time based functions will be the master speed times the grid speed.

There is also a precedence parameter which allows some grids to overwrite lowest precedence grids. For example, if you use a wiimote but want to be able to take over with a midi device. Attribute values from same precedence grids are added, allowing to merge multiple effects running on multiple grids.

3. Fixture Attributes

Attributes receive source powers and do the conversion to DMX values. The attribute list shows all attributes of your patched fixtures. Each attribute type has its own color code.

Select attributes on the grid to do some configuration (right image). You can specify the minimum and maximum range used to scaled power percentage. This allows you to restrain DMX output to match the physical constrains of your setup. For example, you can restrain the pan and tilt attributes in order to only wash a specific part of a wall.

3.1 HSL Color Mixing

HSL stands for hue, saturation and lightness, also called HSV (V for value). HSL offers a really intuitive color mixing model and is the primary model used in Lightjams to represent colors in RGB and CMY.

When a fixture has color mixing capability, once patched you will see three attributes: hue, saturation and intensity. Lightness has been renamed to intensity to be more in line with the lighting field. Behind the scene, HSL is converted to the actual fixture color model. As you can see from the HSL image at the right, at full intensity all colors are white and at the bottom you have black. With intensity at 50% and saturation at 100%, you get pure colors.

The intensity attribute is modulated by the master intensity.

4. Masters

Here you find the master intensity and speed.

The master intensity modulates all dimmer and intensity attributes. The blackout button allows to momentarily set the master intensity to 0%.

The master speed sets the tempo for all time related functions. For example, all shapes generated using the sin, triangle and sawtooth functions are scaled down or up depending on the master speed. Grid's fade times are also modulated by the master speed. The freeze button momentarily set the master speed to 0%.

5. Status

Here you find all important status indicators. Green is good, yellow says something may be wrong and red means bad things are happening (or not happening actually). Mouse hover to see what's going on.

6. Interactive Input Selector

All sliders can be linked to an interactive input. When you select a slider, this is where you choose the input mode.

Usually, you begin by selecting an input mode like a wiimote or music and then you click on the command line icon (the cute monster) to do some customizations. See command line tips for some command line wonders.

7. Input Configuration

Depending on the interactive input selected, you configure the parameters here.

8. History

This history graph shows the last few seconds of values. It is very handy to diagnose jittering input and making some quality control.

FAQ

No DMX seems to be outputted. How do I know what's the problem?

First, make sure some fixtures have been patched (see how to patch DMX fixtures). Then you should see a "dmx out" status light. Hover with the mouse to see what's going on. You can try plugging the dongle in another USB port.

Which USB to DMX dongles does Lightjams support?

Enttec DMX USB Pro, Enttec OPEN DMX USB and the DMXKing ultraDMX.

How do I configure my USB dongle?

Just plug it! Then wait a couple of seconds and Lightjams should automatically detect it. Some fixtures need to have been patched to the USB universe otherwise Lightjams doesn't need to output anything and will not try to open the USB dongle. The "dmx out" status light should turn green.

Will Lightjams automatically reconnect if my usb dongle is accidentally disconnected?

Yes! Lightjams will mercilessly try to reopen the dongle each couple of seconds.

When using my Enttec USB Pro dongle, the dmx out led is yellow and saying that it's "skipping frames"?

Lightjams ouputs about 40 frames per second. Your dongle is probably configured to output at a slower rate. The good news is that you can change the output rate setting by using the Enttec Pro Utlity.

Can I run Lightjams and Light Jockey on the same computer?

Yes! I've successfully tested it with a Enttec USB Pro dongle.

What's next? Try it for free!

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