The light as it comes out
Every fixture is a 3D model rotated according to its rigging: spot, beam or wash moving head, LED PAR or PAR 64, profile, Fresnel, cyclorama, bar, panel, strobe, blinder, laser, and even special effects (smoke, cold spark, CO2, flames). Its light follows the model: hard edge for a profile or a beam, soft edge for a Fresnel or a wash, four beams for a blinder, a fan of thin lines for a laser.
A physical render, not a burnt-out picture
Rendering uses WebGL 2, at more than 60 interpolated frames per second: spots and beams add up in linear light, in an HDR image, then go through a filmic curve. Highlights roll off to white instead of clipping, even with 178 moving heads on. Exposure adapts by itself, like a light meter; haze and brightness are set in the view.
- Top, Front and Iso viewpoints, rotate and zoom with gestures;
- moving heads follow their pan and tilt live, effects animate;
- strobe shown as a dotted outline: never any real flashing on screen (photosensitivity risk).
Program without being in the venue
Without a licence, everything works except the output to the fixtures: enough to prepare a show at home on a laptop, and arrive at the venue with the cue list ready. The Scenes screen also shows the 3D view blind: you prepare the next scene without changing what is going out.
The same stage everywhere
The same view is used by the console, the Scenes screen and Patch, where you place each fixture in 3D (position, height, orientation). Positions then drive effects (left-to-right waves, fans across the stage) and aiming: touch a point on stage, the selected moving heads point at it.