Worked example: a small rig¶
The problem¶
The rig: 4 LED washes (RGBW) that need full to be seen, 8 LED bars (RGB) that blind at 30%, and 4 beam movers with a colour wheel. No strobes or blinders in this example: the hits come from these fixtures. If you have strobes, or very bright pars with a strobe mode used as strobes, they're one more hit executor; the rest stays the same. The question is how many executors that becomes, and which of them get split per fixture type.
Busking intensity explains the layers in general: atmosphere balanced at the source, hits on the same fixtures at full. This page turns them into a concrete page of executors.
Split by attribute first, then by type¶
Look at what each scaler touches. Executor masters and playback masters scale dimmer values only. So a balance problem can only ever be an intensity problem, and only the intensity layer needs one executor per type. Colour and movement are split by what they do, not by fixture type:
- Intensity: one fader executor per type. Washes dim, Bars dim, Beams dim, all assigned to the ATMO playback master. These faders are the balance and the ride.
- Colour: one set of looks for the whole rig. The colour looks from Colour concepts for busking (Ice, Fire, Acid, Mono) stay one sequence each, across all three types, on buttons with a colour-only playback filter. Splitting them per type would buy nothing: no master scales colour. (Base and accent looks split by role, which is a design choice, not a brightness fix.)
- Movement: only where something moves. A few position effects for the beams (Sweep, Fan, Circle) on buttons with a position-only filter, all on the speed master.
- Hits: per type, plus all. As in the hit layer: Flash buttons, HTP, on no playback master.
Building the intensity executors¶
There are two ways to get one executor per type.
One sequence per type. Select the washes and build their intensity cues; store them as their own sequence; repeat for the bars and the beams. Give each sequence a few cues as variations and step through them with Go:
| Cue | Washes dim | Bars dim | Beams dim |
|---|---|---|---|
| 1 base | preset Washes base | preset Bars base | preset Beams base |
| 2 breathe | slow dimmer effect, high = Washes base | same for the bars | same for the beams |
| 3 chase | dimmer chase with phase across the four | odd/even with MAtricks | one beam at a time |
Each type runs its own variation (the bars chase while the washes breathe), and in a dark room that's what you want: different elements doing different things, few at a time. The cost is three sequences to maintain.
One sequence, three executors with worlds. Build the intensity cues once for all types, put the same sequence on three executors and give each a world as playback filter (Washes, Bars, Beams). Each executor then plays only its type, and each fader masters only its type. You edit one sequence instead of three, but all types share the same cue structure. The manual confirms that a sequence can sit on several executors: some options belong to the sequence and are "synchronized on all executors that uses the same sequence" (tracking, Release First Step), others belong to the executor, so "executors with the same sequence can have different options regarding Wrap Around". Whether each executor then steps through the cues on its own is still open.
Practice
For busking, build one sequence per type. The types rarely do the same thing at the same moment, and separate sequences let you step the bars to their chase without touching the washes. The world variant suits a rig where all types always move together, or a quick first version.
The page¶
| Executor | Content | Priority | Playback master | Key / fader |
|---|---|---|---|---|
| Faders 1–3 | Washes dim, Bars dim, Beams dim: intensity per type (base, breathe, chase) | LTP | ATMO | fader = ride that type, Go = next variation |
| Fader 4 | intensity effect for build-ups (fast pulse or strobe on all types) | LTP | none | fade in under the build-up |
| Fader 5 | ATMO playback master | – | – | the whole atmosphere |
| Fader 6 | speed master | – | – | tempo, Learn button |
| Buttons 1–4 | colour looks Ice, Fire, Acid, Mono (colour-only filter) | LTP | none | Toggle, Off On Overwritten |
| Buttons 5–7 | beam moves Sweep, Fan, Circle (position-only filter) | LTP | none | Toggle |
| Buttons 8–11 | hits: washes, bars, beams, all (white / strobe) | HTP | none | Flash |
| Button 12 | drop look | High | none | Swop or Kill |
The colour and movement buttons use playback filters so they can never change dimmer (see Executors that only do one thing).
Practice
Riding it during a set. The balance is in the base presets, so each type is either in (fader at the top, its balanced level) or out (fader down, dark). In a dark room most of them are out most of the time:
- Groove: Bars dim in, on its chase; washes and beams out; colour Ice. One element on a dark canvas.
- Breakdown: bars out, Washes dim in on breathe, Beams dim half up with Sweep. ATMO a little down.
- Build-up: Go on Bars dim to its chase, bars back in, speed master doubling, the intensity-effect fader creeping up, ATMO to full.
- Last beat: Swop one beam. Drop: All hit on the one, then the drop look (Kill), or Bars hit on the beat.
- After the drop: back to the groove. The types you want are at the top, the rest at the bottom, ATMO at full: nothing to remember.
To verify in onPC: checks 4, 18, 23
When you need it, and when not¶
- Similar fixtures only: skip the per-type split; one intensity executor and the ATMO master are enough.
- Mixed brightness, busked: build this page once and keep it as a template for the next show.
Related¶
- Busking intensity: balance, hits and the baseline
- Hits: Flash, Swop or Kill
- Colour concepts for busking: the colour looks used here
- What goes on an executor
Sources¶
- Playback masters: 50 submasters for assigned sequence executors
- Playing back cues: executor master affects that playback's dimmer values; priorities
- Apply worlds or filters to executors and sequences: playback filter per executor, input filter for "all the executors that uses this sequence"
- What is tracking: sequence options synchronized across executors, Wrap Around per executor
- Speed masters