Appendix: DMX Attribute Name Reference
Applies to SuperStage 26H2.6 and later | Read first: The Fixture Definition Asset
Every channel in a channel library carries an attribute name, and a binding uses that name to connect the channel to one of the fixture's capabilities. If the name does not match, the channel cannot be bound — which is the most common cause of "the console moves the fader and nothing happens".
This document lists all 119 attribute names the current implementation recognises, taken from the constants table defined centrally in the source.
1. Case Variants Are Deliberate
Pan and PAN, Zoom and ZOOM are all in the table. Manufacturers write them differently in their GDTF packages, so both spellings are listed to match what is actually out there.
Attribute name matching is case-insensitive. PAN in the channel library and Pan in a binding still connect. When a name does not match, it is almost always spelling or separators (ColorAdd_R and ColorAddR are two different names), not case.
2. Movement
| Attribute | Description |
|---|---|
Pan / PAN | Pan |
Tilt / TILT | Tilt |
PTSpeed / PTSPEED | Pan / tilt speed |
TiltRot | Tilt continuous rotation |
PosZ | Lift position |
Continuous rotation behaviour is decided by the sub-attribute's RotationMode — see Fixture Motion.
3. Intensity and Strobe
| Attribute | Description |
|---|---|
Dimmer / DIM | Main intensity |
Dimmer2 | Second dimmer |
Shutter / SHUTTER | Shutter / strobe |
SHUTTER3 / SHUTTER6 | Third / sixth shutter on multi-shutter fixtures |
4. Colour
Additive
| Attribute | Description |
|---|---|
Red / Green / Blue / White | RGBW |
Red1 / Green1 / Blue1 | Second RGB set |
Amber / Lime / Indigo / UV / RedOrange | Extended emitters |
COLORRGB1 / COLORRGB2 / COLORRGB3 | Combined RGB |
Subtractive (CMY)
| Attribute | Description |
|---|---|
Cyan / Magenta / Yellow | CMY |
C / M / Y | CMY shorthand |
COLORSUB_C / COLORSUB_M / COLORSUB_Y | Another CMY spelling |
Wheels and Colour Temperature
| Attribute | Description |
|---|---|
Color / Color1 / ColorWheel / ColorWheel2 | Colour wheel |
COLOR1 / COLOR2 | Uppercase variants |
CTO / CTC / ColorTemperature | Colour temperature |
Cool / Warm | Cool-warm two-channel mixing |
TINT | Green / magenta correction |
Backlight
| Attribute | Description |
|---|---|
BgRed / BgGreen / BgBlue / BgWhite / BgCTO | Independent colour for backlights and aura rings |
5. Optics
| Attribute | Description |
|---|---|
Zoom / ZOOM | Zoom |
Focus / FOCUS | Focus |
Frost / FROST / Frost2 | Frost |
Iris | Iris |
6. Gobos
| Attribute | Description |
|---|---|
Gobo / Gobo1 / Gobo2 / Gobo3 | Gobo wheels 1 / 2 / 3 |
GOBO1 / GOBO2 / GOBO3 | Uppercase variants |
GoboRot / Gobo2Rot / Gobo3Rot / GOBO3ROT | Gobo rotation |
GOBO2_POS | Gobo indexing |
Gobo wheel indices are always 1..3, matching the three fixed slots in the fixture definition's optics group.
7. Prism
| Attribute | Description |
|---|---|
Prism / Prism1 / Prism2 / Prism3 | Prisms 1 / 2 / 3 |
PRISMA1 / PRISMA2 | Uppercase variants |
PrismRot / Prism1Rot | Prism rotation |
PrismPos / PRISMA1_POS | Prism indexing |
8. Framing (Shaper)
| Attribute | Description |
|---|---|
A1 A2 A3 A4 / B1 B2 B3 B4 | Four blades, eight corners (the common library spelling) |
ShaperA1 ShaperA2 / ShaperB1 ShaperB2 | The same, with a Shaper prefix |
ShaperC1 ShaperC2 / ShaperD1 ShaperD2 | Third and fourth blades |
BLADE1A BLADE1B / BLADE2A BLADE2B / BLADE3A BLADE3B / BLADE4A BLADE4B | Per-blade ends (uppercase variants) |
Blade1Rot Blade2Rot Blade3Rot Blade4Rot | Individual blade rotation |
ShaperRot / SHAPERROT | Blade assembly rotation |
Blade order: 1 = bottom, 2 = left, 3 = top, 4 = right. A blade's two ends are its own anticlockwise and clockwise ends, not "left and right". Blade assembly rotation and gobo rotation are separate capabilities — do not cross-wire them.
9. Effects
| Attribute | Description |
|---|---|
Effect | Effect number |
EffectSpeed | Effect speed |
GenerationIndex | Spawn amount on effect machines |
10. How to Use This Table
When importing from GDTF: attribute names come from the package declaration and bindings are derived automatically by name, so this table is usually not needed.
When hand-writing a channel library: use names from this table so bindings can be derived automatically. A name outside the table needs a binding added by hand in the fixture editor to connect it to a capability.
When troubleshooting a dead channel: check the fixture editor's Validation page for that attribute in the unbound list. If it is there, either the name does not match or a binding is missing.
Control channels (Reset, Lamp On and the like) having no matching capability is normal — they still occupy addresses and the console can still push them, they just do not drive anything visible.
11. Related Documents
- The Fixture Definition Asset — bindings and the 31 capability opcodes
- Fixture Builder — how to fill in the binding table
- Fixture Motion
- Fixture Editor — the Validation page
- Channel Library Editor