17 - In-House Fixtures (SuperLight)
Module: SuperAssets | Applies to: SuperStage 26H2.6 and later Read first: 03 - DMX Fixture Basics
1. What They Are
Besides the 807 manufacturer models imported from GDTF, SuperStage ships 16 in-house fixtures in seven series. They are in the SuperLight category of the asset browser.
Unlike the library models, in-house fixtures are hand-written C++ fixtures: their body, component structure and channel mapping live in code rather than being described by a fixture definition asset. So:
- They do not appear in the fixture editor and cannot be re-imported from GDTF;
- Each binds its own shipped channel library (
SL_*), so they patch and respond to a console normally; - They are not reproductions of specific manufacturer models but general-purpose stage effect devices.
When you need a specific manufacturer model, use one from the library or import it from GDTF.
2. The List
| Series | Model | Channels | Purpose |
|---|---|---|---|
| Aurora | Aurora_Fan200 | 8CH | Fan effect (small) |
| Aurora_Fan400 | 8CH | Fan effect (large) | |
| Blaze | BlazeAtomic3K | 5CH | Strobe |
| BlazeStrip1000 | 5CH | Strobe bar | |
| BlazeMatrixStrip20 | 63CH | Matrix strobe bar (20 segments) | |
| Flare | Flare_RGBW600 | 7CH | RGBW colour par |
| Flare_WashMH600 | 11CH | Moving-head wash | |
| Hyperion | Hyperion550Beam | 15CH | Beam fixture |
| Hyperion700Profile | 25CH | Profile / framing fixture | |
| Spark | Spark_P1Evo | 3CH | Studio fixture |
| Spark_V1 | 5CH | Studio fixture | |
| Spark_Vintage300 | 4CH | Vintage studio fixture | |
| Spark_Profile600 | 15CH | Studio profile fixture | |
| Thunder | Thunder_Sidewinder10 | 53CH | Beam bar (10 heads) |
| Machinery | Machinery_LiftBall | 9CH | Lifting effect ball |
| LiftMatrix | 42CH | Lifting light matrix |
Channel counts follow the shipped channel libraries; confirm the actual footprint with the Patch Tool before patching.
3. Placing and Patching
Exactly as for any other DMX fixture:
- Drag from the SuperLight category of the asset browser into the scene;
- Set Universe, Start Address and ControlMode, reserving the channels listed above;
- Drive it from the console.
They ship already bound to their channel libraries; nothing has to be assigned by hand.
4. Beam Pipeline
In 26H2.6 the in-house fixtures are assigned beam types by purpose:
| Fixture type | Beam component |
|---|---|
| Beam fixtures (Hyperion550Beam and similar) | Volumetric beam |
| Profile / framing fixtures (Hyperion700Profile, Spark_Profile600 and similar) | Volumetric shaper |
| Matrix bars (BlazeMatrixStrip20, Thunder_Sidewinder10) | Matrix component |
| Effect types (Aurora fan effects, the emitting units on LiftBall / LiftMatrix) | Effect plane component |
Parameter details for each component are in Light Components.
Some in-house fixtures still use the material shaper component (Legacy). They are hand-written C++ fixtures and are not covered by "the shipped library is fully migrated to the volumetric pipeline" — that statement is about fixture definition assets.
5. The Two Mechanical Fixtures
LiftMatrix (42CH) and LiftBall (9CH) are lifting fixtures with cable visuals; both the lift and the effect colours are DMX-driven.
LiftMatrix's structure and channel behaviour have their own document: 12 - Lift Matrix.
6. Common Questions
It will not open in the fixture editor
That is expected. In-house fixtures are C++ fixtures with no fixture definition asset, so they do not go through the fixture editor. To inspect the channels, open the channel library (SL_*) they are bound to in the Content Browser.
I want to change the body or the channels
An in-house fixture's structure is in code; the panel exposes only the parameters it chooses to. If you need a freely editable fixture, build a data-driven fixture definition.
The console moves the fader and nothing happens
Work through the usual order: is ControlMode set to DMX, do the universe and start address line up, is the channel inside this fixture's footprint. See 03 - DMX Fixture Basics.