14 - Stage VFX (Effect Machines)
Modules: SuperAssets (actors) + SuperCore (base class) Applies to: SuperStage 26H2.6 and later Read first: 03 - DMX Fixture Basics
Structural change in 26H2.6: the former single generic effect-machine object was replaced by 16 concrete effect machine actors, each binding its own Niagara system and fixture library. You no longer need to supply Niagara assets or wire up channel mappings by hand — place one, patch it, and it works.
1. Overview
Effect machines are DMX-triggered stage effect simulation objects, found in the SuperVFX category of the asset browser.
7 categories in 16 variants, all single-channel:
| Category | Variants | Count |
|---|---|---|
| Fireworks | Fireworks_A / B / C / D | 4 |
| Confetti | Confetti_Low / Medium / High / Max / Ultra | 5 |
| Smoke | Smoke_Low / High / Max | 3 |
| Fire | Fire | 1 |
| Pyro | Pyro | 1 |
| Bubble | Bubble | 1 |
| Snow | Snow | 1 |
The variants within a category are levels (Low / Medium / High / Max / Ultra) or styles (Fireworks A–D), not parameters on one actor — pick the one whose scale you need.
The same folder also holds the stage fountain and water pool, which are not single-channel trigger devices and are documented separately.
2. Shipped Resources
Every effect machine carries a full set of resources; nothing has to be supplied by the user:
| Resource | Description |
|---|---|
| Niagara systems | Particle systems for each effect, 16 across 7 categories |
| Materials and textures | Particle and model materials |
| Device models | Static meshes for the machine body |
| Fixture library | SL_<Category>_1CH channel library (LTC_<Variant> is its content-browser thumbnail) |
Because the fixture libraries ship with them, effect machines join patch and console workflows like any other fixture.
3. Placing and Patching
- Drag an effect machine from the SuperVFX category of the asset browser into the scene;
- Set Universe, Start Address and ControlMode as for any DMX fixture, reserving 1 channel;
- Push that channel from the console to trigger it.
Patching works exactly as for other DMX fixtures — see Patch Tools.
4. DMX Control
Single-channel triggering: the channel value maps to effect intensity / level.
| Item | Description |
|---|---|
| Channel count | 1 |
| Channel meaning | Trigger intensity / spawn amount |
| Colour | Not DMX-controlled; determined by the effect asset itself |
| Particle detail | As above |
For timeline-based triggering, patch the effect machine and use a Sequencer DMX track — see 08 - DMX Recording and Playback.
5. Adjustable Parameters
The B.DefaultParameter group in the Details panel:
| Parameter | Default | Range | Description |
|---|---|---|---|
| MaxGenerationIndex | 1.0 | 0–100 | The maximum spawn amount full DMX maps to |
| Lifetime | 1.0 | 0–100 | Particle lifetime |
| RangeIndex | 1.0 | 0–100 | Effect range |
The C.ControlParameter group (shown only when ControlMode = Property):
| Parameter | Default | Range | Description |
|---|---|---|---|
| GenerationIndex | 0.0 | 0–1 | Manual trigger amount, for previewing without a console |
Effect machines derive from the axis-carrying fixture base class, so they can also be oriented by rotation; which actors actually enable axes depends on the individual implementation.
6. Checks
| Symptom | What to check |
|---|---|
| Pushing the channel does nothing | Is ControlMode set to DMX? Do the universe and start address match the console? |
| Only a few particles | MaxGenerationIndex is too low — full DMX only reaches that amount |
| Nothing happens in property mode | Adjust GenerationIndex, not MaxGenerationIndex |
| You need a bigger effect | Use a higher-level variant of the same category (e.g. Smoke_Low → Smoke_Max) rather than pushing parameters to their limits |
7. Safety Boundary
Effect machines are visual simulation assets. They provide no firing control, safety-distance calculation, hazardous-material management or regulatory-approval basis for real effect devices.
Real pyrotechnics, open flame and effects must be executed by licensed professionals under local regulations.