Product
SuperStage adds stage-specific workflows on top of Unreal Engine, so a team can review one shared scene and keep visual intent and production data aligned.
Positioning
Where Unreal stage visualization becomes production structure.
SuperStage is the layer where the picture and the production data stay connected. It runs inside Unreal, so it is neither a browser visualizer nor a replacement for show control.
Where it sits
Four layers that keep the scene, the fixture identity, the patch, and the handoff aligned.
Truss, scaffold, drapes, screens, projectors, and the stage floor in one shared Unreal scene.

Fixtures carry IDs, Universes, Addresses, and profile relationships.

Addressing and Fixture ID stay visible beside the scene. Patch Preview shows occupancy; the DMX Activity Monitor snapshots channel values as they arrive.

The same fixture logic continues into external preparation and console handoff.
SuperStage workflowConsole prepIt helps you review
It helps you organize

Release 26H2.6
A fixture stopped being a blueprint and became data. That one move is what let the GDTF importer, the beam pipeline and the library rebuild land in the same release.

Three asset types replace the old one-blueprint-per-fixture arrangement: a definition holds identity, physical data, mechanical axes, emitters, optics and DMX modes; a channel library holds the DMX personality and can be shared by many fixtures; a prism preset holds three independent prism configurations. Every data-driven fixture is the same actor class, so the model is decided by the asset it points at, not by a C++ type.

The GDTF importer reads channels and modes, the geometry tree and mechanical axes, the 3D model, gobo and colour wheels, prisms and thumbnails. Re-import is scoped: nine groups can be selected individually, so hand-tuned work is not overwritten. An existing definition can also be upgraded in place from its source package, which reports the differences before changing anything.

510 fixture definitions moved from material beams to volumetric beams, and imaging fixtures moved to volumetric shapers. The cone light and the column sample the same atlas, so occlusion is consistent between the beam and the pattern it casts. Distance-based culling is gone: a fixture the camera can see has a shadow.

Additive channels use measured emitter chromaticity and subtractive channels use measured filter chromaticity, so an 8000 K beam no longer matches a 3000 K tungsten source. Strobe is interpreted in Hz. Colour temperature endpoints come from the library rather than one fixed range. Pan and tilt travel is imported from the package, which had never been read before.

The fixture editor puts the definition, a per-channel DMX test, the address map and the validation result behind four tabs of a single viewport. The channel map states how many declared channels are actually bound, so a personality with dead channels is visible before the fixture reaches a plot.
Playbacks are layered by cue, intensity resolves highest-takes-precedence, and every other attribute resolves by source priority and timestamp. An executor fader now scales intensity only, instead of multiplying every attribute and swinging the fixture somewhere else. Undo covers eleven domains, and playback no longer pushes entries onto the operator's stack.
Laser
A laser animation stores bezier outlines and modulation parameters rather than a point cloud. The point stream is computed at playback, so the content is resolution-independent, editable after the fact, and unaffected by a change of scanner. It has no fixed duration either: motion comes from effect frequency, so any moment can be evaluated directly and scrubbing needs no warm-up.



Fixture authoring
Most rigs are built from conventional fixtures, and FixtureBuilder covers those without writing code. Past that boundary sit one-off bodies, bespoke mechanics and effect fixtures, which is where SuperTailor opens the C++ API.
Included with Ultra
A builder for conventional fixtures, and a converter for the GDTF library you already have. No C++ is involved.
Team licensing
C++ development access to SuperStage itself. Not a bigger builder, but the layer the builder is written against.
Honest boundaries
Clarity here is a mark of seriousness, not a disclaimer.
Real consoles, media servers, rigging systems, and network devices remain the authority on show execution.
Structural safety, regulatory approval, and on-site engineering review are done by professionals, not by previz.