← Course hubReboot AVLighting Basics — designed edition
Reboot AV

Lighting Basics

What light does, how fixtures make it, and how a console tells them to

Chapter 01

Introduction

Lighting is the department people are most likely to describe as artistic and least likely to be taught properly. The result is a lot of technicians who can patch a fixture and address a universe, and cannot say why the stage looks flat — and a smaller number of people with a good eye who cannot work out why channel 47 is not responding.

Both halves are learnable and neither is mysterious. Light has four properties you control and no more. A fixture is one of three kinds. A console is a machine for remembering numbers. And an angle either puts shape on a face or it does not, which is something you can see with your own eyes the first time somebody points it out.

What this book actually does

It gives you both halves in the order they make sense. What light actually does, in terms you can see rather than measure. The three families of fixture and what each one exists for. What DMX is, why it is arranged the way it is, and what an address really means. What a console is doing when you record a look. And then the design ideas that turn a rig that works into a stage that reads.

Every chapter shows you the thing on a real job, walks you through the procedure, warns you about the failure you will actually meet, and gives you something you can take to work.

Who this is for

Somebody who will be handed lighting work in the next few months, or has already been handed it and is getting by on copying what was there last time. You do not need to have programmed a console. You do need to be willing to look at a stage and say what is wrong with it, which is a skill this book will build deliberately.

If you have read AV Fundamentals 101 you already have the shape of a signal chain, and lighting has one. If you have not, you will still be fine; the ideas are introduced as they arrive.

What this book will not do

It will not teach you a particular console. Every desk names things differently, and a book that taught you one would be wrong in a year and useless on the next job. It teaches what all of them are doing, so the manual for any of them makes sense.

It will not make you a lighting designer. That is a career, not a chapter, and it is built on top of everything here rather than instead of it. What this book will do is take you from "lighting is the department I do not understand" to being genuinely useful on a lighting crew, which is the step that actually gets you booked.

Chapter 02

How to Use This Book

Each chapter follows the same shape, and the shape matters more than it might look. You read the ideas, then you see them play out in a real situation, then you get the procedure, then you find out what goes wrong, then you practice, then you get a checklist you can actually take to work.

  1. Read the chapter body first. This is the understanding layer, and it is written to be read straight through.
  2. Read On the job. The same material as a real situation on a real show, which is where it stops being abstract.
  3. Work through How to do it. These are procedures you can follow on a job this week.
  4. Study What goes wrong. Experienced technicians are not people who never make mistakes; they are people who recognise mistakes early.
  5. Do the exercise before reading the answer key. Recognition feels like learning and is not.
  6. Take the checklist with you. Photograph it on your phone. Use it until you no longer need it.

Keep a notebook

One habit is worth starting today, before the first chapter: keep a small notebook and write the technical details in it as you meet them. Lighting is full of numbers you will need exactly and will not remember — how many channels a fixture takes in each of its modes, what address the last one on the truss ended at, which console menu hides the patch, which fixtures in the house stock need a five-pin cable and which will take three.

Write it by hand rather than photographing this page. Copying a number puts it on paper; rewriting it in your own words is what puts it in your head, and deciding how to phrase it is most of the learning. Add to it as you work: the venue whose house rig is patched in a strange order, the fixture that needs a full power cycle before it will take a new address, the position that always throws a shadow on the screen.

Then use it twice. Read a few pages on the way to a job, which takes five minutes and turns things you half-know into things you know. And carry it on the job, because the moment you need to know how many channels a fixture takes is never a moment when you can stop and look it up.

A note on the words

Lighting vocabulary is inconsistent and regional, and you should expect that rather than be caught by it. A conventional fixture is a lantern in one country and a can in another. A look is a scene, a state, a preset or a memory depending on whose desk you are standing at. Channel means a fader on the console to one person and a single DMX parameter to another, and both are correct.

None of that is worth arguing about. What matters is that you can say what a thing does, because a person who can describe the function will be understood anywhere, and a person who only knows one desk's word for it will be understood in one building.

A note on safety

Lighting puts you closer to the genuinely dangerous parts of this trade than almost any other department. Fixtures are heavy and they go above people. They run on mains power. They get hot enough to burn skin and set gel alight. Moving heads move without warning when they are powered up, and they do not care where your hand is.

This book gives you awareness, not authorisation. Rigging and electrical work are qualified trades with rules that exist because people have died. If you are ever unsure whether you are qualified to do something, you are not — ask. Nobody in this industry has ever been fired for asking whether a thing was safe.

The one idea underneath everything

Light has four properties, and every lighting decision changes one of them.

A console does not make light. It sends numbers to fixtures that do.

When a fixture does not respond, one link between the number and the light is broken — find which.

Where this book sits

This book assumes you have read AV Fundamentals 101, or that you already know what is in it.

Experience counts instead. If you have experience on crews where you have already watched a rig go up, and know what a fixture and a console are for, start here.

If none of that is true yet, read AV Fundamentals 101 first.

What pairs with this

  • The Art of Light: Lighting Aesthetics — trains the eye the way this book trains the hands

Where it leads

These are not steps in an order. Take whichever one fits.

  • Lighting Operation — to run a desk for a living
  • Lighting Design — to decide what the stage should look like rather than build it
Chapter 03

How Light Behaves

Before any fixture, the four things light can do. Everything in this trade — every note a designer gives, every complaint a client makes, every fault you will ever fix — changes one of four properties, and there is no fifth. Learning them is an afternoon's work and it makes the rest of the subject legible.

The four properties you control

Light has four properties you can change, and that is the entire list. Intensity, colour, beam, and position.

That sounds too simple to be useful and it is the most useful thing in this book. Every note a lighting designer gives is one of the four. "Too bright" is intensity. "Too cold" is colour. "Too tight" is beam. "It is hitting the screen" is position. A designer who says "it needs more energy" is asking for a change to one or more of the four, and the skill of working with them is translating the vague sentence into the specific knob.

It also works in reverse, which is where it earns its keep as a technician. When a stage looks wrong and you cannot say why, run the four in order. Is there enough light? Is it the right colour? Is it the right size and shape? Is it coming from the right place? One of those four will be the answer, and usually the fourth one, because direction is the property people notice least and the one that does most of the work.

Keep this list in your head as the frame for the rest of the book. Fixtures are devices for delivering the four. A console is a machine for storing values of the four over time. And a lighting design is a set of decisions about the four, repeated for every moment of a show.

The four properties of light you control THE FOUR PROPERTIES YOU CONTROL there is no fifth Every note a designer gives and every fault you fix changes one of these. When a stage looks wrong, run them in order. 01 INTENSITY How much light. “Too bright.” Set by a dimmer or the fixture’s own level. rarely the real fix 02 COLOUR What colour it is. “Too cold.” A gel, or an LED mixing its own emitters. 3200 K warm · 5600 K cool 03 BEAM narrow wide Size, shape and edge. “It is spilling on the screen.” Zoom, shutters, a gobo. 04 POSITION Where it hangs, where it aims. “It is flattening her face.” pan · tilt It works in both directions, and the second one is what makes you useful. Forwards: a designer’s vague sentence becomes a specific knob. Backwards: a stage looks wrong and you cannot say why, so you go down the list until one of the four answers. Expect the answer to be direction. It is the property people notice least and the one doing most of the work. A brighter flat stage is still a flat stage.
FIG 3.1 Intensity, colour, beam and direction. Every lighting decision changes one of the four.

Intensity and dimming

Dimmer Rack
Dimmer Rack

Intensity is how much light a fixture puts out, and it is the property everybody understands and most people over-use.

It is expressed as a percentage on a console, from zero to full, and it is set either by dimming the fixture or by controlling it directly. A conventional fixture has a lamp with no brain in it, and it is dimmed by a separate device — a dimmer — that varies how much power reaches it. An LED or a moving fixture dims itself, electronically, from an instruction it is given.

Two things about intensity surprise people. The first is that the eye does not respond to light the way a meter does. Take a fixture from full to fifty percent and the stage does not look half as bright; it looks slightly less bright. Your perception of brightness runs closer to a curve than a straight line, which is why consoles and dimmers apply a dimmer curve rather than a linear one, and why the difference between ten and twenty percent is much more visible than the difference between eighty and ninety.

The second is that a dimmed tungsten lamp changes colour as well as level. Wind a conventional fixture down and the light goes warmer and more orange — the filament is running cooler, and cooler filaments make redder light. Designers use this deliberately, and it is also why a rig of conventionals at forty percent looks like candlelight rather than daylight. LED fixtures do not do this unless they have been built to imitate it, which many now are, precisely because people missed it.

The practical lesson for a technician is that intensity is rarely the fix. When something looks wrong, the reflex is to bring it up, and bringing everything up gives you a brighter version of the same problem. Flat light at full is still flat light.

The dimmer curveConsole percentage plotted against how much brighter the light actually looks.HALF THE NUMBER IS NOT HALF THE LIGHTperception is a curveThe console counts in a straight line. Your eye does not.what the desk sendswhat you seeconsole percentage10 % → 20 %a change you cannot missthe same ten points on the desk80 % → 90 %barely visible from the roomwhich is why the top of a faderbuys you so littleSo: judge a level by looking atthe stage, never by the numberon the console.A dimmer curve is applied by the desk or the fixture; the exact shape varies by manufacturer and by curve setting.
FIG 3.2 The console counts in a straight line and your eye does not. Ten points at the bottom of a fader are visible; ten at the top are not.

Colour

Colour does more work than any other property and it is the one that changes how a scene feels rather than what it shows.

There are two ways to make it. The old way is a gel — a sheet of coloured plastic in a frame, clipped to the front of a conventional fixture, which works by subtraction: white light goes in, the gel absorbs everything except the colour you want, and what is left comes out. That absorbed light becomes heat, which is why deep colours run hot and burn out, and why a deep blue gel is dramatically dimmer than an open white fixture. You are throwing most of the light away to get the colour.

The new way is an LED fixture that mixes colour additively. Red, green and blue emitters — usually with amber, white or lime added, because red-green-blue alone makes poor pastels and worse skin tones — are driven at different levels, and the combination is the colour. Nothing is absorbed and nothing is thrown away, which is why LED colour is efficient and why a saturated blue from an LED is far brighter than the same blue through a gel.

Colour temperature is the other half of the vocabulary and it causes real confusion because the naming is backwards. It is measured in kelvin, and lower numbers are warmer while higher numbers are cooler. A tungsten lamp is about 3200 K and reads as warm and orange. Daylight is around 5600 K and reads as cool and blue. That is the opposite of what the words suggest, and everybody trips over it once.

What matters on a job is that colour has to agree with itself. Two fixtures of different types lighting the same face will rarely match at the same nominal setting, because their emitters and their lamps are not the same. And on any job with a camera, the whole rig has to agree with what the camera is white-balanced to, or faces go green or orange on the recording while looking perfectly fine to the room.

Beam and position

Beam is the size and shape and quality of the light a fixture throws. Position is where it is hung and where it points — and on a moving fixture the two controls that change it are called pan, which swings it left and right, and tilt, which swings it up and down. You will hear both words on every job. Between them they do most of the work that people credit to intensity.

Beam angle is the number that describes the size: a narrow fixture might be ten or fifteen degrees and throws a tight pool at distance, and a wide one might be fifty degrees or more and washes a broad area from close. The rule you need is that a beam gets bigger and dimmer with distance in the same relationship as any other light — double the throw distance and the pool is twice as wide and roughly a quarter as bright. A fixture that was perfect on a low trim looks like a dim smear from a high one.

Edge quality is the other half of beam. Some fixtures give a hard-edged pool you can put exactly where you want it and shape with shutters or a gobo; others give a soft edge that blends invisibly into the next one. Hard edges are for making a shape somebody notices. Soft edges are for making light nobody notices, which is most of the light on most stages.

Position is the property that separates lighting from illumination, and it is the one beginners ignore. Light from directly in front flattens a face: it removes shadow, and shadow is how eyes read a three-dimensional shape. Light from the side puts shape back and can be dramatic or unflattering depending on how far round it goes. Light from behind separates a person from the background and is the single most valuable thing you can add to a badly lit stage. Light from directly above makes eye sockets into caves and is unkind to everybody.

This is why "it looks flat" almost never means "it needs to be brighter". It usually means everything is coming from one place, and the fix is a fixture from somewhere else — often at a lower intensity than the ones already on.

Beam angle and spreadA narrow and a wide fixture throwing from the same distance, with the pool each one makes.BIGGER AND DIMMER, TOGETHERyou cannot have oneBeam angle decides the size of the pool. Distance decides both its size and its brightness.14° narrowa tight pool, far away50° widea broad wash, close inDouble the distance and the pool is twice as wide — and a quarter as bright.Same fixture, same power. Only the throw changed.Both fixtures shown throwing the same distance onto a flat floor; beam angle is the manufacturer's figure.
FIG 3.3 A narrow and a wide fixture throwing the same distance. Double the throw and the pool is twice as wide and a quarter as bright.

The four properties, and what changes them

The frame for everything else in the book. When something looks wrong, go down this table in order.

PropertyWhat it isHow you change itWhat it fixes
IntensityHow much lightA dimmer, or the fixture's own levelToo dark, too bright. Rarely the real fault
ColourWhat colour the light isA gel, or an LED mixing its emittersHow the scene feels. Matching a camera
BeamSize, shape and edge of the poolZoom, shutters, a gobo, choice of fixtureCoverage, spill onto screens, precision
PositionWhere it is hung and where it pointsRigging position, then pan and tilt to aim itFlatness. Shape on a face. Depth on a stage

Numbers worth carrying

Rules of thumb, not specifications. All of them vary by equipment; all of them are the right shape.

ThingThe figureWhy it matters
Tungsten lamp colourabout 3200 KWarm. What "theatrical" light looks like by default
Daylightabout 5600 KCool. What a camera outdoors is usually balanced to
Kelvin namingLower is warmerBackwards from what the words suggest. Everybody trips once
Doubling throw distanceTwice as wide, a quarter as brightA fixture that suited a low trim will not suit a high one
A narrow fixtureroughly 10 to 20 degreesTight pools, long throws, specials
A wide fixtureroughly 40 to 60 degreesWashes, short throws, covering a lot from close
Deep colour through gelA large fraction of the light lostSaturated gels are dim and hot. LED mixing is not

On the job

A panel session in a hotel ballroom. Four people at a table, a house rig of six fixtures on a front truss, and a client who says the stage looks "flat and a bit sad" without being able to say more than that.

The reflex is to bring the fixtures up, and somebody has already tried it. At full, the stage is now a brighter version of flat and sad, and the panellists are squinting.

Run the four properties instead. Intensity: there is plenty of light, so that is not it. Colour: everything is open white at around 3200 K, which is inoffensive rather than wrong. Beam: the pools overlap and cover the table, so coverage is fine. Position: every one of the six fixtures is on the front truss, pointing straight at the panel from the front.

There it is. Front light only, which removes every shadow from four faces and makes them read as flat as a passport photograph. The fix is not more light, it is light from somewhere else — two fixtures repurposed from the front truss to a position behind and above the table, at maybe forty percent, to put an edge on the tops of their heads and shoulders.

The stage gets slightly less bright and looks dramatically better, and the client says it looks "more professional" without knowing why. What changed was position, which is the property nobody names and the one that was doing the damage.

How to do it

Diagnosing a stage that looks wrong, when nobody can say what is wrong with it. Two minutes, and it works on any rig of any size.

  1. Stand where the audience will be, not where the console is. A stage is judged from the seats, and a lot of lighting faults are invisible from behind the desk.
  2. Ask about intensity first, because it is quickest to rule out. Is there enough light on the faces to see them comfortably? If yes, stop touching it.
  3. Ask about colour. Does it agree with itself across the stage, and does it suit the event? Two fixtures on one face that do not match is a fault; a colour you personally would not have chosen is not.
  4. Ask about beam. Is the light where it should be, and is it spilling where it should not — onto a screen, into the audience, onto a wall behind?
  5. Ask about position last, and expect the answer to be here. Where is every fixture coming from? If the answer is 'all from the front', that is your flat stage.
  6. Change one property at a time and look again from the same seat. Changing three at once teaches you nothing about which one mattered.
  7. Write what worked in your notebook, with the room. The same ballroom next month will have the same house rig and the same problem.

What goes wrong

SymptomLikely causeWhat to do
The stage looks flat and lifeless, and turning everything up made it worse.All the light is coming from one position, almost always the front. Intensity cannot fix a position problem.Add light from behind and above, even at low intensity. Backlight is the cheapest improvement available to a badly lit stage.
Two fixtures on the same face are visibly different colours.Different fixture types, different lamp ages, or one gelled and one not. Nominally identical settings do not mean identical light.Match by eye against a face or a white card, not by the numbers on the console. If they cannot be matched, use one type per face.
Faces look green or orange on the recording but fine in the room.The rig and the camera's white balance do not agree.Set the rig to one colour temperature, then white-balance the camera to it. Decide this before the cameras are set, not after.
A fixture that looked right in the shop is a dim, wide smear in the venue.A longer throw. Double the distance and the pool is twice as wide and about a quarter as bright.Choose the fixture for the throw distance, not for how it looked on a short one. A narrower beam angle for a longer throw.
A deep blue wash is far dimmer than the same fixtures in open white.Normal. A gel works by absorbing everything except the colour you want, and deep colours absorb most of the light.Expect it and plan for it, or use colour-mixing LED fixtures, which make saturated colour without throwing light away.
Winding the conventionals down turned the whole stage orange.Also normal. A dimmed tungsten filament runs cooler and makes redder light.Use it deliberately if you want warmth, or use fixtures that hold their colour when dimmed if you do not.

Practice it

Work these out before reading the answers. All six are questions you will be asked on a job, usually by somebody who cannot phrase them this clearly.

Practice it
01
Name the four properties of light you control, and give one lighting note that corresponds to each.
Answer
Intensity, colour, beam and position. Intensity: 'too bright'. Colour: 'too cold'. Beam: 'it is spilling onto the screen'. Direction: 'it is flattening her face'. Every note anybody gives is one of the four.
02
A client says the stage looks flat. What is the least likely fix, and what is the most likely one?
Answer
Least likely: more intensity — a brighter flat stage is still flat. Most likely: light from a different direction, particularly from behind and above, which puts an edge on people and separates them from the background.
03
Why does a dimmed conventional fixture look warmer, and does an LED do the same?
Answer
Because the filament runs cooler when it is dimmed, and cooler filaments emit redder light. An LED does not do this by nature; it holds its colour unless it has been deliberately built to imitate the effect, which many now are.
04
A fixture that filled a stage nicely from a 6-metre truss is moved to a 12-metre one. What happens to the pool, and to the brightness?
Answer
The pool becomes twice as wide and roughly a quarter as bright. Doubling the throw doubles both dimensions of the pool, so the same light covers four times the area.
05
Is 3200 K warmer or cooler than 5600 K, and which one is daylight?
Answer
3200 K is warmer — it is tungsten, and it reads orange. 5600 K is cooler and is daylight. The naming is backwards from the words, which is why it catches everybody once.
06
Why is a saturated blue much dimmer through a gel than from a colour-mixing LED fixture?
Answer
Because a gel is subtractive: white light goes in and the gel absorbs everything except the blue, turning the rest into heat. A colour-mixing LED is additive — it only ever makes the blue, so nothing is thrown away.
Field checklist
  • Can I name the four properties without looking?
  • Have I judged this stage from the audience's seat rather than from the desk?
  • Before reaching for intensity, have I asked whether position is the real problem?
  • Is there any light coming from behind the people on stage?
  • Does the colour agree with itself across the stage, and with the camera if there is one?
  • Have I chosen fixtures for the throw distance rather than for how they looked in the shop?
  • Am I changing one property at a time and looking again?
Chapter 04

Fixtures: The Lights Themselves

A fixture is a device for delivering the four properties, and there are three families of them. What separates the families is not really the technology — it is what each one costs you in money, weight, power and time, and which of the four properties it will let you change once it is in the air.

Conventional fixtures

Conventional Fixture
Conventional Fixture

A conventional fixture is a lamp in a metal housing with a lens on the front and no brain inside it. It has exactly one thing you can control remotely — how bright it is — and everything else about it is set by hand before the show and stays set.

That sounds like a limitation and for decades it was simply what lighting was. The colour is whatever gel you clipped into the front. The beam is whatever the lens gives you, adjusted by hand if the fixture has a way to do it. The direction is wherever you pointed it up a ladder, and if it is wrong you go back up the ladder.

There are two shapes worth knowing. A profile — often called a Leko or an ellipsoidal depending on where you work — makes a hard-edged beam you can shape precisely, with shutters that cut the edges square and a slot for a gobo, which is a metal or glass cut-out that projects a pattern. It is the fixture you use when the light needs to be exactly somewhere and nowhere else. A fresnel or a PAR gives a softer, wider pool that blends into its neighbours and is what you use when you want light nobody notices.

Because a conventional has no electronics, it cannot dim itself. It is plugged into a dimmer, which varies the power reaching the lamp, and the console controls the dimmer rather than the fixture. This is why conventionals need a dimmer rack and why a venue that has gone fully LED has often thrown its dimmers out.

What conventionals still have going for them is that they are cheap, extremely reliable, and produce a quality of light that many designers still prefer — a warm, full-spectrum light that flatters skin and that dims into candlelight. What they cost you is labour: every change is a person on a ladder.

Anatomy of a conventional fixtureThe five parts of a conventional lantern, named.FIVE PARTS, AND ONLY ONE IS REMOTEeverything else is set by handA conventional is a lamp in a housing with a lens. The console can change exactly one thing about it.LAMPmakes the light. The only consumable.LENSdecides the beam. Fresnel or profile.GEL FRAMEcolour, by hand, before the show.YOKE and CLAMPhow it hangs, and where it points.SAFETYthe second attachment. Never optional.Remote control:intensity, and nothing else.A generic conventional lantern. Real fixtures vary in shape; the five parts do not.
FIG 4.1 The five parts of a conventional lantern. The console can change exactly one of them.

Moving-head and intelligent fixtures

Moving Head Fixture
Moving Head Fixture

A moving head is a fixture with motors in it, and it turns the properties you used to set by hand into properties the console can change during the show. Pan and tilt move the beam. Colour wheels or mixing systems change the colour. Zoom changes the beam angle, and gobo wheels change the pattern. Everything a person on a ladder used to do, a console can now do in half a second, repeatedly, in front of an audience.

The cost of that is complexity in every direction. A moving head takes a lot of control channels — often twenty or thirty, sometimes far more, depending on the mode you put it in — where a conventional takes one. It is heavy, so rigging matters. It draws real power and it is expensive. It has motors, which means it has moving parts, which means it will eventually fail in a way a lamp in a can never does.

Two practical points matter more than the specifications. The first is that a moving head does not know where it is when you power it up, so it homes itself — it runs its motors to their limits to find them. That means every fixture on the truss swings through its full range on power-up, which is why nobody should be near them when they are switched on, and why a fixture pointing at the audience during a power cycle is a genuine problem rather than an embarrassment.

The second is that moving heads are slow compared with your expectations. A head takes a real fraction of a second to travel, and colour and gobo wheels take time to spin into position. Programming that ignores this gives you a cue where the light arrives before the colour does. Experienced programmers build in the travel time deliberately, and often hide the movement in darkness or behind a change of state.

What a moving head automatesPan, tilt, colour, zoom and gobo shown as the axes a console can change live.WHAT A LADDER USED TO DO, LIVEand repeatablyA moving head turns the properties you used to set by hand into properties the console changes during the show.PANturns on the spotTILTswings up and downAND EVERYTHING ELSE IT AUTOMATESColoura wheel, or mixed from LEDsZoomthe beam angle, liveGoboa pattern in the beamFocus, iris, prismon bigger fixturesThe cost is complexity: more channels,more weight, more to go wrong.Channel counts and available attributes vary widely by fixture and by the mode it is patched in.
FIG 4.2 Pan and tilt move the beam; colour, zoom and gobo change what it looks like. All of it live, from the console.

LED fixtures and a note on haze

An LED fixture makes light from light-emitting diodes rather than from a hot filament, and it has quietly taken over most of the industry in about fifteen years.

What it gives you is efficiency and control. It draws a fraction of the power of an equivalent conventional, which changes what you can put on a circuit. It runs cool enough to touch and cool enough to sit near people. It mixes its own colour additively, so any colour is available instantly with no gel and no light thrown away. And it dims itself, so it needs no dimmer — it plugs into constant power and takes its instructions over control.

What it costs you is consistency and, sometimes, quality of light. Two LED fixtures from different manufacturers set to the same nominal colour will very often not match, because their emitter sets are different. Cheap LED fixtures render skin badly — faces look slightly wrong in a way that is hard to name until you see a good fixture beside a bad one. And low-end LED dimming can be visibly steppy at the bottom of the range, or can flicker on camera even when it looks perfectly smooth to the eye, which is a serious problem on any job that is being filmed.

Haze belongs in this chapter because it is what makes any of these fixtures visible as beams. A beam of light in clean air is invisible — you see the pool where it lands, not the light travelling to it. A haze machine puts a fine, even suspension in the air so the beam itself can be seen, and it is the difference between a concert that looks like a concert and one that looks like a lit room. Fog and smoke are different products with different behaviour: haze is fine and hangs evenly for a long time, while fog is denser and dissipates in visible clouds.

The practical warnings are worth carrying. Haze sets off smoke detectors, which means the venue and the fire officer must be told in advance and the system may need to be isolated by somebody authorised to do it. Haze needs time to spread evenly, so it goes on well before doors rather than at the moment somebody wants a beam. And some people react badly to it, which is a reason to check with the venue and the client rather than a reason to skip it.

Two ways to make coloured light: subtractive gel and additive LED TWO WAYS TO MAKE BLUE subtractive vs additive One throws most of the light away as heat. The other only ever makes the colour you asked for. A GEL · SUBTRACTIVE Lamp white light ALL OF IT GOES IN GEL a little blue out everything else absorbed as heat Which is why deep colours are dim, run hot, and burn out. AN LED FIXTURE · ADDITIVE R 0 G 0 B 255 A 0 ONLY THE BLUE IS EVER MADE Nothing is absorbed. Nothing is thrown away. A BRIGHT BLUE Far brighter than the same blue through a gel, at less power. The catch: two LED fixtures from different makers, set to the same numbers, will very often not match. Trust your eye, not the console.
FIG 4.3 A gel absorbs everything except the colour you want. An LED only ever makes it.

The three families, and what each costs you

Choose by the trade-off rather than the category. Every row here is a real decision somebody makes on a load-in.

ConventionalMoving headLED
What the console controlsIntensity onlyEverythingIntensity and colour, sometimes more
Colour changed byA gel, by handWheels or mixing, liveMixing its own emitters, live
Control channelsOneTwenty to a hundred or moreThree to a dozen
Needs a dimmerTrueNoNo
Power drawHighHighLow
HeatHot enough to burnHotCool enough to touch
ReliabilityVery high, few partsMoving parts failHigh, but quality varies
CostLowHighModerate
The three fixture familiesConventional, moving head and LED compared on the eight things the book weighs.THREE FAMILIES — AND WHAT EACH COSTSthere is no free oneEvery fixture you meet is one of these. What separates them is not brightness, it is what you pay to get it.CONVENTIONALMOVING HEADLEDWhat the console controlsIntensity onlyEverythingIntensity and colourColour changed byA gel, by handWheels or mixing, liveIts own emitters, liveControl channelsOneTwenty to a hundred+Three to a dozenNeeds a dimmerYesNoNoPower drawHighHighLowHeatHot enough to burnHotCool enough to touchReliabilityVery high, few partsMoving parts failHigh, quality variesCostLowHighModerateMost rigs are a mix, and the mix is the design decision — not a compromise.Channel counts and power figures are typical; a fixture's mode and its manufacturer both move them.
FIG 4.4 Conventional, moving head and LED, compared by what each one costs you rather than by what it gives you.

The two conventional shapes

Names change by country. The function does not.

ShapeAlso calledWhat it gives youWhen to use it
ProfileLeko, ellipsoidal, spotA hard edge you can shape, and a gobo slotLight that must be exactly somewhere and nowhere else
Fresnel or PARWash, canA soft edge that blends invisiblyLight nobody is meant to notice
Where this varies
  • If you cannot remember the names, describe the edge. "The one with the hard edge and the shutters" is understood in every country.
Hard edge and soft edgeA profile's shapeable hard edge beside a fresnel's soft edge that blends.DESCRIBE THE EDGE, NOT THE NAMEnames change by countryEvery conventional fixture is one of these two. The edge tells you which, and what it is for.PROFILELeko · ellipsoidal · spotshutters cut it to a shapea gobo slot puts a pattern in itUse it forLight that must be exactly somewhere and nowhere elseFRESNEL or PARwash · canno edge to cuttwo of them overlap invisiblyUse it forLight nobody is meant to noticeShown as the beam lands on a surface. A profile can be run soft-focus; a fresnel can never be run hard.
FIG 4.5 A profile's hard edge you can cut and shape, beside a fresnel's soft edge that blends invisibly.

On the job

A product launch on a small stage. The client has seen a video of a concert and wants "the beams" — the visible shafts of light crossing above the audience — and the budget runs to eight moving heads.

The heads go in and they work, and at the first rehearsal there are no beams. There are eight pools of light on the floor and nothing in the air, and the client is confused because the fixtures are clearly on.

The missing ingredient is not a fixture. Light in clean air is invisible; you only ever see where it lands. What makes a beam visible is something in the air for it to scatter off, which means haze — and haze was not on the list because nobody thought of it as lighting equipment.

Two more things then surface, and both are the sort of thing that turns a small problem into a large one. The venue's smoke detection covers the room, so hazing without warning would empty the building; that needs the venue's technical contact and probably an isolation by somebody authorised. And haze takes twenty minutes or more to spread evenly, so it has to be running well before doors rather than switched on when a beam is wanted.

None of this is a fixture problem, and all of it is a lighting problem. It is a good illustration of why the department is bigger than the lights in it.

How to do it

Choosing fixtures for a job, before anybody quotes it. This order stops you specifying a rig the room cannot power, hang or fit.

  1. Start from what has to change during the show. If nothing moves and nothing changes colour, conventionals or basic LED will do it, and everything else is money spent on capability you will not use.
  2. Check the throw distances from the positions you actually have. Beam angle is chosen for the throw, and a fixture that suits a 5-metre trim will not suit a 12-metre one.
  3. Add up the control channels before you commit. A rig of moving heads in a high-resolution mode can exceed a universe faster than people expect, and finding that out on site is expensive.
  4. Add up the power. LED changes what a circuit can carry, and conventionals plus dimmers change what the venue has to provide. This is a conversation with the venue, not an assumption.
  5. Add up the weight and confirm the rigging. Moving heads are heavy and they go over people, which makes this a qualified person's decision rather than yours.
  6. Decide about haze early. If beams are wanted, haze is not optional, and the venue's fire system has to be part of the plan days ahead.
  7. Check that fixtures lighting the same faces are the same model where you can manage it, because matching different LED fixtures by eye costs time you will not have.

What goes wrong

SymptomLikely causeWhat to do
The client asked for beams in the air and there are none, though the fixtures are clearly working.Clean air. A beam is invisible until there is something for it to scatter off.Haze, running well before doors. Clear it with the venue and the fire system days in advance, not on the day.
Every moving head swings wildly through its full range when the rig is powered up.Normal. A moving head does not know where it is at power-up and homes itself against its limits.Expect it and keep people clear. Never power up a rig with somebody working near the heads, and be careful about what they are pointed at.
A cue looks wrong because the light arrives before the colour does.Colour and gobo wheels take real time to travel, and the programming did not allow for it.Build the travel time into the cue, or hide the movement in darkness or behind a state change.
Two LED fixtures set to the same colour visibly do not match.Different manufacturers use different emitter sets, so identical numbers do not mean identical light.Match by eye against a face or a white card. Where possible, use one model per lighting position.
The lighting flickers on camera but looks perfectly smooth in the room.Low-end LED dimming that the eye smooths out and a camera's shutter does not.Raise the fixture's refresh rate if it has the setting, or use fixtures rated for camera work. Test with the actual camera before the show.
The haze set off the venue's smoke detectors.It always will, and nobody told the venue.This is a plan, not a fix. The venue's technical contact and fire officer arrange isolation in advance, and only an authorised person does it.
A conventional fixture will not dim, or comes on at full whatever the console says.It is plugged into a constant-power circuit rather than a dimmer, or the dimmer channel is set to non-dim.Check what the socket actually is. A conventional cannot dim itself, so this is always upstream of the fixture.

Practice it

Six load-in questions. Answer them before you look.

Practice it
01
What is the one thing a console can change about a conventional fixture, and what does that mean for everything else about it?
Answer
Intensity — how bright it is, via a dimmer. Everything else about it, colour, beam and position, is set by hand before the show and can only be changed by a person on a ladder.
02
Why does a moving head swing violently when you power the rig up, and what is the safety consequence?
Answer
It does not know where it is when it powers up, so it homes itself by running its motors to their limits. The consequence is that nobody should be working near the heads at power-up, and you should know what they are pointed at.
03
A client wants visible beams over the audience. Name the thing that is missing, and the two conversations it forces.
Answer
Haze. Light is invisible in clean air; you see where it lands, not the beam. It forces a conversation with the venue about isolating the smoke detection, and a scheduling conversation, because haze needs twenty minutes or more to spread evenly.
04
Why does an LED fixture not need a dimmer, and what does a conventional need one for?
Answer
An LED dims itself electronically from a control instruction. A conventional is just a lamp with no brain, so the only way to dim it is to vary the power reaching it, which is what a dimmer does.
05
Two LED washes on the same face do not match, though both are set to the same colour. Why, and how do you fix it?
Answer
Because different manufacturers use different sets of emitters, so the same numbers produce different light. Match them by eye against a face or a white card rather than by the console values, and where you can, use one model per position.
06
You have a hard-edged special that must land on a lectern and nowhere else. Which conventional shape, and what feature makes it possible?
Answer
A profile — a Leko or ellipsoidal. Its shutters cut the beam square so it lands exactly where you want and nowhere else, and its gobo slot lets you project a pattern if you need one.
Field checklist
  • Do I know what actually has to change during this show, before choosing fixtures?
  • Have I chosen beam angles for the real throw distances rather than by habit?
  • Have I added up the control channels, the power and the weight?
  • Is the rigging signed off by somebody qualified to sign it off?
  • If beams are wanted, is haze in the plan and has the venue been told?
  • Is the area clear of people before the moving heads are powered up?
  • Are the fixtures on any one face the same model where I could manage it?
  • Has anything being filmed been tested with the actual camera for flicker?
Chapter 05

DMX: How Fixtures Are Controlled

This is the one genuinely technical chapter in the book, and it is worth twenty concentrated minutes because almost every lighting fault you will ever be handed lives in it. DMX is not complicated. It is a very simple idea applied at scale, and once you can picture what a fixture is actually listening to, addressing stops being guesswork.

What DMX is

5 Pin XLR DMX
5 Pin XLR DMX

DMX is the language a lighting console uses to tell fixtures what to do, and it is much dumber than people expect. Properly it is DMX512, and the 512 is the whole idea.

Picture a row of 512 numbered slots. Forty times a second, the console shouts the entire row out loud, in order: slot one is 255, slot two is 0, slot three is 128, and so on to slot 512. Every fixture on the line hears all of it. Each fixture has been told which slot to start listening at, counts off the slots it needs from there, and ignores everything else.

That is DMX. There is no addressing in the network sense, no acknowledgement, no error checking, and no way for a fixture to answer back. The console does not know what is out there and does not care. It shouts, and whatever is listening acts.

Two consequences follow and both matter on a job. Because there is no feedback, the console will happily tell you a fixture is at full while the fixture is unplugged, unpowered or broken. The console's display is a record of what it is saying, never of what is happening. And because everything hears everything, two fixtures told to start at the same slot will do exactly the same thing, forever, and no amount of console work will separate them.

The 512 slots are one universe. A universe is the unit everything else is counted in, and running out of one is a normal, planned-for event rather than a crisis.

Channels and addressing

A channel is one of those 512 slots — one controllable parameter, taking a value from 0 to 255. Confusingly, "channel" also means a fader on a console, and both usages are correct and common. When the distinction matters, people say DMX channel for the slot.

A fixture's address is the slot it starts reading from. A simple dimmer channel needs one slot: give it address 12 and it reads slot 12 and nothing else. An RGB LED wash needs three: give it address 20 and it takes 20 for red, 21 for green, 22 for blue. A moving head in a full mode might need thirty: give it address 100 and it occupies 100 through 129, and the next fixture cannot start before 130.

This is the whole of addressing, and it is why addressing goes wrong in exactly one way: overlap. Address the next fixture at 120 instead of 130 and it starts reading slots that the first fixture is also reading, and the two will interfere in ways that look random and are not. The classic symptom is a fixture that pans when you change another fixture's colour.

Because of this, the sensible practice is not to pack addresses tightly. Leave gaps — start fixtures at round numbers like 1, 21, 41, 61, or on tens and hundreds — so a fixture put into a mode that needs more channels does not silently collide with its neighbour. The few slots you waste cost nothing; the collision costs an hour with a ladder.

Two other things bite regularly. Many fixtures have several modes, taking a different number of channels in each, and the address you set is only correct for the mode the fixture is actually in — a fixture that has quietly reverted to a different mode will read the wrong slots for everything after it. And some fixtures need a full power cycle before a new address takes effect, so an address that was set correctly and appears not to have worked may simply not have been applied yet.

A DMX universe as 512 slots, and what an overlapping address does ONE UNIVERSE, 512 SLOTS shouted 40 times a second The console shouts all 512 values in order, and every fixture hears all of it. Each one counts off the slots it needs from its address, and ignores the rest. SLOT 1 512 51102154205256307358410461 PATCHED WITH GAPS · nothing collides 1 dimmer 21 RGBW 41 RGBW 100–129 mover 130–159 mover 160–189 mover PACKED TIGHT · the last wash was squeezed in at 128 100–129 mover 128–131 wash slots 128 and 129 are being read by BOTH What it looks like on the floor The wash changes colour whenever anybody moves that head. It looks like a faulty fixture. It is arithmetic. Address on round numbers and leave gaps. The few slots you waste cost nothing. The collision costs a ladder, an hour, and a rehearsal. And DMX has no feedback at all — the console shows what it is SAYING, never what is happening.
FIG 5.1 A universe is 512 slots. A fixture reads from its address, and two fixtures reading the same slots interfere.

Universes and modern transport

Network Switch
Network Switch

One universe is 512 channels, which used to be an enormous amount and is now a small rig. Twenty moving heads in a high-resolution mode can exceed it on their own, so any job larger than a couple of trusses runs multiple universes, and each one is a separate, independent set of 512.

Traditionally each universe is one physical run of DMX cable. It is five-pin XLR — a locking connector that looks like a microphone cable's bigger relative, and the reason it is five-pin rather than three is precisely so nobody plugs audio into it. Fixtures are daisy-chained: the cable goes into the first fixture, out of it, into the next, and so on. The chain wants a terminator at the far end, a small plug with a resistor in it that stops the signal reflecting back down the line. A missing terminator often works fine and sometimes produces intermittent flicker that is very hard to diagnose, which is the worst of both worlds.

A run has practical limits — the standard's guidance is around 32 devices and a few hundred metres, and beyond that you use a splitter, which is to DMX what a distribution amplifier is to video: one in, several buffered outs.

Modern rigs increasingly carry DMX over a network instead, as Art-Net or sACN. Both do the same fundamental job — they wrap universes in ordinary network packets and send them down ordinary network cable — and the practical gain is enormous: many universes on one cable, standard network switches and infrastructure, and long runs without splitters. The fixtures at the end still speak plain DMX; a node converts the network back into five-pin universes near the truss.

What this changes for a technician is that lighting faults can now be network faults. A universe that has vanished may be a switch, a cable, an IP address or a node rather than anything to do with lighting at all, and knowing which questions belong to which layer is what makes somebody useful on a modern rig.

Universes, and how they travelOne DMX universe as a cable run against many universes over a network with nodes converting back to DMX at the truss.ONE CABLE EACH, OR ONE NETWORK FOR ALL512 is a small rig nowA universe is 512 channels. Twenty moving heads in a high-resolution mode can use all of it, so any real job runs several.TRADITIONAL — one run per universeCONSOLE5-pin DMXuniverse 1universe 2universe 3three universes means three runsMODERN — one network, nodes at the trussCONSOLEArt-Net or sACNone cat cableNODEnear the trussuniverse 1universe 2universe 3the node converts back to DMXThe fixtures never know the difference.A fixture always receives DMX. What changes is how far that DMX travelled as network traffic before a node turned it back.Art-Net and sACN are the two protocols in common use and they are not interchangeable — the console, the node and the network have to agree on one.
FIG 5.2 One cable per universe, or one network carrying all of them to a node at the truss.

DMX, in the numbers that matter

Six figures. Between them they explain most of what a rig will do and most of what it will refuse to do.

ThingThe figureWhat it means for you
Channels in a universe512The budget you are spending every time you patch a fixture
Value per channel0 to 255One byte. Off to full, or a position, or a colour wheel slot
Refresh rateabout 40 times a secondFast enough that you never see it, slow enough that big moves take time
Feedback from fixturesNoneThe console shows what it is SAYING, never what is happening
Devices on one runaround 32Past that, use a splitter rather than hoping
ConnectorFive-pin XLRFive rather than three specifically so nobody patches audio into it

Counting an address

The only arithmetic in lighting, and the source of nearly every patching fault.

FixtureChannels it needsAddress you setSlots it occupies
Dimmer channel11212
RGB LED wash32020, 21, 22
RGBW LED wash43030 to 33
Small moving head12100100 to 111
Moving head, full mode30200200 to 229
Where this varies
  • The next fixture must start AFTER the last slot the previous one occupies. Start it one slot early and the two overlap, which looks like a random fault and is arithmetic.
Counting a DMX addressThree fixtures counted off a strip of DMX slots, and the collision that happens when you guess.COUNT THE SLOTS, NOT THE FIXTURESthe only arithmeticA fixture starts at its address and takes the next N slots. The next one starts AFTER those — not at the next round number.DMX slots161116212631364146RGBW washaddress 1 · 4 channels1 – 4small moveraddress 5 · 12 channels5 – 16next washaddress 17 · 4 channels17 – 20The mistake everybody makesSetting the mover to 10 because it is around number. It then occupies 10 – 21and eats the wash already sitting at 17.Both fixtures do half of each other's job.The rulenext address = last slot used + 1Channel counts depend on the mode the fixture is set to; the same head can be 12 channels or 30.
FIG 5.3 Three fixtures counted off the slots, and the collision that happens when the next address is a round number instead of the next free slot.

On the job

A corporate awards evening. Twelve LED washes and six moving heads on two trusses, patched by somebody else the day before, and one wash on the upstage truss that changes colour whenever anybody moves a moving head.

It looks like a fault in the fixture and it is not. Two devices are reading the same slots, and the way to prove it takes about a minute: bring every fixture to zero, then push one moving head's pan on its own and watch what else changes. The wash changes. They overlap.

The addresses tell the story. The moving heads were addressed on hundreds — 100, 130, 160 — which is sensible. The washes were addressed tightly from 1 upward in fours, and somebody, running out of room, put the last one at 128. In a twelve-channel mode the moving head at 130 is clear of it, but the wash at 128 takes 128 through 131, so it is reading two slots that belong to the head.

Re-addressing that one wash to 40, in the gap left below the moving heads, fixes it permanently. The lesson is not about that fixture. It is that addresses should be laid out with gaps from the start, because the few slots you waste cost nothing and the collision costs a ladder, an hour, and a rehearsal.

How to do it

Patching a rig from scratch so it does not fight itself. Do this on paper before you touch a fixture.

  1. Write down every fixture, its mode, and how many channels that mode takes. The mode matters as much as the model, because the same fixture takes different numbers of channels in different modes.
  2. Add the channels up per universe before you start. If the total is anywhere near 512, split it across universes now rather than discovering the ceiling halfway up a ladder.
  3. Lay out addresses with deliberate gaps, on round numbers. Fixtures at 1, 21, 41, 61 are easier to remember, easier to change and far harder to collide.
  4. Group by position and type, so the upstage washes are one block and the front truss heads are another. A patch that follows the rig is a patch you can debug from the floor.
  5. Set the address on each fixture and write it down, on paper and on the fixture itself with tape if the venue allows it.
  6. Power-cycle anything whose address does not appear to have taken. Some fixtures only apply a new address on a restart.
  7. Test each fixture individually before you patch the console — one fixture, to full, on its own, and confirm the right light comes on.
  8. Then patch the console to match your paper, and test again by position: every fixture on the upstage truss, then every fixture on the front.

What goes wrong

SymptomLikely causeWhat to do
One fixture changes when you move a completely different fixture.Overlapping addresses. The two are reading some of the same slots.Bring everything to zero, move one fixture at a time, and see what else responds. Then re-address with a gap. This is arithmetic, not a fault.
Two fixtures do exactly the same thing at all times and cannot be separated.They have the same address, so they are hearing the same slots.Re-address one of them. No console work can separate two fixtures on one address, because the fixtures cannot tell each other apart.
The console says a fixture is at full and the fixture is dark.DMX has no feedback, so the console is only ever showing you what it is saying.Go and look. Check power at the fixture first, then the data run, then the address. The console display is not evidence.
Everything works except the fixtures past a certain point in the chain.A break in the daisy-chain — a failed cable, a disconnected connector, or a fixture with a bad through-put.Work from the last fixture that responds to the first that does not. The fault is in the link between them.
Occasional unexplained flicker across the rig that nobody can pin down.Often a missing terminator letting the signal reflect back down the line, or a run past its sensible device count.Terminate the far end of every run and add a splitter if the chain is long. This is one of the few problems worth fixing pre-emptively.
An address was set correctly and the fixture is reading the wrong slots.The fixture is in a different mode than you assumed, so its channel count is different, or the new address has not been applied yet.Check the mode on the fixture itself, not on the paperwork, and power-cycle it. Mode and address together define what it reads.
A whole universe disappears on a networked rig.On Art-Net or sACN this is usually a network fault — a switch, a cable, an address or a node — rather than a lighting fault.Check the network layer first. Knowing which questions belong to which layer is most of the skill on a modern rig.

Practice it

Seven questions, and the arithmetic ones matter most. Work them out before you look.

Practice it
01
Describe in one sentence what a lighting console is actually doing forty times a second.
Answer
It is shouting the values of all 512 slots in order, over and over, with no idea what is listening and no way of finding out.
02
A four-channel RGBW wash is addressed at 30. Which slots does it occupy, and what is the earliest address the next fixture can safely take?
Answer
It occupies 30, 31, 32 and 33. The next fixture cannot start before 34, and in practice you would start it at 40 to leave a gap in case either fixture is put in a mode that needs more channels.
03
Two fixtures do exactly the same thing no matter what you do at the console. What is wrong, and can it be fixed from the desk?
Answer
They share the same address, so they are reading the same slots and cannot tell each other apart. It cannot be fixed from the desk — one of them has to be re-addressed at the fixture.
04
The console says a fixture is at full and it is dark. What does the console's display actually prove?
Answer
Only what the console is saying. DMX has no feedback of any kind, so the display is a record of the instruction, never of the result. Go and look at the fixture.
05
Why is DMX on five-pin XLR rather than three-pin?
Answer
So that nobody plugs an audio cable into it. Three-pin XLR is the audio connector, and the extra pins exist mainly to keep the two apart physically.
06
A rig of twenty moving heads in a 30-channel mode is planned for one universe. What is the problem, and what is the number that tells you?
Answer
It will not fit. Twenty fixtures at 30 channels each is 600 channels, and a universe is 512. It needs at least two universes, and that has to be planned before the load-in rather than discovered on it.
07
On a networked rig an entire universe disappears. Which layer do you check first, and why?
Answer
The network layer — switch, cable, IP addressing, node. On Art-Net or sACN a missing universe is far more often a network fault than a lighting one, and checking fixtures first wastes the time you do not have.
Field checklist
  • Can I say what DMX is doing, in one sentence, without notes?
  • Have I written down every fixture, its mode, and its channel count?
  • Do the channels add up to less than 512 per universe?
  • Are addresses laid out on round numbers with deliberate gaps?
  • Is the address written on the fixture as well as on paper?
  • Have I tested each fixture on its own before patching the console?
  • Is the far end of every DMX run terminated?
  • When a fixture does not respond, am I going to look rather than trusting the console?
Chapter 06

The Console & Programming Basics

A console looks like the hardest object in the room and is the easiest idea in the book. It does not make light and it does not know anything about your rig that you have not told it. It is a machine for remembering numbers and playing them back in order, and every button on every desk ever built does one of three jobs.

What the console does

Lighting Console
Lighting Console

A lighting console is a machine for remembering values and playing them back in order. That is the whole function, and holding onto it is what stops an unfamiliar desk being frightening.

Everything on the surface of any console does one of three jobs. Select: which fixtures am I talking to. Set: what values am I giving them. Store: remember that, under a name or a number, so I can get it back later. Every desk in the world, from a two-hundred-pound unit to a console the size of a table, is those three verbs with different amounts of surface area and different words for them.

What the money buys is not different capability so much as speed and scale. A larger desk handles more universes, gives you more physical faders so more things are reachable without menu-diving, offers better tools for building complex looks quickly, and provides redundancy — a backup desk that tracks the main one and takes over if it fails, which matters when the show is live and the alternative is darkness.

What no console does is tell you the truth about your rig. It knows what you patched, not what is out there. It will show a fixture at full when the fixture is unplugged, because DMX has no feedback and the desk is reporting its own intention. This is worth repeating in the console chapter because it is where people forget it: the screen is a record of what you asked for.

Channels, fixtures, and patching

Patching is the act of telling the console what is out there and where it lives. Until you patch, the desk knows nothing; after you patch, it can offer you a fixture by name and handle the DMX arithmetic for you.

For each fixture you tell the desk three things: what it is, where it is addressed, and what you want to call it. The what — the fixture type, chosen from the console's library — is what lets the desk know that this device has pan on its first channel and a colour wheel on its fifth, so that when you ask for red it sends the right value to the right slot. The where is the DMX address you set on the fixture itself. The name or number is for you.

Two habits separate a patch that helps from one that fights you. Number fixtures in a way that matches the rig, not the order you happened to unpack them — front truss 1 to 8, upstage truss 11 to 18, floor 21 upward. A patch that follows the physical rig means that when somebody says "the third one from the left is out", you can find it from the desk without a diagram. And group fixtures as you patch: all the front wash, all the upstage heads, all the floor units. Groups are the difference between selecting eight fixtures in one press and selecting them one at a time, forty times an evening.

The patch is also the first thing to suspect when a fixture behaves oddly and its address is right. A fixture patched as the wrong type will respond, because the values are arriving, but it will respond wrongly — you ask for green and it tilts, because the desk is sending green's value to the slot that this particular fixture uses for tilt.

What patching tells the deskThe three things a console needs for each fixture, and what they let it do.THE DESK KNOWS NOTHING UNTIL YOU PATCHthree answers per fixturePatching is telling the console what is out there and where it lives. Then it does the arithmetic for you.WHAT IT ISthe fixture type,from the console libraryso the desk knows it haspan, tilt, colour, a shutterWHERE IT ISthe DMX addressand universeso the desk talks tothis one and not anotherWHAT TO CALL ITa channel numberor a nameso you can find it againat eight o'clockBefore patchingYou send numbers at slots and hope.After patchingYou select a fixture by name and thedesk handles the slots.A wrong fixture type looks like a broken light: you ask for colour and it tilts.Console vocabulary differs — channel, head, handle — but every desk asks these same three questions.
FIG 6.1 The three things a console needs for every fixture, and what each one lets it do for you.

Looks, cues, and cue lists

A look is a set of values across the rig at one moment — these fixtures at these levels, in these colours, in these positions. The word varies: a look, a scene, a state, a preset, a memory. They all mean the same thing.

A cue is a look with timing attached, stored so it can be recalled reliably. The timing is what makes it a cue rather than a snapshot: a fade time says how long the change takes, so a cue can snap in an instant or bleed across ten seconds. Most cues on most shows are a few seconds, and the difference between two seconds and five is the difference between a change people notice and one they only feel.

A cue list is those cues in order, and it is the show. The operator presses one button — go — and the desk moves the rig from where it is to the next stored state over the stored time. That single button is the point of the whole system: on a show with a hundred lighting changes, the operator's job is to press go at the right moment, and everything about which fixture does what was decided in rehearsal when there was time to think.

Two ideas about cue lists are worth having early because they explain a lot of behaviour that otherwise looks like a bug. The first is tracking: on many consoles, a value set in one cue stays until something changes it, rather than being reset to zero each time. That is enormously efficient — you only record what changes — and it also means an unwanted level can follow you through twenty cues until you find where it started. The second is that fade times are usually independent for level up, level down and other parameters, so a cue can bring one thing up slowly while taking another out fast, which is how a change reads as smooth rather than as a switch.

Look, cue, cue listA look becomes a cue when it is given a time, and cues in order become a cue list.A CUE IS A LOOK PLUS A TIMEand a list is cues in orderThree words that get used loosely and mean three different things on a console.LOOKthe state of the stageright nowCUEthat look, recorded,with a fade timeCUE LISTthose cues in the orderthe show runs themCUE 1house to preset3 sCUE 2keynote up2 sCUE 3video look0 sCUE 4back to keynote2 sCUE 5walk-out6 sThe time is the cue.A zero-second cue is a hard cut; six seconds is a sunset nobody notices happening.Cue numbering and fade behaviour vary by console; every desk records a state and a time.
FIG 6.2 A look is the stage now; a cue is that look with a time on it; a cue list is those cues in show order.

Tracing a lighting signal

A fixture is not responding, somebody is waiting, and this is the fault you will actually be handed. It has a method, and the method is the same one that works everywhere in this trade: start at one end and move one stage at a time.

The chain is short. The console decides a value. The value travels as DMX, over cable or over a network and a node. It arrives at the fixture, which is either powered or not. And the fixture, if it is powered and has been addressed correctly and patched correctly, makes light.

Start at the fixture, not at the desk, because the fixture is where the evidence is. Is it powered — is there a light on it, a display, a fan? An unpowered fixture is the single most common cause and the least interesting one, and checking it takes four seconds. If it is powered, does it show that it is receiving data? Most fixtures indicate this somehow, and a fixture with power and no data tells you the fault is in the run rather than in the fixture.

If it has power and data and still does nothing, the question becomes what it is listening to. Check the address on the fixture itself, and the mode, and compare both with what the console was told. A fixture addressed at 130 and patched at 100 will sit there perfectly healthy, receiving data, ignoring you.

And test the fixture in isolation before concluding anything. Most fixtures have a local test or manual mode that lights them up with no console involved. If it lights in local mode, the fixture is fine and everything you are looking for is upstream. That one step splits the problem in half and takes under a minute.

The trap, as everywhere in this trade, is changing several things at once. Re-address it, re-patch it, swap the cable and power-cycle it, and something will start working and you will have learned nothing, and it will happen again in the second half.

Power and data are two separate paths that meet at the fixture TWO PATHS, NOT ONE which path is the fault in? A fixture needs power to be alive, and data to be told what to do. They arrive separately, and every lighting fault is in one path or the other. DATA · what to do Console decides a value Network Art-Net / sACN optional Node back to DMX DMX run 5-pin, daisy-chained terminate the far end POWER · being alive Mains the building Distro circuits, breakers Dimmer conventionals only takes orders from data Socket at the truss FIXTURE listens at its address and makes light When a fixture does not respond, go and look at it — in this order 1 Is there power? A display, a fan, an indicator. Most common cause. Four seconds. 2 Is data arriving? Most fixtures show it. Power but no data → the fault is in the run. 3 Does local test mode light it up? If yes, the fixture is fine. Look upstream. 4 Address AND mode, against the patch. Healthy, receiving, listening elsewhere.
FIG 6.3 Power and data are separate paths that meet at the fixture. Every fault is in one or the other.

The kinds of desk you will meet

The three verbs are the same everywhere, but the box they live in varies enormously, and knowing which one you are looking at tells you immediately what the night is going to be like. The dividing line is not price and it is not size. It is what the desk can remember.

A dimmer pack with faders on the front is the simplest thing that counts. It has no memory at all: one fader per circuit, and whatever you are holding is what the stage is doing. Village halls and small schools still run on these, and there is nothing wrong with them for a rig that never changes.

A two-scene preset board is the same idea with a trick. Two rows of faders and a crossfader between them: you set the next look on the bottom row while the top row is live, then crossfade. It still remembers nothing, but one person can run a whole play on it, and generations of theatre technicians learned on exactly this.

A basic DMX controller is the first box in this list with any memory at all — banks of channel faders, a few scenes you can store, and usually a chase function. It is what turns up in a box with a set of LED pars. It will remember a handful of looks, it knows nothing about fixture types, and you address everything by hand.

A memory desk is where the job changes. It records cues with fade times, it has a fixture library so it knows a moving head has pan and tilt rather than just channels seventeen to twenty-eight, and it plays a show back in order. Anything from a small theatre desk upwards is in this category, and this is the first rung where the console is doing arithmetic on your behalf.

A full-size console is a memory desk with room to work: several universes, an effects engine for building movement without programming every step, a proper fixture library, and — the part that matters on a live show — a backup desk that tracks the main one and takes over if it fails. What the money buys is speed, scale and safety, not a different idea.

And a software console is any of the last two running on a laptop or tablet with a small USB-to-DMX box on the end. The software is often the same software the big desk runs. What you lose is surface area: everything is a menu until you plug in a wing, which is a slab of physical faders and buttons with no computer inside it, there purely to put your hands back on the show.

THE LADDER IS MEMORY, NOT PRICESix kinds of lighting desk ordered by what each one can remember, from none to everything.THE LADDER IS MEMORY, NOT PRICEselect · set · storeEvery desk does the same three things. What separates them is how much of it the desk remembers for you.Dimmer pack with fadersyour hand is the showremembersnothingnoneTwo-scene presetone person runs a playremembersnothing — but you pre-set the next looknoneBasic DMX controllera box of LED parsremembersa handful of scenesMemory deskanything with a running orderrememberscues, with fade timesFull-size consolelive shows, many universesrememberseverything, plus effects and a backupSoftware + wingsmall jobs, and learning at homeremembersthe same as the desk it copieshow much it holds for youA wing is faders with no computer in them. It buys back surface area, never capability.Categories overlap at the edges, and one manufacturer's entry desk is another's mid-range. The ladder is memory.
FIG 6.4 Six kinds of lighting desk, ordered by what each one can remember — from a dimmer pack that remembers nothing to a full console that remembers everything.

Which desk, and what it can remember

The deskWhat it remembersWhat it is forThe catch
Dimmer pack with fadersNothingA rig that never changesWhatever you are holding is the show
Two-scene presetNothing, but you can pre-set the next lookA play, run by one personNo cue times. Your hand is the fade
Basic DMX controllerA handful of scenesA box of LED pars at a small gigKnows nothing about fixture types
Memory deskCues, with fade timesAnything with a running orderFixture library decides what it understands
Full-size consoleEverything, plus effects and a backupMultiple universes, live showsCost, and time to learn
Software console + wingThe same as the desk it copiesSmall jobs, and learning at homeMenus until you add physical faders

Three verbs, every console

Names change by manufacturer. The three jobs do not, which is why a person who knows the model can pick up an unfamiliar desk.

The jobWhat it meansWhat it is called
SelectWhich fixtures am I talking toChannel, fixture, group, selection
SetWhat values am I giving themLevel, intensity, colour, position, attribute
StoreRemember that so I can get it backRecord, save, cue, memory, preset, palette

The lighting chain, and where it breaks

Four links between a decision and a photon. When a fixture does not respond, one of them is broken.

LinkWhat it doesWhat goes wrong
ConsoleDecides a value and patches a fixtureWrong patch, wrong fixture type, wrong universe
Data pathCarries DMX by cable, or by network and nodeA failed cable, a break in the chain, no terminator, a network fault
PowerMakes the fixture aliveUnplugged, tripped, or on a circuit nobody switched on
FixtureListens at its address and makes lightWrong address, wrong mode, or genuinely faulty
Where this varies
  • Check power first, every time. It is the most common cause and the fastest to rule out, and skipping it is how people spend twenty minutes at a console.

On the job

A conference stage, forty minutes before doors. The rig was working an hour ago, and now one moving head on the upstage truss does nothing while its five neighbours are fine.

The console says it is at full and in position. That is not evidence of anything, so go and look at it.

From the floor, the fixture's display is lit, its fan is running, and its data indicator is showing that DMX is arriving. So power is good and the run is good, and everything upstream of the fixture is proven in about ten seconds without touching the desk.

That leaves what it is listening to. Its display shows address 130. The console's patch says 100. Somebody re-addressed it during the afternoon — probably while chasing an overlap on a different fixture — and did not update the patch.

Two ways to fix it, and it is worth knowing which is right. Re-address the fixture back to 100 to match the patch, up a ladder. Or re-patch that fixture to 130 on the console, from where you are standing, in fifteen seconds. Both work; the second one is right, because there is no ladder in it and no reason to prefer the old number.

Then write it down, because the paperwork now disagrees with the rig, and the next person to touch it will believe the paperwork.

How to do it

A fixture is not responding. This order finds it, and it works whether the rig has six fixtures or two hundred.

  1. Go and look at the fixture rather than at the console. The desk can only tell you what it is saying, and what it is saying is not in question.
  2. Check power first. Is there a display, a fan, an indicator? An unpowered fixture is the most common cause and takes four seconds to rule out.
  3. Check whether the fixture shows that data is arriving. Power but no data means the fault is in the run, and you have just halved the problem.
  4. Put the fixture into its local test or manual mode. If it lights up with no console involved, the fixture is fine and everything you want is upstream.
  5. Compare the address AND the mode on the fixture with what the console was told. A fixture addressed at 130 and patched at 100 is healthy, receiving data, and ignoring you.
  6. Check what type it is patched as. A fixture patched as the wrong model responds wrongly rather than not at all — you ask for colour and it tilts.
  7. If the run is suspect, work from the last fixture that responds to the first that does not. The fault is between them.
  8. Change one thing at a time, and put back anything that did not help. Then update the paperwork so the rig and the patch agree again.

What goes wrong

SymptomLikely causeWhat to do
The console shows a fixture at full and the fixture is dark.DMX has no feedback. The desk is reporting its own instruction, not the result.Go and look. Power, then data, then address. The screen is never evidence about a fixture.
You ask a fixture for a colour and it tilts instead.It is patched as the wrong fixture type, so the desk is sending the right values to the wrong parameters.Re-patch it as the correct model. The address can be perfect and this will still happen.
A level you did not ask for follows you through cue after cue.Tracking. On many desks a value stays until something changes it, rather than resetting each cue.Find the cue where it was first set and fix it there, or block it. Chasing it cue by cue treats the symptom.
A fixture responds in local test mode but not from the console.The fault is upstream of the fixture — the address, the patch, the data run or the universe.This is good news. The fixture is proven good, so work backwards from it through address, patch and run.
Everything past a certain fixture in the chain is dead.A break in the daisy-chain at that point — a cable, a connector, or that fixture's through-put.Work from the last one that responds to the first that does not, and substitute one thing at a time.
The cue looks right but arrives too abruptly, or drags.Fade time, not levels. The values are correct and the timing is not.Adjust the fade time rather than the look. Most changes that feel wrong are timing rather than content.
The rig works but the paperwork no longer matches it.Somebody re-addressed or re-patched during the day and did not write it down.Update it before you leave. The next person will believe the paperwork, and they will be right to.

Practice it

Seven questions. The tracing ones are the ones you will be paid for.

Practice it
01
What are the three jobs every button on every lighting console does?
Answer
Select, set and store. Which fixtures am I talking to, what values am I giving them, and remember that so I can get it back. Every desk is those three with different words and different amounts of surface.
02
What does a console actually know about your rig, and what does it not know?
Answer
It knows what you patched — what you told it is out there and where. It does not know what is actually connected, powered or working, because DMX gives it no feedback at all.
03
A fixture will not respond. What is the very first thing you check, and why that first?
Answer
Power at the fixture. It is the most common cause and the fastest to rule out, and every other check is slower and less likely. Four seconds of looking saves twenty minutes at a desk.
04
A fixture lights up in local test mode but not from the console. What has that told you?
Answer
That the fixture itself is fine, and every remaining possibility is upstream of it — the address, the patch, the data run or the universe. That one step splits the problem in half.
05
You ask a fixture for green and it tilts. What is wrong — the address or the patch?
Answer
The patch. The fixture is receiving values at the right slots, but the console thinks it is a different model, so it is sending colour's value to the slot this fixture uses for tilt.
06
A level you never asked for keeps appearing cue after cue. What is the likely cause and where do you fix it?
Answer
Tracking — on many consoles a value stays until something changes it. Fix it in the cue where it was first set, or block it there. Correcting it in each later cue treats the symptom and leaves the cause.
07
A fixture is addressed at 130 and patched at 100. Give the two possible fixes, and say which is better.
Answer
Either re-address the fixture to 100 to match the patch, or re-patch it to 130 on the console. The second is better: it takes fifteen seconds from where you are standing, there is no ladder in it, and there is no reason to prefer the old number. Then update the paperwork.
Field checklist
  • Can I name the three jobs a console does without looking?
  • Is the patch numbered to match the rig rather than the order things were unpacked?
  • Are groups built for every position and type I will use repeatedly?
  • When a fixture fails, am I going to look at it rather than at the desk?
  • Have I checked power before anything else?
  • Have I tried the fixture's local test mode to split the problem in half?
  • Am I changing one thing at a time?
  • Does the paperwork still match the rig before I leave?
Chapter 07

Design Basics & Putting It Together

Everything so far has been how to make a fixture do what you tell it. This chapter is about what to tell it, which is a different kind of knowledge and is learned by looking rather than by reading. What a book can do is give you the handful of ideas that make looking productive, and they are fewer than you would think.

The functions of light

Before deciding where a fixture goes, it helps to know what you are asking it to do. Light on a stage does four jobs, and almost every fixture in a rig is there for one of them.

Visibility is the first and the one nobody thanks you for. People must be able to see the faces. It sounds too obvious to state, and it is the requirement most often sacrificed by somebody chasing an effect — a stage can be beautifully lit and useless, and on a corporate job that is a failure however good the photographs look.

Selective focus is the second: directing attention. An audience looks at the brightest thing in its field of view, more or less without choosing to. Bringing one area up and letting the rest fall away tells people where to look far more effectively than anything said from a lectern, and it is why a single presenter in a pool of light holds a room better than a presenter on an evenly lit stage.

Modelling is the third and the one that separates lit from illuminated. Light reveals three-dimensional shape through the shadows it creates, and a face with no shadow on it reads as flat. This is why direction matters so much and why front light alone always disappoints. Modelling is what makes a person look like a person rather than a photograph of one.

Mood is the fourth: colour, level, contrast and how they change. It is the one people talk about most and the one that only works when the other three are already right. A moody stage where nobody can see the speaker is not moody, it is badly lit.

The useful discipline is to ask which function each fixture is serving. A fixture that serves none of the four is decoration, and decoration is fine — but it should be a decision rather than an accident, especially when power, weight and channels are finite.

The four functions of lightVisibility, selective focus, modelling and mood, each shown by what is missing without it.FOUR JOBS, NOT FOUR FIXTURESone lamp can do twoThese are what light DOES for an audience, not the equipment that does it. Ask what a light is FOR before asking what it is.VISIBILITYLets the audience see facesWithout itA beautiful stage nobody can followSELECTIVE FOCUSDirects attention where it belongsWithout itAn even stage where the eye wandersMODELLINGReveals shape through shadowWithout itFlat faces. The passport-photograph lookMOODSets how the scene feelsWithout itCorrect lighting that says nothingOne fixture often does two of these at once — which is why counting fixtures tells you nothing.Every function is judged from the audience's seat, not from the plot or the console.
FIG 7.1 Key, fill, back and colour shown as four jobs done on one subject, not four fixtures on a plot.

Angles and a basic approach

Where light comes from does more than anything else to determine whether a stage works, and there is a small vocabulary of positions worth knowing by name.

Front light comes from in front of the performer, and it provides visibility. On its own it flattens, because it fills in every shadow the eye uses to read shape — which is exactly why a passport photograph looks the way it does. Almost every disappointing stage in the world is front light alone.

Front light at an angle, roughly forty-five degrees to the side and forty-five degrees up, is the classic key position and the single most useful improvement over flat front light. It lights the face while leaving enough shadow on the far side to give it shape. This is the position most portrait photography uses, for the same reason.

Back light comes from behind and above, and it is the cheapest transformation available. It puts a rim of light on the hair and shoulders, which lifts a person away from the background and gives the stage depth. On a badly lit stage with a limited budget, adding back light is almost always the highest-value change, and it usually works at a lower intensity than people expect.

Side light comes from the wings, at or near head height, and it is dramatic and unforgiving. It rakes across a face and reveals every texture, which is wonderful for dance and cruel to a keynote speaker.

Top light comes from directly overhead, makes eye sockets into caves, and is used deliberately for effect and almost never as the main source on a face.

The basic approach, when you have nothing else to go on, is short. Start with a key at around forty-five and forty-five, which gives you visibility and modelling in one fixture. Add a softer fill from the other side at a lower level, to open the shadows without erasing them. Add back light to separate the subject from the background. Then, if you have fixtures left, light the background separately so it is a deliberate colour rather than whatever spills onto it. That sequence is not a style; it is a functional baseline that will make almost any stage acceptable, and everything a designer does is a departure from it.

The lighting positions around a subject, and what each one is for WHERE THE LIGHT COMES FROM seen from above Direction does more than anything else to decide whether a stage works. Five positions explain almost every stage you will ever look at. facing the audience AUDIENCE Flat front — visibility only Fills every shadow. Flattens the face. KEY 45° to the side, 45° up. Visibility AND modelling from one fixture. Start here. FILL Opposite side, lower level. Opens the shadow without erasing it. Too much = flat again. BACK LIGHT Behind and above. A rim on hair and shoulders. The cheapest big improvement there is — and it wants a lower level than people expect. SIDE From the wings, head height. Dramatic, textural. Wonderful for dance, cruel to a speaker. Side, the other way TOP, from directly overhead Turns eye sockets into caves. An effect, not a source. The baseline: key, then fill, then back light, then the background. Everything a designer does is a departure from that.
FIG 7.2 The positions around a subject, seen from above, and what each one is for.

Putting the whole system together

Power Distro
Power Distro

A lighting system is the same shape as any other system in this trade: a decision travels down a chain until it becomes something an audience experiences.

A console holds the values and decides them. A data path — DMX over five-pin cable, or Art-Net or sACN over a network with a node converting back to DMX near the truss — carries them. Power, entirely separately, makes the fixtures alive, and the separation of those two paths is the single most important structural fact about a lighting rig. Dimmers sit in the power path for conventional fixtures, taking instructions from the data path. And fixtures at the end listen at their addresses and make light.

Two paths, not one. This is why a fixture can be receiving perfect data and be dark, and why another can be fully powered and ignore everything you do. Every fault you will meet is in one path or the other, and the first question in any diagnosis is which.

On a real job the order of work follows from this. The rig is hung and pointed, which is rigging and is usually somebody else's qualification. Power is distributed and proven. Data is run, terminated, and proven fixture by fixture. Addresses are set and written down. The console is patched to match. Then, and only then, focus — pointing and shaping each fixture where it needs to go, which is slow, physical, and the part that most determines whether the show looks good. And then programming, which is the part everybody imagines the job to be and which is perhaps a fifth of the time.

The last thing worth saying is about what the job actually is. A rig that works is the minimum, and it is not what gets somebody booked again. What gets you booked is being the person who noticed the shadow falling on the screen, who asked what the camera was white-balanced to before anybody thought to, who wrote down the address change so the next person was not misled. Lighting has a large aesthetic component and a much larger reliability component, and the second one is entirely within your control from your first day.

The four functions of light

Ask which one each fixture in your rig is serving. Anything serving none of them is decoration, which is fine as a decision and bad as an accident.

FunctionWhat it doesWhat it looks like when it is missing
VisibilityLets the audience see facesA beautiful stage nobody can follow
Selective focusDirects attention to where it should beAn even stage where the eye wanders
ModellingReveals three-dimensional shape through shadowFlat faces. The passport-photograph look
MoodSets how the scene feels, through colour and contrastTechnically correct lighting that says nothing

The positions, and what each one is for

Five angles. Between them they explain almost every stage you will ever look at, good or bad.

PositionWhere it comes fromWhat it gives youWatch out for
Flat frontStraight on, from the frontVisibility, and nothing elseFlattens faces completely. Rarely enough alone
Key, at 45 and 45Front, off to one side and aboveVisibility and modelling in one fixtureThe workhorse. Start here when in doubt
FillThe opposite side, lower levelOpens the shadows without erasing themToo much fill and you are back to flat front
Back lightBehind and aboveSeparation and depth. The cheapest big improvementSpilling into the front row's eyes, or onto a screen
Side lightFrom the wings, near head heightDrama and textureUnforgiving on faces. Wonderful for dance
Where this varies
  • Top light, from directly overhead, turns eye sockets into caves. It is a deliberate effect and almost never a main source on a face.

On the job

A charity gala. A stage six metres wide, a house rig of eight conventionals on a front bar, four LED washes on the floor for the backdrop, and a client who wants it to "feel special" on a budget with nothing left in it.

The stage as found is front light only, at full, with the LED washes making the backdrop a strong blue. It is bright, it is even, and it looks like a lit meeting room with a blue wall.

Nothing needs to be hired. Run the four functions and the four properties. Visibility is more than covered — there is too much front light, not too little. Modelling is entirely absent, which is why faces look flat. Selective focus does not exist, because everything is at the same level. Mood is being carried entirely by the backdrop, which is doing it alone.

Three changes, all free. Take the front light down to around sixty percent, which immediately reduces the meeting-room feel and lets the backdrop read as colour rather than competing with it. Move two conventionals from the front bar to a position behind and above the lectern for back light, at maybe forty percent, which puts an edge on the speaker and lifts them off the blue. And take two of the remaining front units round to one side, so the light on the lectern arrives at an angle rather than straight on.

The result is dimmer than what was there and looks considerably more expensive. What changed was position and contrast, which cost nothing — and the only thing to watch is that the new back light is not spilling into the first three rows or onto the screen, which is worth checking from those seats rather than from the desk.

How to do it

Lighting a speaker from nothing, with limited fixtures. This is the functional baseline, not a style, and it will make almost any stage acceptable.

  1. Decide where the person will actually stand, and mark it. Every angle below is measured from that spot, and a stage lit for the wrong position is lit for nobody.
  2. Put a key in first, from the front at roughly forty-five degrees to one side and forty-five degrees up. Look at the face. You should be able to see it clearly and see shape in it.
  3. Add fill from the other side at a lower level — enough to open the shadow so it is not black, not so much that it disappears. If the face goes flat, you have gone too far.
  4. Add back light from behind and above. Bring it up until the person separates from the background, then stop. This is usually lower than people expect.
  5. Go and sit in the front row and check the back light is not in anybody's eyes, and look at the screen to check nothing is spilling onto it.
  6. Light the background separately if you have fixtures left, so it is a deliberate colour rather than whatever happens to land on it.
  7. Now check the four properties across the whole picture: enough light, right colour, right size, right position. Fix whichever is wrong, one at a time.
  8. Look at it from three different seats before calling it done, including one at the side. A stage that only works from the middle does not work.

What goes wrong

SymptomLikely causeWhat to do
The stage is bright and even and looks like a lit meeting room.Front light only, at full. Visibility is covered and modelling and focus are absent.Take the front down, add back light, and bring the key round to an angle. Almost always this is cheaper than it sounds and uses fixtures you already have.
Faces look flat even though there is a key and a fill.Too much fill. It has opened the shadows so far that the modelling the key created is gone.Bring the fill down until shadow reappears on the far side of the face. Fill opens shadow; it does not remove it.
The back light is beautiful on stage and blinding for the first three rows.It is aimed past the performer and into the house.Re-aim or shutter it, and check from the seats rather than from the desk. This is the most common back-light fault.
A fixture is throwing light or a shadow onto the projection screen.Spill. The beam is bigger than the area it was meant for, or the fixture is in the wrong position.Shutter it, narrow the zoom, or move it. Nothing makes a lighting department look worse than washing out the video department's screen.
The lighting looks right from the middle and wrong from the sides.It was judged from one seat, usually the one behind the console.Look from at least three seats including a side one, before calling it finished.
The backdrop colour looks weak and the whole thing looks washed out.Front light at full is spilling onto the backdrop and diluting it.Bring the front light down, or shutter it off the backdrop. Colour needs contrast around it to read.
The stage looks good and the speaker's face is hard to see.Mood has been chased before visibility was secured.Fix visibility first. A moody stage where nobody can see the speaker is not moody, it is badly lit, and on a corporate job that is a failure.

Practice it

Seven questions. Most of them you answer by looking rather than by calculating, which is the point of the chapter.

Practice it
01
Name the four functions of light, and say which one is most often sacrificed and why that matters.
Answer
Visibility, selective focus, modelling and mood. Visibility is the one most often sacrificed, usually by somebody chasing an effect — and a stage where the audience cannot see the speaker's face has failed, however good it photographs.
02
You have one fixture and one speaker. Where do you put it, and what two functions does that one position give you?
Answer
Front, about forty-five degrees to one side and forty-five degrees up — the key position. It gives you visibility and modelling at the same time, because it lights the face while leaving shadow on the far side to show its shape.
03
A stage has a key and a fill and the faces still look flat. What is the likely cause?
Answer
Too much fill. The fill has opened the shadows so far that the modelling the key created has been erased. Bring it down until shadow reappears on the far side of the face.
04
What is the cheapest single change that improves a badly lit stage, and roughly what intensity does it usually want?
Answer
Back light, from behind and above. It separates the person from the background and gives the stage depth, and it usually works at a lower intensity than people expect — often around forty percent rather than full.
05
Why does front light alone make a face look like a passport photograph?
Answer
Because it fills in every shadow, and shadow is how the eye reads three-dimensional shape. Remove the shadows and a face has no depth information in it, which is exactly what a passport photograph is designed to produce.
06
Name the two separate paths in a lighting system, and explain why the separation matters when something fails.
Answer
Power and data. They are entirely separate, which is why a fixture can receive perfect data and be dark, or be fully powered and ignore everything. The first question in any diagnosis is which of the two paths the fault is in.
07
In what order does the work on a real job actually happen, and which part takes far less time than people imagine?
Answer
Rig and point, distribute and prove power, run and prove data, set and record addresses, patch the console, then focus, then programme. Programming — the part everybody imagines the job to be — is perhaps a fifth of the time, and focus takes far more.
Field checklist
  • Can I say which of the four functions each fixture in this rig is serving?
  • Is there enough light on the faces before I start chasing mood?
  • Is there anything lighting these people from a direction other than the front?
  • Is the back light out of the front row's eyes and off the screen?
  • Have I judged this from at least three seats, including one at the side?
  • Do I know which path a fault is in — power or data — before I start changing things?
  • Has the paperwork been updated to match whatever the rig actually is now?
Chapter 08

Where to Go Next

Lighting is the department with the widest gap between where you start and where you can end up, and unusually for this industry the route is fairly clear. What you have here is the trunk; every direction below is a branch, and all of them start from the same understanding.

  • If the console interested you most, go to Lighting Operation and then to console-specific training on whichever desk your market runs.
  • If the rig interested you, go to rigging and electrics — a qualified trade, well paid, and always short of people.
  • If the look interested you, go to The Art of Light and then towards lighting design, which is the long road and the one with no ceiling.
  • If the moving lights interested you, go to Lighting Automation and the automated-fixture side, which is its own specialism.
  • If the problem-solving interested you most, that instinct is worth more than any of the above. It is what makes a technician the person who gets called.

Choosing without guessing

Those are honest directions and they are not a decision. What decides whether a route suits you is more ordinary than the subject: how much of your week is travel, whether you would rather be judged on taste or on reliability, whether you like the show or the problem, and what you already have that you are discounting because it did not happen in AV.

Start with the Opportunity Map, at https://reboot-opportunity-map-v1.vercel.app, which draws the industry as a transit map and shows what is genuinely next to the station you are standing on. Somebody who can patch a rig and trace a dead fixture is closer to a lighting console than they usually believe. Looking around costs nothing and takes a few minutes, which is why it comes first: it is far easier to judge a route once you can see where it goes.

Then, if something on the map has your attention and you want to know whether it actually suits you, take the AV Pathfinder, at https://reboot-pathfinder.vercel.app. It is a short personal quiz, and what comes back is three AV paths that suit you with a Reboot course journey mapped to each — the specific courses, in order, between you and that path.

Both live inside the Reboot community, which is also where the rest of the course library sits, so you will be asked to sign in.

Chapter 09

About Reboot AV

Reboot AV exists because the audiovisual industry has a map problem. The work is there, the pay is real, and the ceiling is high, but almost nobody entering it can see the route from where they are to where they want to be. People do not fail in this trade for lack of talent. They fail because nobody ever showed them what the path looked like.

So Reboot AV builds the thing that was missing: a course library covering the full breadth of live-event and installed audiovisual work, an interactive map of the roles in the industry and the routes between them, and an assessment that helps people work out where they actually fit rather than guessing.

Keep going
  • Take the interactive test for this course. It is the fastest way to find out what actually stuck.
  • It is not a talent problem. It is a map problem.
Chapter 10

Glossary

AddressThe DMX slot a fixture starts reading from. With its mode, it defines what the fixture listens to
Art-NetA way of carrying DMX universes over an ordinary computer network
Back lightLight from behind and above. Separates a person from the background — the cheapest big improvement
Beam angleHow wide the light a fixture throws is, in degrees. Chosen for the throw distance
Channel (console)A fader or control on the desk
Channel (DMX)One of the 512 slots in a universe. One controllable parameter, 0 to 255
Colour temperatureHow warm or cool white light is, in kelvin. Lower is warmer — 3200 K tungsten, 5600 K daylight
ConventionalA fixture with a lamp and no brain. The console can only change its intensity
CueA stored look with timing attached, so it can be recalled the same way every time
Cue listCues in order. The show. The operator presses go
Daisy-chainRunning data into one fixture and out of it to the next, along a line
DimmerA device that varies the power reaching a conventional fixture, and so its brightness
Dimmer curveThe relationship between the console's number and the light you see, shaped because the eye is not linear
DMX / DMX512The control protocol. 512 channels shouted about forty times a second, with no feedback at all
FillLight from the opposite side to the key, at a lower level, opening the shadows without erasing them
FixtureAny lighting instrument. A device for delivering the four properties
FocusPointing and shaping each fixture where it needs to go. Slow, physical, and it decides how the show looks
FresnelA conventional giving a soft-edged pool that blends into its neighbours
GelColoured plastic in front of a fixture. Subtractive — it absorbs what you do not want, as heat
GoboA cut-out placed in a profile to project a pattern
HazeA fine suspension in the air that makes beams visible. Sets off smoke detectors — clear it in advance
IntensityHow much light. One of the four properties, and rarely the real fix
KeyThe main light on a subject, classically front, about 45 degrees to the side and 45 up
LED fixtureMakes light from diodes and mixes colour additively. Efficient, cool, needs no dimmer
LookA set of values across the rig at one moment. Also scene, state, preset, memory
ModellingRevealing three-dimensional shape through shadow. What makes a face look like a face
Moving headA fixture with motors, so the console can change position, colour and beam live
NodeConverts networked universes back into physical DMX near the truss
Non-dimA circuit or dimmer channel set to full-on rather than variable
PARA simple conventional giving a soft, roughly oval wash
PatchTelling the console what fixtures exist, what type they are, and where they are addressed
ProfileA conventional with a hard, shapeable edge, shutters and a gobo slot. Also Leko, ellipsoidal
sACNAnother standard for carrying DMX universes over a network
Selective focusDirecting the audience's attention by making one area brighter than the rest
Side lightFrom the wings, near head height. Dramatic, textural, unforgiving on faces
SplitterOne DMX input to several buffered outputs. The lighting equivalent of a distribution amplifier
TerminatorA plug with a resistor that stops the DMX signal reflecting back down the line
Top lightFrom directly overhead. Makes eye sockets into caves. A deliberate effect, not a main source
TrackingA console behaviour where a value stays until something changes it, rather than resetting each cue
Universe512 DMX channels. The unit a rig's control is counted in
Visual glossary

What the gear actually looks like

Every device named in this book, in one place. Recognition is the whole point of Chapter 4 — use this page to attach a picture to each name before you meet it on a dock at six in the morning.

Audio
Dynamic microphone
Dynamic microphone
Condenser microphone
Condenser microphone
Wireless handheld
Wireless handheld
Radio rack
Radio rack
Mixing console
Mixing console
Stage box / snake
Stage box / snake
Power amplifier
Power amplifier
Main loudspeaker
Main loudspeaker
Subwoofer
Subwoofer
Stage monitor wedge
Stage monitor wedge
In-ear monitors
In-ear monitors
DI box
DI box
Video
Camera
Camera
Video switcher
Video switcher
Scaler / processor
Scaler / processor
Projector
Projector
LED wall panel
LED wall panel
Confidence monitor
Confidence monitor
Lighting & control
Conventional fixture
Conventional fixture
Moving-head fixture
Moving-head fixture
Lighting console
Lighting console
Dimmer
Dimmer
Show controller
Show controller
Media server
Media server
Networking & infrastructure
Network switch
Network switch
Patch bay
Patch bay
Equipment rack
Equipment rack
Power distribution
Power distribution
Cable tester
Cable tester
A properly coiled cable
A properly coiled cable
Connectors, close up
XLR
XLR
TRS / TS ¼-inch
TRS / TS ¼-inch
SDI on BNC
SDI on BNC
HDMI
HDMI
Cat5e / Cat6 (RJ45)
Cat5e / Cat6 (RJ45)
Fiber optic
Fiber optic
DMX (5-pin XLR)
DMX (5-pin XLR)
AC power — not signal
AC power — not signal
Reboot AV
Find the source.
Find the destination.
Work along the path between them.
Every device on every show exists to serve that movement. Everything after Lighting Basics goes deeper in one direction.
rebootav.tech