Spark 4D Page 5 of 8
Compulite R & D Lighting Specification
b. A quick memory modification sequence shall be provided for modifying
memories during p lay back.
c. It shall be possible to update libraries when modifying memories during
play back.
d. Filters may be programmed with groups of channels, spots, and spot
parameters. Filters may be assigned to the editor or playback devices and
shall be used to override the output from the editor or active playback
devices. Filters shall have 2 function modes: filter and invert filter. Filter
mode shall block the output of everything except the Filter contents.
Invert Filter shall block the output of the Filter contents.
e. There shall be a modification tracking function.
7. Groups
a. Up to 999 groups of commonly used channel and spot selections may be
recorded for fast recall.
b. Groups shall be selected on the Soft Keys in Group mode or on the
numeric keypad.
c. Groups may be assigned text labels.
8. Palettes
a. The system shall support 999 Palettes, non-tracking database of spot
parameter values, chann els intensity values, and scroller frame values.
Palettes shall serve as a database for assignin g values to the active editor
selections. Palettes may contain parameter values for all fixtures, channel
intensity values, and scroller frame v alues. Pre-p rogrammed Palettes for
standard colors shall be provided. Palettes may be operator defined. Each
Palette may have a text label.
b. Palettes shall be selected using the numeric keypad.
c. Palettes shall be stored with the show file and in a separate Palette only
file.
9. Effects
a. Up to 999 text labeled Effects may be loaded from an Effect files or
operator defined.
b. Pre-programmed Effects shall be provided.
c. The Effects editor shall provide options for modifying Effects and
creating custom Effects. Effects shall be composed of building-block
functions and function attributes, which may be applied to any
combination of spot parameters. The Effects editor shall be operated
using the Soft Keys.
d. Discrete fade rates shall be progr ammable for each unit p articip ating in
the Effect.
e. Preprogrammed and custom Effects shall be stored on the hard disk.
f. Each Effect may have a text label.
g. Effects shall be accessed using the editor and keypad.
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