Lighting Controller

Lighting Controller

Built-in 7”LED screen, 15.6”touch screen, better for brightness and viewing angle.
Core I5 dual core processor, Intel 120G SSD, 4G (DDR3) notebook memory.
12 dmx output, 6144 channels.
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Product Details


Built-in 7”LED screen, 15.6”touch screen, better for brightness and viewing angle.


Core I5 dual core processor, Intel 120G SSD, 4G (DDR3) notebook memory.

12 dmx output, 6144 channels.

Artnet Support, extend to 64 DMX output.

UPS power protector built-in, Still running for 30min when the power cut down,to make sure the system error and program lost.

Special design for start the controller without power

Keyboard build-in

10 Marcos buttons, can edit any chase

20 playback fader, A\B partition can be paged for complex performanc

Expert Wing support, extend the preset faders, can running more chases meanwhile

1000 Virtual playback Supported

Shape generator built-in, synchronized the effert

Player time code built-in, can be very convenient to edit the light show

Powerful CMY palette function

Graffiti style handwriting naming function Support

Chinese Menu, also many kinds of Language support

Thousands of Peasonality built-in, library Maker software inside

Visualiser Built-in, Video support

MIDI time code Control

Titan remote Control. Remote trigger Cue will display in the console

TitanNet Sessions on-line function.


Programming Palettes

Set up the attributes to be recorded. If attribute is the same for all fixtures of one type (e.g. colour), only one fixture need be set up and palette will be “shared”.

Press Record Palette.

Use [Set Mask] to choose attributes to record/exclude.

Press a grey palette button to store, or press a button in one of the Colours/Positions/Gobos windows. (Section  5.1.2, p74).

To recall palette, select fixtures, select recall mask using Attribute Bank buttons, press palette button.

To set a legend, press [Set Legend] then the palette’s button. Press [Picture] to draw a picture legend.


Quick Record

Press an unused button in one of the windows – the button turns red with a +. Press again to save the palette. The mask is automatically set to match the window (e.g. Positions window is masked for only position attributes).


Busking With Palettes

To fade palettes when busking a show, select fixtures, type fade time on the keypad then recall the palette (you have to do this each time). If no fixtures selected, palette will recall to all applicable fixtures.

To set fixture overlap, type 0-100 then press [Set Overlap], then recall the palette.

To set a fade time for all palettes, press Palette then [Master Time]. (Section  5.5, p81). Faded palettes do not go into the programmer so don’t use fades when programming.


Programming Cues And Chases

Cues

Set up the look to be recorded. Press Record Cue.

Set [Record Mode] to Channel (saves only modified attributes), Fixture (saves all attributes of fixtures which have been modified or are selected), Stage (saves all attributes of all fixtures with nonzero dimmer), or Quick Build (merges palettes and playbacks into the cue when you select them).

To store, press blue Select button on playback fader, or press button in Playbacks window. (Section  7.1.2, 116).


Chases

Press Record Chase.

Press blue Select button on a playback fader, or press button in Playbacks window.

Set up the look for the first step, press playback select button to store. Repeat until all steps stored. Quick Build mode can be used to merge palettes and cues into chase steps.

Press Exit to finish storing chase steps. (Section  8.1.1, 131).


Fade Timing

For chases, speed and fade can be set with wheels A and B when the chase is running.

At top level menu press [Edit Times] then the select button for the playback. Timing options are set from softkeys.

[Fixture Overlap] sets each fixture to fade in sequence (100%=all together, 0%=fixture waits for previous one to complete).

[Attribute times] sets individual fade times for different attributes.

[Fixture order] changes sequence for shapes and Overlap. (Section  8.5, p136).


Cue Lists

Cues may be stored in a Cue List which allows a full show to be run from a Go button. Chases can be included using Autoload.


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