What the “Console” is and when you need it

The “Console” is a virtual copy of a real DMX console: all 512 channels of your DMX universe shown as vertical faders you can move by hand. Picture a long row of sliders, like on a lighting mixer: each slider controls one channel, and you decide live which channel to raise and by how much.

In everyday work you control the light through fixtures, scenes and chases — and that’s convenient. But sometimes you need to “drop down a level” and touch a specific DMX channel directly:

  • check whether a fixture responds at the right address (raise a channel and see which fixture answers);
  • quickly run through the channels of a new fixture to figure out what’s assigned to what;
  • nudge a single parameter by hand without creating a whole scene for it;
  • probe a free address that has no fixture in Patch yet — this is how you catch an addressing offset, when the fixture listens on a different channel than the one the program sends to.
📍 Where: the mode switcher at the top of the window → the “Console” button (between “Patch” and “AI”).
💡 Tip: the “Console” is a diagnostic tool. For artistic work with light, “Program”, “Scenes” and “Live” are more convenient; keep the “Console” at hand for when you need to “ring out” channels and make sure the addressing in Patch is correct.
💡 Tip: if the project has several DMX universes (Universe 2, 3…), switch buttons appear at the top of the console. Each universe is its own separate 512 channels; pick the one you need to see and drive its fixtures. If there’s only one universe, there’s no switcher — Universe 1 is simply shown. More detail in 11.02.
Fig. 11.01.1 — The “Console” tab in the mode switcher
Fig. 11.01.1 — The “Console” tab in the mode switcher