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Lighting & Effects

Control, fixtures and atmosphere, from first PAR to laser shows.

About Lighting & Effects

Lighting is the department where the control system decides more than the fixtures do. A modest rig addressed properly and driven from a desk that suits the operator will out-perform an expensive one running in sound-to-light. These guides cover both halves, plus the atmospherics that make beams visible at all.

Control comes first. DMX explained covers addressing, universes, why a universe holds 512 channels and how quickly a pixel-mapped rig eats them, along with the cabling rules: 110 ohm data cable rather than microphone leads, terminators at the end of a run, and splitters once the chain grows.

On fixtures, spot, wash, beam and hybrid compares the four types of moving head and where each earns its place in a rig. Battens, PARs and uplighters covers general wash lighting, including which colour mixing system to buy: RGBW handles most work, while additional amber and lime channels earn their cost where skin tones and warm washes matter. For dressing rooms and buildings rather than stages, LED tape and architectural lighting covers drivers, diffusers and heat, and festoon and outdoor lighting deals with runs, weatherproofing and power.

Atmosphere is what makes lighting read. Beams are invisible in clean air, which is why smoke, haze and low fog covers the three machine types, the fluids they need and the fire alarm question that catches out venues. Confetti, streamers and CO2 handles the big moments and the clean-up that follows.

Two guides deal with jobs rather than products. Gobo and logo projection covers steel against glass, custom artwork and the throw and keystone maths, and Christmas and seasonal lighting plans a venue installation that goes up and comes down without drama.

Lasers sit apart because the UK rules are specific. Laser show safety sets out classes, audience scanning and what has to be in place before a beam is switched on in a public space.

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