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The Advanced Effects Engine Explained

Empower yourself to build super specific and customizable effects on set on the fly.

Ian Peterson avatar
Written by Ian Peterson
Updated over 2 months ago


A Guide to Blackout Effects Engine


Overview

The Blackout Effects Engine allows you to create virtually any lighting effect with the right tweaks and understanding of its core principles. This comprehensive guide covers everything from basic setup to advanced techniques for creating professional lighting effects.

Prerequisites and Important Considerations

Connection Requirements

  • Avoid Bluetooth: Effects are not supported over Bluetooth due to its slow protocol speed

  • Use Wired or Wireless DMX: Art-Net, sACN, or CRMX wireless connections are required

  • Hardwired Connection: For best performance, connect your iPad directly to the network via ethernet


Profile Selection

  • Keep profiles simple: Avoid ultimate modes unless you have intimate knowledge of the profile. You will find most of the time the effect you can create in Blackout is better...and you can save precious channel space and headaches of dealing with poorly made profiles.

  • Recommended profiles:

    • 16 bit CCT + RGB profiles are my favorite. I prefer these over HSI as you have more control with color effects and the ability to blackout the light (pun intended) by sending the RGB channels to 0 rather than changing the intensity is more useful in complex effects than you might initially realize.

The common example I give is if you're doing a "car process effect" on 8 titan tubes (more or less a simple chase), and then in the middle of that you need to have a cop car go racing down the tubes. This is a pretty tricky effect since the cop car needs to be flashing on its own but also needs to chase down the tubes. These are essentially two intensity FX stacked on top of each other. Having two ways to create a blackout is very useful.


Basic Effects Engine Concepts

Core Components

Every effect requires at minimum two steps:

  1. Step 1: What's going to happen (e.g., ramp to 100%)

  2. Step 2: Where it falls back to a background state or does another action (e.g., return to background)

Step Parameters

Each step has four key timing parameters:

  • Time: Time to reach the target value -- Think "Ramp Time" or "Fade Time"

  • Dwell: Time to hold at that value

Key Settings

Duration:

  • Infinite (default) -- The effect will loop until stopped

  • Number of cycles

  • Number of seconds

Grouping:

  • Spread: Distributes across entire selection

  • Number of groups: Divides selection into specified groups using interleave

Trail:

  • Controls time between steps

  • Smaller trail = longer, smoother effects

  • Larger trail = shorter, choppier effects

  • Solo trail: 100% trail/ Longest possible

  • Even trail: Evenly distributes steps across selection

Direction:

  • Forward (default)

  • Reverse

  • Bounce (goes from one end to other and back)

Randomization:

  • Random groups: Randomizes selection and grouping

  • Random rate: Affects total time with low/high percentage ranges

  • Random step: Randomly chooses which steps to send the fixture(s) through rather than going in a linear order

Effects are best used for anything that Loops! While Effects can be set to single cycle, I often recommend using sequences/looks for anything that will be triggered or that is a "one shot"


Creating Your First Effect

Basic Setup

  1. Patch your fixtures in Blackout

  2. Create a selection (e.g., Fixture 101.1-16 for a 16-pixel tube)

  3. Record the selection into an effect

  4. Adjust parameters as needed

Example: Simple Chase

Selection: Channels 1-16 Step 1: Ramp 1s β†’ 100% β†’ Dwell 1s Step 2: Ramp 1s β†’ Background β†’ Dwell 1s Trail: Even, 50% Total Time: 4 seconds

Common Effect Types

1. Fluorescent Flicker

Concept: Whole fixture acts as one unit with quick pops

Setup:

  • Selection: Head channel only

  • Step timing: 0 seconds (instant pops)

  • High point dwell: 0.1 seconds

  • Low point dwell: 0.3 seconds (longer)

  • Random rate: Enabled

  • Background value: Set via channel intensity

2. Fire Effect

Concept: Randomized timing with baseline level

Setup:

  • Selection: Individual pixels

  • Step 1: Ramp 0.3s β†’ Background β†’ Dwell 0.2s

  • Add a bunch of steps in with relative intensities like +10, -20 +30 etc etc

  • Random groups: Enabled

  • Random rate: Enabled

  • Background: 20% intensity for baseline

3. Police/Emergency Lights

Concept: Alternating sections with multiple flashes

Setup:

  • Selection: Half tube (using offset with 2 groups)

  • Multiple steps: On, Off, On, Off, On, Off (for 3 flashes)

  • Then switch to second color ( You can just do this with the fixture's BG settings so the left half is always red and the right half is always blue)

  • Total time: ~1 second for quick strobing

4. Lightning Effect

Concept: Quick flash with fade-down timing (again this may be best done with a series of Follow looks rather than an effect)

Setup:

  • Selection: Head channel (whole fixture)

  • Step 1: Ramp 0s β†’ 100% β†’ Dwell 0.1s

  • Step 2: Ramp 0s β†’ 0% β†’ Dwell 0.05s (quick off)

  • Step 3: Ramp 0s β†’ 100% β†’ Dwell 0.1s (double flash)

  • Step 4: Ramp 0.4s β†’ Background β†’ Dwell 0.5s

  • Random rate: Enabled

  • Manual triggering: Set duration to 1 cycle

5. Rainbow Chase

Concept: Sequential color progression

Setup:

  • Seven steps with different colors: Red, Orange, Yellow, Green, Blue, Indigo, Violet

  • Load colors directly into effect steps

  • Keep intensity at 100% for each step

  • Adjust total time for desired speed

Advanced Selection Techniques

Using Groups and Offset

Creating Selections:

  1. Straight: Basic 1-2-3-4 order

  2. Inside Out: Using offset to start from center

  3. Rows: Channels per group = fixtures per row

  4. Columns: Use interleave with appropriate grouping

  5. Odd/Even: Number of groups = 2, with interleave

Group Management

  • Record different selections as groups for quick switching

  • Use offset to create complex selection patterns

  • Save effect presets to apply settings to new selections

Interleave Function

  • Distributes groups throughout total selection

  • Essential for columns and alternating patterns

  • Can be used in offset creation or directly in effect grouping

Working with Large Fixture Arrays

Grid Effects (Example: 10x12 Grid)

Row by Row:

  • Channels per group: 12 (fixtures per row)

  • Results in sequential row activation

Column by Column:

  • Channels per group: 10 (fixtures per column)

  • Enable interleave

  • Results in sequential column activation

Diagonal Effects:

  • Use grouping numbers that don't divide evenly

  • Example: 11 groups creates diagonal down

  • Example: 13 groups creates diagonal up

  • Use reverse button to change direction

Poor Man's Process:

  • Select first two rows (channels 1-24)

  • Number of groups: 12

  • Creates synchronized pairs across rows

Color Management in Effects

Important Color Transition Principles

The Problem: When transitioning between colors, fixtures may pass through unwanted intermediate colors.

The Solution: Pre-load the destination color in the previous step.

Example:

  1. Look 1: 3200K with blue color wheel position set (crossfade at 0%)

  2. Look 2: Red color (crossfade at 100%)

  3. Without pre-loading: Transition goes 3200K β†’ Blue β†’ Red

  4. With pre-loading: Transition goes 3200K β†’ Red directly

Best Practices:

  • Set color wheel positions in advance

  • Use crossfade channel for smooth transitions

  • Test color transitions to avoid fringing

  • Consider using favorites for consistent colors

Loading Colors into Effects

  • Use light setting button in effect steps

  • Can load from favorites or set custom colors

  • Uncheck "use background color" to override

  • Each step can have independent color settings

Performance Optimization

Network Considerations

  • Hardwired iPad connection recommended

  • Monitor universe capacity (512 channels per universe)

  • Consider fixture addressing when planning effects

Effect Efficiency

  • Simpler profiles = more fixtures per universe

  • Use grouping in effects rather than complex selections when possible

  • Test effects with visualizers like Capture for development

Trail Optimization

  • 1% trail: Very smooth, long chase

  • 10% trail: Smooth chase

  • 50% trail: Balanced

  • 100% (Solo): Each fixture completes fully before next starts

Troubleshooting Common Issues

Effect Not Visible

  • Check background values (may be transitioning from 0 to 0)

  • Are you using virtual dimmers? If so you need to activate the VDimmers in the "Light settings" for each step.

  • Verify fixture intensity is set appropriately

  • Ensure proper connection (not Bluetooth)

Unwanted Color Transitions

  • Pre-load color wheel positions

  • Check crossfade settings

  • Verify color mode settings in fixture profile

Timing Issues

  • Adjust trail percentage for desired smoothness

  • Check total time setting

  • Verify dwell times in individual steps

Don't forget: You can add Effect Timing on faders! https://www.youtube.com/watch?v=CTyBJKAWHNA

Selection Problems

  • Use offset preview to verify selection order

  • Test with flash function before recording effects

  • Consider using channel check (flash flash) to verify

Tips for Success

  1. Start Simple: Begin with basic two-step effects before adding complexity

  2. Use Presets: Save effect parameters as presets for reuse

  3. Test Thoroughly: Use visualizers or test fixtures to verify effects

  4. Plan Your Universe: Consider addressing and universe capacity

  5. Document Settings: Keep notes on successful effect parameters

  6. Background Values: Always consider what the fixture was doing before the effect

  7. Manual Triggering: Use single cycle duration for manually triggered effects like lightning

Conclusion

The Blackout Effects Engine provides powerful tools for creating professional lighting effects. Success comes from understanding the relationship between selections, timing, grouping, and color management. Start with simple effects and gradually build complexity as you master the core concepts.



Check out Part 1 of our 3 Part Advanced Effects Tutorial Series

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