Beam colour = live R/G/B channel bytes Beam width = Intensity × haze density
drag to rotate view

DMX512 Lighting Console 2D: Serial Frame & Stage Beam Model

Every cue a lighting designer runs on a real stage is, underneath, a stream of raw bytes multiplexed down one serial line. This 2D simulator patches four RGB PAR fixtures onto a DMX512 universe — four channels each (Intensity, R, G, B) — and lets you drive their actual channel bytes from a virtual console while a drag-rotatable 2D stage view responds with additively-blended, haze-scattered light beams computed directly from those bytes. A live frame-timeline shows the break, mark-after-break, start code and channel slots that make up one DMX frame, a scrolling per-channel histogram shows every active channel's byte value at a glance, and the channels-in-use slider demonstrates the real engineering trade-off between universe size and refresh rate that drives how large lighting rigs are split across multiple DMX lines.