Terminology
A description of some of the most commonly used terms in LightAct
Timeline

Timelines are where you sequence and composite content (layers), events and actions. LightAct can have several independent timelines. In every timeline you can have one or several:
Tracks
Sections
Layers
Markers
Track
Each Timeline is divided into several Tracks. On each track you can have one or several layers.
Layer

A layer is an entity that exists in a Timeline and has a beginning and an end (determined by the Duration parameter). A layer can perform a variety of functions such as content processing & playback, video/image/image sequence/Notch block reading and playback or just some logic.
Layouts

Layouts are LightAct's node-based system. You can find them in:
Layers
Mappings (in Canvas Maps and Output Maps windows)
Projectors
Variable

A LightAct variable is a container holding information. The information can be a number (integer or float), color, texture or something else.
There are 2 types of variables:
Layer variables are available only within one layer
Global variables can be accessed anywhere
Section
Section is part of a timeline. Very often sections also serves as cues.
Marker

A Timeline marker indicates a position on a Timeline.
Viewport
Serves as the visual preview area where you can see how your compositions and mappings will appear in the real world.
Video screen

A video screen is a virtual representation of a physical video screen.
Thrower

A thrower is a helper virtual object that facilitates mapping of content onto various viewport objects by taking into account their position in the 3D scene of the viewport.
3D model

A 3D model is a virtual representation of a physical object. 3D models are usually imported as an .fbx or .obj assets.
Primitive

A primitive is a simple 3D model of a cube, a plane, a sphere or a cone.
Null object

A null object is an ‘empty’ object that can be used as a container of other objects.

It allows you to group objects and move them together.
Marker in Viewport

A viewport marker indicates a 3D position in the Viewport window.
Other
Canvas

A canvas is an entity that holds one texture. The texture can be of an arbitrary resolution. In most cases, content is rendered on a canvas through the Layers.
Content is then rendered to various viewport objects through Canvas maps window.
Assets

Asset is an external resource that LightAct uses in a specific project. Examples include:
images, image sequences or video files,
Notch blocks, or TouchDesigner components,
Audio files,
3D models or
Unreal Engine projects.
Video output

Video output is a virtual representation of a physical output on the system’s GPU.
DMX
DMX stands for DMX512, which is a communication standard commonly used to control lighting and effects.
Art-Net
Art-Net is a UDP based protocol used to transmit DMX data over Ethernet. It was developed by Artistic License.
sACN
sACN is a UDP based protocol used to transmit DMX data over Ethernet. It was developed by ESTA. In many aspects it is comparable with Art-Net.
Fixture

Fixture refers to a DMX light fixture, i.e. a light fixture controlled by DMX.
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