This tutorial walks you through, step by step and backed by real screenshots of the English interface, building a first show: a fixture, an event, a bit of color, and a full-scale test before the performance.
In dmx++, a show is a set of events, each made up of elements — DMX, audio, or video — triggered at a given moment, either manually or automatically.
The software adapts to any level of automation: a show that is fully automatic and runs on its own once started, a fully manual run where every event is triggered by an operator, or a well-judged mix of both.
Example: a fireworks show can be fully automatic. Each event corresponds to lighting one or more rockets at a precise moment; the elements are the DMX outputs that trigger each ignition.
On startup, dmx++ shows a dashboard with the main actions available. In the current version, five entries are on offer:
At the bottom of the screen, the Quit, Restart, and Shut down buttons close the application, restart, or shut down the computer, respectively — use with care once the show is over, not while you're still programming!
Bottom left, the server indicator must read Server connected. It's the engine of the application: it runs the database, the DMX output, and communication with the mobile apps. Nothing works without it.
From the home screen, click Project editor. It opens on Choose a project to edit — the Active only checkbox shows or hides archived projects.
Click + New project at the top right, give it a name — for example My Great Show — then confirm with Ok. The project appears in the list right away.
Click the row of the project you just created: the buttons in the left column become available, and the page shown corresponds to the Project button. It offers a simple set of settings:
Changes are saved automatically as soon as you leave a field — that's true almost everywhere in dmx++.
Two buttons at the bottom of the page won't be used in this first tutorial: Duplicate (start from an existing show without reprogramming everything) and Delete (permanent removal of the project, after confirmation).
Just below Project, this is where all of the show's programming happens. Click + New: a small menu offers to insert the event At beginning, before or after the currently selected event, or At end.
A default name ("New event") is used at first; rename it to something clear — for example Audience entrance for an ambiance that plays while the audience settles in. Triggering defines how the event starts:
Stop works the same way in reverse: Manual, Automatic (after duration), or At next start (when the following event begins). For this first try, we'll keep it on Manual on both sides.
The checkboxes under "When this event starts, do not stop:" let you keep the previous event's DMX, audio, or video running instead of cutting it — handy for layering ambiances. A separate option allows continuous external sync commands (OSC, MIDI, motion capture) for this event.
Every event has its own Fade in (s) and Fade out (s), applied to every element it contains — audio included. These values can also be overridden element by element, as we'll see further on. Here, 4 seconds of fade in and 3 seconds of fade out.
In the Elements section, click + Add: a window offers to create an Audio, Video, or DMX element, to pick a project DMX fixture on the fire plan, or to reuse an audio/video element already used elsewhere in the project.
Clicking DMX opens the New DMX fixture dialog: pick a Model from the DMX catalog (already declared in the library — that's the next section if you don't have one yet), give the fixture a name — for example LED PAR Stage Left — and the DMX address is calculated automatically from the addresses already in use, but stays editable.
The Channels button opens a Live control panel: values (0 to 255) are set with sliders, channel by channel, and apply in real time if the fixture is plugged in. Here, Dim and the G (green) channel are dragged to maximum.
The Effects button opens DMX effects, which adds a Wave or Blink pattern on any channel, set by its Period (s) (the interval between two peaks — long for a wave, short for a blink), its Min and Max, a Duty cycle (%), and a Duration (0 = infinite).
Accessible from the left-hand rail, the library is where you declare the DMX gear used by your shows. You declare the type of fixture — not each individual unit: three identical fixtures only need one entry, their number and position are set within the project.
The + button opens the catalog of pre-registered profiles — several tens of thousands of manufacturer entries — filterable by category, brand, and channel count, the same picker shown above when adding a DMX element. Once a model is chosen — here a generic 7-channel LED PAR, China LED PAR RGB7CH — it appears in the left-hand column, where you can rename it, add it to a box (a reusable group of gear), or edit its channels.
The fire plan positions the show's elements on a representation of the stage — it's usually the most practical way to pick a DMX element once a project has more than a couple of them. The Not placed list on the left shows unplaced fixtures; clicking Place drops one onto the grid, ready to be dragged to its real position.
If the fixture does not exist in the show yet, use +DMX: the same fixture-creation dialog used from events opens with the models already created in the library, and the new fixture then appears in the list ready to be placed on the plot.
The fire plan isn't mandatory, but it's strongly recommended, since it makes the following easier:
The 3D plan add-on lets you position elements at their exact location in the venue (position, height), set the beam angle (laser) and its light cone, place decor, and test a show even without any fixture plugged in. Ideal for a venue whose fire plan doesn't change much: set it up once, then reuse it — or share it with a company that also runs dmx++.
As in the 2D fire plan, the +DMX button can also create a new DMX fixture for the show from the library models before you position it in the 3D space.
Start by defining the Stage (m) dimensions — Width, Depth, Height — with, optionally, off-stage margins (Left/Right/Front/ Back) and an adjustable Grid step. Here, 6 × 4 × 3 m with a 1 m margin on every side.
Clicking the dot turns the fixture white and selects it: the X (m), Z (m), and Height (m) fields position it precisely under Selection — the center of the stage is point (0, 0). For a fixture stage left on a 6 × 4 stage, you could for instance enter X = −3, Z = 2, and a height of 2.5 m.
Under Orientation, Pan (°) (horizontal rotation) and Tilt (°) (vertical angle) can be entered just as precisely, or set directly with the mouse by clicking and dragging the dot. The Beam section then lets you toggle Show cone and set its Angle (°) to preview the spread; the Laser (direction) toggle under View visualizes the beam direction as a line.
The show test opens a window split in two: on the left, the run-through as it will appear in the real show control; on the right, the 3D stage with the simulated DMX output — "DMX simulated in the 3D view, not sent to hardware."
The Start button starts the show timer — an essential reference for any events scheduled with a delay. Clicking Trigger (or pressing the Space key, per the "Space: trigger/stop" shortcut bar) starts the event, which turns green and "running": in the 3D scene, the beam reaches full intensity after the programmed fade in.
Clicking Stop fades the event out over the programmed fade-out time. Once finished, the event turns finished (its border and label turn blue), and a Restart alone button lets you trigger it again independently of the rest of the run — handy if there's an operator mistake during a real show.
Remember to click Stop (or press Esc) on the show test itself once you're done, otherwise the engine keeps running this test show in the background.
Once you've got the basic mechanics down, you can build richer run-throughs by combining the settings covered above. A few things to try with the project you built in this tutorial:
By combining delays, automatic stops, and per-element fades, you end up with a fully automatic show that runs from start to finish the moment you press Start — exactly like the fireworks show mentioned in the introduction.
Download dmx++ for free for 30 days and work through this tutorial at your own pace.