01
Proposals become visible
Lighting coverage, screen content ratios, projection occlusion, LED-strip rhythm, and main-visual relationships can be discussed directly in one UE view.
a stage lighting and live event visualization toolkit for Unreal Engine,used in UE scenes for lighting previsualization, DMX integration, media preview, special-effect visualization, and project drawing/statistics preparation.
SuperStage brings lighting, screens, projection, LED strips, lasers, drone data visualization, stage structures, and drawing materials into one UE scene so teams can review, align, and identify part of the issues before entering the venue.
Current Version
26H2.0
DMX Planning
Up to 512 Universes
Data Exchange
MVR / GDTF / grandMA
Media / LED / FX
NDI / MADRIX / Laser / Drone
SuperStage connects fixtures, media input, special effects, DMX patching, and documentation into one project workflow so teams can check issues during previsualization and reuse prepared data in external collaboration.
01
Lighting coverage, screen content ratios, projection occlusion, LED-strip rhythm, and main-visual relationships can be discussed directly in one UE view.
02
DMX, Patch Tool, 512-channel grids, conflict prompts, and activity monitoring move address overlap, duplicate Fixture IDs, and Universe planning issues into the previsualization stage.
03
MVR, GDTF, and grandMA workflows let fixture position, orientation, Fixture ID, Universe, Address, and library resources continue into external collaboration.
04
NDI, switcher camera feeds, MADRIX LED strips, screens, projection, and lighting can be judged in one scene for brightness, rhythm, layers, and the main visual.
05
Lighting Cues, NDI video, MADRIX LED-strip animation, laser data, and DroneLink data can enter recording and playback workflows for presentation, comparison, and internal review.
06
SuperCAD uses fixtures, Universes, cables, drawing elements, and statistics from the scene for drawing communication, construction materials, and project archiving.
Clients struggle to read the proposal, and issues surface only after load-in.
Review lighting, screens, stage design, and special effects together in a UE scene instead of relying on imagination.
Fixture positions, angles, beams, colors, and patterns must match the design intent.
Check the relationship between fixtures, scenic elements, screens, projection, and cameras during previsualization.
Fixture ID, Universe, Address, and fixture-library information must be easy to hand over.
Use Patch Tool, MVR / GDTF, and grandMA workflows to reduce repeated entry and manual checks.
Screens, projection, NDI, switcher camera feeds, and LED-strip content need to be judged with lighting.
Bring media input into the same stage scene to review brightness, rhythm, layers, and spatial relationships.
Special effects are often reviewed separately from the ground stage.
Bring laser data and DroneLink / LDLink data into the overall preview.
Drawings, statistics, and review materials still need to be prepared after previsualization.
Let fixtures, Universes, cables, and drawing elements in the scene continue serving delivery work.
SuperStage is not a pile of isolated features. It organizes lighting, DMX, media, special effects, programming, and drawing material into a UE scene that can be reviewed, integrated, and prepared for delivery.
01
Stage Lighting Previsualization
02
DMX Network and Patching
03
Patch Tool
04
MVR / GDTF Data Exchange
05
grandMA Patching Collaboration
06
Media Screens, Projection, and Switcher Input
07
NDI Media Input
08
MADRIX LED-strip Preview
09
Laser Visualization
10
Drone Data Visualization
11
Built-in Console and Show Programming
12
Stage Drawings and Drawing Output
01
Lighting Preview
Place fixtures in a UE scene and review common stage-light behavior such as beams, colors, gobos, framing, prism, strobe, zoom, frost, and pixel control.
Fixture assets support UE scene building, fixture placement, and visual previsualization
Supports dimmer, color, CCT, pan, tilt, zoom, strobe, GOBO, prism, framing, frost, and pixel-control representation
Can be combined with DMX, built-in programming tools, Sequencer, or an external console for show preview
02
Art-Net / sACN
Supports Art-Net and sACN input/output for integration between external consoles, onPC environments, or other DMX senders and the UE scene.
Planning and integration capability for up to 512 DMX Universes
Each Universe follows standard DMX 512-channel planning
Fixture Universe, Address, and Fixture ID management with DMX activity monitoring, address-usage preview, and conflict prompts
03
Patch Workflow
Designed for multi-batch fixture addition and repeated address changes, reducing manual address calculation, repeated naming, and conflict checking.
Starting Universe, Address, and Fixture ID can auto-increment from the current scene state
512-channel grids show address occupation and prompt address overlap or duplicate Fixture IDs
Fixture start addresses can be adjusted by dragging, and names can be organized by project rules
04
Data Exchange
Makes the SuperStage UE scene part of the data flow between design, previsualization, console preparation, and delivery.
Supports importing fixture information from external MVR files
Supports exporting selected fixture position, orientation, Fixture ID, Universe, start address, and related GDTF libraries into MVR
Suitable for sharing fixture position, type, address, and library resources
05
grandMA2 / grandMA3
Addresses the handoff from UE previsualization projects to console preparation through patch-data preparation, import data, and offline delivery workflows.
Reads fixture patch information from the UE scene and organizes import data by fixture type
Works with project fixture-library resources for grandMA2 / grandMA3 patch import
When direct connection is unavailable or offline delivery is required, file-based DMX-to-MA export remains available
06
Screens / Projection
Applies media content to stage screens, projection objects, and virtual monitors so it can be judged together with lighting and stage structures.
Supports NDI video sources, project textures, and switcher camera feeds from the UE scene
Screen carriers, projection objects, and virtual monitors support media preview
Supports common display controls such as brightness, opacity, color, contrast, and texture deformation
07
NDI Workflow
Discovers and selects NDI sources, uses NDI frames for screen or projection content, and supports NDI recording and playback.
26H2.0 optimizes NDI source-list refresh to reduce repeated-scan stutter
The source list uses cache and manual refresh logic
Recording and playback reduce dependence on live NDI sources during demos and reviews
08
LED / Matrix
Connects to the local MADRIX main output preview and applies the output to LED strips, pixel strips, matrix walls, or LED-line carriers.
Preview MADRIX output in the UE scene
Apply MADRIX output to LED-strip or matrix-carrier materials
Supports brightness adjustment and offline playback after recording
09
Pangolin Beyond
Targets Pangolin Beyond related workflows, bringing laser lines, patterns, and recorded content into the UE stage view.
Receives compatible laser point data for visualization in UE
Supports texture-based and procedural-mesh laser representation
Provides multiple built-in laser patterns and supports laser data recording/playback
10
DroneLink / LDLink
Displays drone position, attitude, and light state in stage or event scenes so aerial formations and the ground stage can be reviewed together.
Reads drone position, attitude, and light state from LDLink data streams
Supports conversion from longitude, latitude, and altitude to UE scene coordinates
Supports single-drone and multi-drone visualization and can work with recording/playback workflows
11
Cue / Playback
Provides lighting programming and playback tools inside the UE Editor for organizing fixture states during previsualization, presentation, and review.
Includes fixture table, color selection, presets, groups, Playback, live playback, frame editing, frame presets, layout view, Timecode, and DMX settings workflows
Supports DMX value management from Programmer, Cue, TimecodeCue, Effect, and other sources
Supports Cue, Playback, shortcut, and timeline-related workflows
12
SuperCAD
Extends fixtures, stage objects, and statistics from the preview scene into engineering communication material.
Drawing views overlay stage objects and support fixtures, dimensions, annotations, cables, and title blocks
Provides fixture lists, Universe, power-load, and hanging-point load statistic panels
Supports DXF, PDF, PNG, multi-page PDF, and batch PNG output
Concerts, festivals, theatres, launches, exhibitions, and large events can place proposals, show content, media, special effects, and delivery material into a clearer production rhythm.
01
Clients may struggle to understand the final look from drawings and text.
Build stage, fixtures, screens, projection, and scenic structures in UE for proposal presentations, director communication, and client confirmation.
Real-time preview, screenshots, recordings, render output, and UE scenes
02
Address errors, fixture orientation, and beam behavior often surface on site.
Use DMX, Patch Tool, built-in programming, and visualization to check fixture states earlier.
Checked patch data, DMX recordings, and show preview
03
Screens, projection, NDI, switcher feeds, and MADRIX content are often separated from lighting.
Bring NDI, switcher camera feeds, or MADRIX output into the UE scene for overall visual judgment.
Screen / projection / LED-strip preview scenes and media playback content
04
Previsualization, design, and console teams repeatedly enter fixture position, address, and library data.
Use MVR, GDTF, and grandMA workflows to move the same fixture data into external production environments.
MVR files, GDTF resources, and grandMA patch preparation data
05
Laser, drone, and ground-stage visuals are often reviewed separately.
Bring laser data and DroneLink / LDLink data into the overall stage view for cross-team communication.
Laser recordings, drone visualization content, and integrated preview
06
After previsualization, light plots, statistics, and archive material still need to be prepared separately.
Use SuperCAD to output light plots, construction drawings, statistics, and deliverable drawing files.
DXF, PDF, PNG, fixture lists, Universe statistics, and supporting engineering material
SuperStage connects common live-production networks, files, consoles, media, and delivery workflows into one UE scene. It does not replace every external system.
Art-Net and sACN input/output and integration.
Bring fixture states from external consoles or DMX senders into the UE preview scene.
MVR import/export with GDTF library resources.
Reduce repeated data entry across design, previsualization, and console workflows.
grandMA2 / grandMA3 patch-data preparation, import, and offline delivery.
Make patch information prepared in previsualization easier to move into console preparation.
NDI sources, project textures, and switcher camera feeds.
Let video, switcher feeds, screens, and projection join the overall stage preview.
MADRIX main-output preview and offline playback.
Bring LED strips, matrix walls, and LED-line content into the UE stage scene.
Pangolin Beyond related laser-data visualization.
Review laser effects together with lighting, media, and stage structures.
DroneLink / LDLink data visualization in UE scenes.
Bring drone position, attitude, and light state into the overall stage preview.
DXF, PDF, and PNG file output.
Extend previsualization scenes into project communication, construction, and archive material.
Get SuperStage, watch tutorials, or contact LimxTeam to discuss project licensing, external-system collaboration, and delivery scope.
Version
26H2.0
Release
2026年5月21日
Contact
yunsio@yunsio.com
For real on-site execution, the final basis remains the actual hardware system, professional engineering team, and local regulatory requirements.
External-system version, licensing, network permissions, file compatibility, and site configuration affect the final result.
Large-project rendering depends on Unreal Engine project settings, asset scale, GPU performance, network environment, and site configuration.