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Depence 4

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Installation

The Installer will automatically collect the latest available software version and install it on your system.

Please make sure to connect your USB-License Dongle to your computer BEFORE you start the installation process. Otherwise, the installer will download and install the Demo Version of Depence.

Important: An Internet connection is required during the entire installation process!

Connect to to access the download page of Depence and obtain the latest Software installer:

your Syncronorm account

Depence R4 Documentation

Depence is an unique software application, which combines the design and visualization process with tools to control the real show. The rendering engine of Depence uses latest technologies to simulate multimedia installations with realistic results. With show design becoming more and more complex, utilizing more and more varieties of different elements and media, Depence is the ideal system to control and pre-viz your entire show. All physical and controlling characteristics of the equipment are simulated with real-­time accuracy. Depence eliminates the guess work out of visualizing your designs.

With a clear focus on creating perfectly synchronized multimedia shows, Depence features a user-friendly workflow to program complex shows in a visual timeline environment, combined with a real-time 3D viewer. Powerful automation and logic features in combination with our stand-alone hardware playback servers provide all you need to bring your show to life.

For more info about the product visit

www.syncronorm.com

Getting Started

Start Options

Depence can also be started with command-line arguments. Using these commands, you can enable or disable different options.

Depence.exe -No3D Prevents Depence from starting with the 3D engine. This might be necessary if Depence is used only as a control on a non-graphics-capable laptop.

Depence.exe "C:\DepenceProjects\MyProject\MyProject.depence" Starts Depence and automatically loads the project file specified in quotes.

Depence.exe -FullScreen 0 (Only in combination with loading a project directly) Opens the fullscreen view on the specified monitor (0, 1, 2, n), with 0 being the main monitor where Depence starts.

ll command-line arguments can or must be used in combination.

Example:

Depence.exe "C:\DepenceProjects\MyProject\MyProject.depence" -FullScreen 0 Opens the project and displays it in fullscreen on the main monitor.

Projects

The Depence installer will automatically create a "Depence_Data" folder in your Windows Documents folder.

This folder is intended to store all your Depence Projects. This folder location can be changed from Application Settings > Globals > User Work Path.

Depence will create a new sub-folder for each project including all used resources. The Software will not link to files on your disk.

This makes it easy to share projects with other computers.

When sharing a project with others, always copy or zip the entire project folder and not only the project.depence file!

System Requirements

The necessary system performance depends on the size of the project you are working on. While Depence is a graphically intense software, the graphics hardware is of course one of the most important components. Depence also takes advantage of multi-core CPUs.

Minimum System Requirements

  • Microsoft® Windows® 10/11 64-Bit

  • CPU's with high single thread performance

  • 16 GB RAM

  • Dedicated gaming graphic card with min 6GB VRAM

  • One free USB port for USB-License Dongle

Recommended System

  • Microsoft® Windows® 11 64-Bit

  • Intel i9-13900K or AMD Ryzen 9 7950X

  • 64 GB RAM

  • NVIDIA RTX4080, RTX4090 or latest

  • One free USB port for USB-License Dongle

  • Fast SSD Drive

Internet access is required for the initial installation and for the automatic asset library & software updates.

Depence on Mac (ARM CPUs)

Since Depence R4 and Windows 11 version 24H2, it is possible to install and run Depence on a machine with an ARM CPU. This also includes Apple computers with Apple Silicon using Parallels Desktop with latest Windows 11 ARM.

This is currently in an experimental state! Crashes or poor performance may occur!

Graphics Hardware

Since Depence is a graphically intense software, it requires a powerful graphic card. In case your computer has more than one graphic adapter installed (which is often the case on laptops), you need to make sure that Depence will run on the most powerful card installed.

On NVIDIA-based systems, you can select the "default" graphics hardware within the NVIDIA system configuration.

Please keep your graphic card drivers always up-to-date.

Monitor Refresh rate

The Depence render window always tries to render at the same framerate (fps) as your monitor refresh rate. This synchronization is called V-Sync. Usual monitors are working with a 60Hz refresh rate but modern gaming monitors and even gaming laptop screens are more and more shipped with high-frequency monitors with 120, 140, or even 200 Hz.

That means on a 140Hz Screen, the V-Sync tries to match Depence's frame rate to 140fps.

While this improves the subjective smoothness of animations, it drastically stresses your hardware. This results in GPU overheating/throttling and low battery life on laptops.

Therefore Depence has a feature called Frame-Limiter, which can limit the fps to a specific value. You can apply a frame limiter in the Application Settings or by a click on the framerate in the window's status bar:

Update

Software and Asset library updates can only be detected and applied while your computer is connected to the Internet.

If an update is available, a notification will be displayed on the top right of the Depence homepage:

Simply click the update you would like to run, and follow the instructions.

Workspaces

All Depence windows are placed in flexible and customizable workspaces.

Workspaces

Default workspaces are Construction, Show Control, Animation and Hardware. Each workspace will show up and align in the required windows in the most effective way.

Arrange windows

Each window can be dragged into other windows or be extracted as a floating window, to be used on multi-screen monitor setups:

A floating window remembers its position. Double-click on the window title to toggle the floating mode!

To store your changes on the current workspace go to: Windows > Workspace > Save Workspace.

Reset to default To reset a workspace to the default setup, go to Windows > Workspace > Reset to default.

Program Overview

Windows

Intention and functionality of the most important windows:

Project View This window contains the rendering views as well as all 3D editor functionality.

CAD View The CAD View window is a second render-view in form of a wireframe view of your current scene.

Library The Library window provides access to the installed asset library. Here you can find all fixtures, materials, and models.

Settings The Settings window is one of the most important windows in Depence. It shows the settings of the currently selected object. This can be a fixture or a scene within the timeline.

Tool Once a tool is selected, most have specific settings, which can be adjusted here.

Repository The Repository window contains all show-programming related objects like Shows, Scenes, and more.

Programmer By using the programmer you can change the values of currently selected fixtures and finally create scenes for the repository or a timeline show.

Selection Groups This window will show up all fixture selections.

Patching The Patching window shows all patched fixtures on all universes.

Fixture Manager

DMX-View The DMX-View shows real-time information about the current DMX-buffer

Show Sequencer This tool contains the show timeline to create and edit your shows.

Transformation

3D-Hierarchy This window displays the 3D Scene-graph organization of your project. More information in .

The window allows managing, viewing, and exporting information about the project's fixtures.

Layer The Layer window provides access to all 3D layers. More information in .

This Transformation window shows the current selection transformation. More information in .

Scene Graph & Grouping
Fixture Manager
Layers
Transformation

Supported File Formats

Supported 3D-Model Import Formats

3D-Format

File extension

Recommended

Known Limitations

Collada

*.dae

✔

3D Studio Max 3DS

*.3ds

  • Texture file names are limited to 8 characters

  • No normals are stored

Sketchup 2019

*.skp

✔

Wavefront Object

*.obj

✔

Autocad DXF

*.dxf

  • Only 2D

  • Under development

LightWave Model

*.lwo, *.lws

DirectX 3D mesh

*.x

Stereolithography

*.stl

AC3D

*.ac

3D Studio Max ASE

*.ase

Autodesk FBX

*.fbx

✔

Camera & Navigation

The Camera in Depence is optimized to be easily navigated through bigger scenes or even rotate around a specific object.

Focus & Zoom

Focus your camera at the point of interest and use your Scroll-Wheel on your mouse to zoom in or out.

Rotate

To rotate your camera around your focused point hold ALT and your left mouse button or the middle mouse button/scroll wheel. The Camera will try to rotate around the intersection point of your scene. If no intersection is found (e.g. when clicking on the sky) the camera will rotate around itself.

Move

To move your camera in view-space hold your right mouse button while moving the mouse.

Limited Picking distance

The editor limits the distance to an intersection point, which is too far away, to prevent accidental movements by default. However, in some cases, like in terrain sculpting or Fireworks, it might be required to disable this limit. Therefore go to the View-Menu and disable "Limit Pick Distance" in the camera menu.

Shortcuts

General

CTRL+N

New Project

CTRL+S

Save Project

CTRL+ALT+SHIFT+O

Open Project

CTRL+Z

Undo

CTRL+SHIFT+Z

Redo

CTRL+U

Selection Undo

CTRL+SHIFT+U

Selection Redo

CTRL+DEL

Delete Objects

CTRL+D

Duplicate Objects

CTRL+G

Group Objects

CTRL+SHIFT+G

Ungroup

CTRL+P

Autopatch selected Fixtures

CTRL+SHIFT+D

Auto Connect Dependencies

ALT+SHIFT+D

Disconnect Dependencies

3D Editor

CTRL+(F1...F12)

Store current Camera Position to F-Key

F1...F12

Jump to saved Camera Position

CTRL+Move

Duplicate selection

CTRL+SHIFT+Click

Directly select the last object in hierarchy

O

Zoom Camera to selection

CTRL+E, E

Move Tool

CTRL+R, R

Rotate Tool

CTRL+T, T

Scale Tool

ESC

Exit Tool or Group and deselect

CTRL+W, W

Toggle Worldspace/Objectspace

L

Toggle Live-Mode

ALT+Move

Move object without Snapping

SHIFT+Move

Lock on Axis

F+Click

Focus selected fixtures & Camera Objects to the mouse position

Show Sequencer

ALT+Mouse Wheel

Zoom

Mouse Wheel

Scrolling up & down

SHIFT+Mouse Wheel

Change Track Sizes

Spacebar or Enter

Play / Stop

NumPad 0

Jump to Sequence Start

NumPad 1

Jump to Loop Region - Left Locator

CTRL+L

Toggle Loop Region On / Off

CTRL+Move EventBlock

Duplicate selected Blocks and move to a new Position

Middle Mouse Button + Move left / right

Move EventBlock Area

Construction

Render Views

Depence comes with two render modes, "Photo Realistic" and "CAD View". Within the Render Window Menu, you can change the current mode by using the "Display" menu item. Please note that only one "Photo Realistic" view can be activated at a time.

Live-Mode

Each Render View has a Live-Mode button, which enables a non-editable mode in the currently active editor. This is perfect for show programming. If the live-mode is active, only fixtures can be selected.

Supported Image / Texture Formats

Image Format

File extension

Recommended

Notes

JPEG-Image

*.jpg

✔

Bitmap 8-bit

*.bmp

✔

PNG

*.png

✔

DDS

*.dds

✔

Targa

*.tga

✔

OpenEXR

*.exr

✔

HDR Image format

HDR Image

*.hdr

✔

HDR Image format

Background Image

The CAD-View offers the possibility to add a background image in the correct scaling, which can help while working on a specific plan. To add a background image, follow these steps:

  1. Click on the Settings menu item in the CAD-View Window.

  2. Within the Settings Window you can see the Settings of this CAD-View.

  3. Load your image via the Background Image property.

Auto-Fit Background Image

To scale your image to the right size, you can easily pick a distance and center on the image and it will stretch the background image accordingly.

  1. Within the CAD-View Menu > Display > Fit Background Image.

  2. Pick a known distance for your image (this might be any scaling info).

  3. Now enter the correct distance.

  4. Pick the center.

Fixture Manager

The Fixture Manager window allows managing, viewing, and exporting information about the project's fixtures.

Access Fixture Manager

The Fixture Manager window can be accessed through Windows > Fixture Manager.

Window detail

The Fixture Manager window displays the information of the fixture's project inside a table, which can be filtered, sorted, customized, and exported.

Fixture selection

If needed, you can restrict the fixtures displayed in the table by using Selection > Show Selected Fixtures Only.

Table layout

Per default, only a few columns are displayed. Right-click on a column header > Column Chooser to show/hide the desired column.

From the Customization panel, double click or drag and drop the desired column to add it into the table.

You can save your layout and import it later on, if needed, through the File menu > Load/Save Layout:

Export Table

The table can be exported as CSV through the File menu > Export Table:

Please note that only shown columns will be exported. If a piece of information is missing, add the column to the table first.

Fixture management

Like its name, you can manage your fixture directly from this window to

  • Assign Fixture IDs

  • Change Patch information

  • Assign Laser Sources

  • Add a description

  • Etc. ...

Several tools are available to update your fixtures:

Auto Backup

Depence has a feature to frequently save your project as a backup automatically.

For this purpose, you will find the information "Backup Off" or "Backup On" in the lower status bar. You can click on this label to change the status from Backup Off to Backup On.

When a backup is executed, another subfolder "Backup" is automatically created in the project folder and the current project status is saved there.

You can set the options for the interval and the lead time at which a backup is to be created in the Application Settings.

Before the system creates a backup, a countdown dialogue appears in which you can cancel the process with "Cancel" or carry out the backup process again with "Save". You can change the settings with "Setup".

Quad View

The Quad View will split the view into four views, which can be configured independently.

My account - Download page
Update available!
Construction workspace
Drag a window
The window is moved
Save Workspace
Reset to default
Windows > Fixture Manager
Fixture Manager window
Column Chooser
Fixture Manager > Tools

To open the Quad View click the Quad View button on the top right corner of your Render View.

Within the camera menu, you can change the current perspective as well as the projection mode. To switch your view to full screen click on the Quad View icon.

Scene Graph & Grouping

All 3D objects within the project are stored in a hierarchic tree structure called Scene Graph. That means that each object inherits the position, rotation, and scale values from its parent object. All child objects will be always relative to their parent. Therefore, Dynamic objects like Motors also can manipulate their child's relative positions.

Terminology

Object-Space

A position or rotation in object space means that it might be relative to their parents.

World-Space

3D Hierarchy

Object hierarchy position

The hierarchy position of an object can be changed by dragging an object within the 3D Hierarchy window.

By default, the object's World-Space position won’t be changed, because it will calculate a new relative position depending on the new parent Object.

By holding the ALT-Key while dropping the object, it will keep the original relative position (Object-Space position)

This is the absolute position or rotation in world coordinates.

More information about the position is explained within the .

Transformation editor tools

Group Objects

When grouping objects, child objects will be assigned to all objects of a single group-object. This will help to organize your scene. Once you have selected more than one object, you can use CTRL+G, right-click > Group Objects, or from the Edit menu:

Selecting within Groups

Once objects are grouped, their child objects can't be selected as usual with a single click. Therefore the editor can "jump" into each level of grouping to still be able to change children of groups. A simple double-click on a grouped object will open the group and disable all other items outside the group.

The orange highlighted editor will indicate that you are within a group. Use the ESC Key on your keyboard to leave the group.

Object Extensions

All objects, 3D-Models, Fixtures, Lights, etc... have several properties for their specific requirements. An Extension can add further functionality and settings to an object.

This also allows us to add more tools and features without touching and overloading existing objects.

Add an Extension

To add an extension to any object, right-click on the tab bar within the Settings window and choose Add Extension.

Edit > Group selected
Add Extension feature can be conveniently accessed through a right-click from the object's settings

Spline Arrange

Step by Step

This Extension can be used on to make non-destructive arrangements on a .

Draw or create a :

Apply the Spline-Arrange Extension (right click on object settings)

Add multiple objects as children under the object: (drag and drop from 3DHierarchy)

Now all child objects of the will always follow the path of the spline according to the extension settings:

Default Spline Arrange settings
Custom Spline Arrange settings
Spline-Objects
spline
spline
spline
spline
spline

3D Hierarchy Filters

On a scene graph, it is important to be able to retrieve the object quickly and easily. For that purpose, filters are available in the 3D Hierarchy window:

Location

Several filters are available, from the simplest to the more advanced ones.

Classical

The simplest one is directly accessible when hovering over the "Name" through the filter icon:

This filter already provides several basic filters type:

Others

Right-clicking the "Name" label provides access to other filters of the 3D Hierarchy:

E.g. the "Auto Filter Row":

Advanced filter

More advanced filters are available within the "Filter Editor", allowing you to create a block of a filter with advanced conditions:

3D Hierarchy filtered to only display objects name containing "sparks"
Filter icon in the "Name" label
3D Hierarchy filters to display only "Sharpy" objects
Right-Click on "Name"
Auto Filter row

Reflector

The Reflector extension empowers you to configure reflection settings on a mesh, enabling both planar reflections and bounce lighting effects:

Planar Reflection

This option enables a reflection plane, which renders the entire scene again from a mirrored perspective and mapped onto the surface. This creates a realistic reflection effect.

This only works on flat and even surfaces

Fresnel

The Fresnel value restricts the visibility of the reflection based on the viewing angle relative to the surface.

Planar Bias

This value creates a small bias offset to avoid z-fighting and flickering in far distances

Planar Offset

The reflection axis is aligned with the origin of the 3D model object. When applying planar reflection, for example, on a cube, the reflection axis can be adjusted using the planar offset.

Planar Roughness Offset

The planar reflection is blurred based on the material's roughness. This behavior is not always desired and can be adjusted here without modifying the material itself.

Bounce Lights

With this option, it is possible for a light beam or laser to be reflected. This can be enabled separately for spotlights and lasers.

This option creates an additional light source for each reflector. This can be very performance-intensive!

For bounce lights to work, the shadow quality must be set higher than Low! Also the Cast-Shadow option of the model itself must be active.

Multi-Bounces

Multiple Bounces are only possibe for Lasers (no projections). To enable this, select the Laser-Fixture and look for the child "Laser" object. Here you will find the properties "Max Reflection Bounces" and "Trace Reflections". These define when and how much bounces are supported. Max 4 are allowed.

Limitations

  • Bounce lights do not trace shadows.

  • Objects positioned between the light source and the mirror block the direct light cone but still emit a bounce light.

  • Multi-bounces are only possible with lasers (beam only)

  • This only works on flat surfaces

Depending Visibility

This Extension controls the visibility of its object. This can be used to make multiple LOD (Level-Of-Detail) Models while making its visibility depending on the distance to the camera or to disable certain parts of a scene depending on a current Quality setting.

Add Extension > Render > Reflector
Planar Reflection settings
Example Material: Diffuse Color (0,0,0), Metalness 100%, Roughness 0% -- Fresnel 1,7x
Bounce Light settings

Layers

Depence comes with a hierarchical layer structure, which can have layers being children of other layers. Especially for bigger projects, layers are required to temporarily hide or lock parts of your scene.

Layer Management

Add new Layer

Click on Add new Layer button to create a new layer. The Edit Layer window opens:

To select the layer color you want, maintain a left-click and in the color rectangle and select your color:

Display current Object Layer

To find the layer associated to an object, select your object, right-click and choose Move to Layer, the current selected layer is where the object is linked:

Multi-selection is not supported to display the layer

Move Object to Layer

To move an object to a different layer, select the object(s), right-click and choose Move to Layer:

A second way is to right-click on the target layer and choose Move selected, which will put all selected objects into this layer.

Delete selected Layer

Select the layer to delete, and click on Delete selected Layer:

Layer Parameters

Each layer has 5 parameters:

  • Color: Layer color (defined at creation)

  • Name: Layer name (defined at creation)

  • A - Active: Current active layer

  • V - Visible: Visibility of the layer (children layer inherit from it)

  • S - Solo: Only Solo layer is visible (children layer inherit from it)

  • L - Lock: Allow or lock modification of the layer (children layer inherit from it)

Color & Name

The layer color can be helpful to organize e.g. fixture or object types.

The CAD view will also draw fixtures in layer color:

Active

Once you add a new object to your scene it will be automatically linked to the currently active layer:

To change the current active layer, click in the A column of the layer you want.

Visible

The visible parameter can be used to quickly hide layer(s) we don't need:

Solo

The Solo parameter can be used to "Solo" a layer.

It is useful to restrict the visibility of all layers except the solo one:

Lock

When a layer is locked it can not be selected or either modified.

Move Objects

The Move Pivot tool translates/moves the positions of the objects. Furthermore, it can contain pick-points to change specific object properties depending on the object type.

To move an object on a specific axis, click on one of the arrows and move your mouse. Using the Plane movers you can move the object on two axes at the same time.

Raster Move

Holding the SHIFT key on your keyboard while moving, the object will snap in a 10cm grid.

Duplicate on Move

While holding the CTRL key and moving the object, it will automatically create a copy of your selection.

Layer color selection
Layer of the current selected object is "Sharpy"
Right-click > Move to Layer
Move selected from Layer
Delete selected Layer

Layer Color & Name can be changed at any time by double clicking on the layer to be updated. The Edit Layer window will appear (see ).

Layer color are visible in CAD View
Layer Truss is the current active layer.
All layer except "Fixtures" are hidden
Only layer "Fixtures" is visible
Selection with lock active on specific layer
As result, the locked layer are not selected

Shortcuts: CTRL+E or E

Add new Layer

Editor Tools

The Editor consists of multiple tools to manipulate objects. You can select the tool from the left Toolbar visible in the Construction Workspace or in the Main menu under "Tools". The ESC-Key on your keyboard will always exit the current tool and activate the Move-Tool as a default tool.

Rotate Objects

The Rotation tool can rotate your objects on a specific axis.

To rotate the selection, click on one of the rotation axes on the gimbal and move your mouse around the object.

Raster

Hold the SHIFT Key while rotating, to snap to a 5° raster.

Shortcuts: CTRL+R or R

Transformation

The transformation window displays the current transformation applied on your selection, relative to its parent (if any, else relative to the World Space). This is called Object-Space transformation.

It can be used to position with precision objects (or to correct a position).

Relative positioning

The transformation window displays the relative transformation of your selection within its parent. (also known as Object-Space)

This means the transformation window allows you to control the position of the selected object within its parent and not the global transformation from the World Space.

Usage

The transformation is made of translation and rotation along 3 axes (X, Y, Z), where each of the axes can be adjusted by entering a value and clicking the "Apply" button.

Position

To adjust the translation position from the transformation window, set the X, Y, or Z position value as needed:

Rotation

To adjust the rotation angle from the transformation window, you can either:

  • Set the desired value and press the "Apply" button,

  • Or click on the square button to apply 45° increment.

    • Left click to rotate clockwise (CW).

    • Right click to rotate counterclockwise (CCW).

Size

An additional Size parameter is available to adjust the scale of the selected object (where 2 means 2 times bigger and 0.5 means 2 times smaller).

Reset

To reset each type of transformation, double click on "Position", "Rotation" and/or "Size".

Apply the reset by clicking the "Apply" button.

Cancel

Until you click on the "Apply" button, new transformation values are not applied.

To cancel the update, select another object (from any view or 3D hierarchy).

Unit

If needed, you can change the current value unit. Right-click on the value to select another unit:

Note: the units displayed depend on your Depence preference.

Selection

The Selection Tool can also be used via left mouse button while the Move-Tool is active.

Each object can be selected with a single click, by using the left mouse button. By holding the left mouse button you can draw a selection rectangle to select all objects within that area. Hold CTRL or SHIFT key to add further selections.

Transformation window
The group father is positioned at 40cm on Y (height)
The first Geyser P7 is positioned at -50cm on X, within its parent. Position from World Space is 40cm on Y (inherit from its parent) and -50cm on X (inherit from itself)
2 fixtures, where position is set manually to X -50cm and X +50cm
Applying 45° increment on Y axis
Size transformation
A double click on "'Rotation" resets axis rotation to 0
Unit change on the position for the X axis
Imperials unit

Draw a Spline

With the free-form spline tool you can draw a spline with your mouse directly within the viewport. Activate the tool in the left toolbar.

Use your left mouse button to add a new point to the spline. Hovering over an existing point moves the point. A Right-click on the spline allows you to insert and delete points.

The spline color indicates the beginning and end of the spline. It starts from blue and changes to white.

To edit an existing spline, select it and run the free-form spline tool.

Spline Properties (Settings Window)

Build Orientation

This will be automatically set, depending on which view (top, left..) you use to build the spline. This is important for arrangement.

Closed

Will close the spline from the first to the last point.

Interpolation

Linear or cubic interpolation mode.

Invert Direction

Inverse the order of points. This also has an effect on arrangements.

Symmetric

This will create a horizontal symmetric form.

Splines

Depence offers several manual and procedural spline objects, which can be used to fast arrange objects in any shape.

The spline color indicates its direction, from blue to white
Splines are available within the Tools menu

CAD Editor Snapping

The CAD Editor Snapping feature, introduced from Depence R4, enables effortless and precise object alignment and snapping:

This tool is exclusively available when using one of the predefined views:

Shortcuts

Holding the SHIFT or ALT key while dragging an object offers additional control:

Move of a fixture around an object with mid-point detection and auto-measures in CAD View
Move of a multi-selection in Realistic view
Predefined view: Left, Right, Front, etc ...

SHIFT

Locking the translation axis

ALT

Disabling the snap feature

Circle Spline

This tool will draw a circle or ellipse spline. Select the Circle Spline tool on the left toolbar.

  1. Click and hold your left mouse button for the first point.

  2. Move your mouse to extend the circle.

  3. Release the mouse button to create the spline.

Hold CTRL to keep the center on the first position you have clicked. Hold SHIFT to lock Radius X and Y to create a perfect circle.

Circle Spline Properties

Ellipse

Sets & locks Radius and RadiusY at the same value.

Min / Max Angle

Defines the start and end angle of the circle.

Point Count

Amount of interpolation points.

Radius

Horizontal Radius.

RadiusY

Vertical Radius.

Nurbs

Usage

To add a nurbs feature from the 3D Hierarchy, click on "Add" and select your feature:

Sweep nurbs

Its radius can be adjusted through the dimension properties.

Extrude nurbs

Its depth can be adjusted through the dimension properties.

Nurbs are features that generate 3D geometry from .

Example of Nurbs
Nurbs features

All nurbs features require a spline to generate 3D geometry. The must be a child of the nurbs:

Sweep Nurbs

Sweep nurbs will create tubes around the :

Sweep Nurbs - Settings

Extrude nurbs will extrude the vertically to generate a volume:

Extrude nurbs - Settings
splines
spline
spline
spline

Rectangle Spline

This tool will draw a rectangular spline. Select the Rectangular Spline tool on the left toolbar.

  1. Click and hold your left mouse button for the first point.

  2. Move your mouse to extend the rectangle.

  3. Release the mouse button to create the spline.

Hold CTRL to keep the center on the first position you have clicked. Hold SHIFT to lock width and height to create a square.

Rectangle Spline Properties

Height

Rectangle Height.

Width

Rectangle Width.

Star Spline

This tool will draw a Star spline. Select the Star Spline tool on the left toolbar.

  1. Click and hold your left mouse button for the first point.

  2. Move your mouse to extend the star.

  3. Release the mouse button to create the spline.

Hold CTRL to keep the center on the first position you have clicked.

Star Spline Properties

Inner Radius

Defines the inner radius of the Star.

Outer Radius

Defines the outer radius of the Star.

Points

Amount of edges.

Twist

Axially rotates the edges.

Formular Spline

This tool will create a formular spline. Select the Formular Spline tool on the left toolbar.

  1. Click with your left mouse button on the position where the spline should be centered.

  2. Depence will create the Spline on this position.

Formular Spline Properties

Available operators and functions

Examples

Hyperbolic Spiral

X(t) = (100 * Cos(t * PI)) / t Y(t) = 0.0 Z(t) = (100 * Sin(t*PI)) / t t-Min = 1.0 t-Max = 5.0 Samples = 50

Epizycloide

X(t) = (90 +30) * Cos(t * PI) - 40 * Cos(((90 + 30) / 30) * t * PI) Y(t) = 0.0 Z(t) = (90 + 30) * Sin(t * PI) - 40 * Sin(((90 + 30) / 30) * t * PI) t-Min = 1.0 t-Max = 3.0 Samples = 65

Rect

X(t) = 100 * t Y(t) = 0.0 Z(t) = if(t % 1.0 > 0.5, 0.0, 100.0) t-Min = 0.0 t-Max = 5.0 Samples = 80

x(t), y(t), z(t)

Equations on (t) for each Axis.

t-Min, t-Max

Specified the definition range.

Samples

Amount of interpolation points.

+ - * / ( ) %

Basic mathematical operators.

Abs(a)

Returns the absolute value of a specified number.

Acos(a)

Returns the angle whose cosine is the specified number.

Asin(a)

Returns the angle whose sine is the specified number.

Atan(a)

Returns the angle whose tangent is the specified number.

Ceiling(a)

Returns the smallest integer greater or equal to the specified number.

Cos(a)

Returns the cosine of the specified angle.

Exp(a)

Returns e raised to the specified power.

Floor(a)

Returns the largest integer less than or equal to the specified number.

Log(a, b)

Returns the logarithm of the specified number.

Log10(a)

Returns the base 10 logarithm of a specified number.

Max(a, b)

Returns the larger of two specified numbers.

Min(a, b)

Returns the smaller of two numbers.

Pow(a, b)

Returns a specified number raised to the specified power.

Round(a)

Rounds a value to the nearest integer or specified number of decimal places.

Sign(a)

Returns a value indicating the sign of a number.

Sin(a)

Returns the sine of the specified angle.

Sqrt(a)

Returns the square root of a specified number.

Tan(a)

Returns the tangent of the specified angle.

Truncate(a)

Calculates the integral part of a number.

if(condition, true-part, false-part)

Returns a value based on a condition Example: if(t > 0, 50, -50)

Add Fixtures and Objects

Depence offers several ways to place objects into your scene. The most common way is using Drag & Drop.

Once you have selected a fixture you can select the DMX mode and number of fixtures, then just pick the item and drag it into your 3D-World. If you have chosen an amount of more than 1 and drag over a spline object, the software will offer you to align the new objects on this spline after the drop.

Fixture Hang Tool

The Fixture Hang tool allows you to add multiple fixture types directly on truss pipes or splines within a single action.

  1. Select pipes or splines with your left mouse button (hold CTRL for multi-selection).

  1. Drop your fixtures from the library into the Hang Tool.

Hang Tool Settings:

Count

Total Amount of fixtures (or per element).

Spline From/To

Limits the arrangement (if not per element).

Element Limit

Limits the arrangement per element (useful to keep fixtures on trusses).

Rotation

Rotation offset in addition to current spline rotation.

To create and auto-patch the fixtures click on Create. If you hang fixtures on trusses, the fixtures will automatically be grouped with the truss group.

Note: Fixture Hang Tool only works with native Depence Trusses & .

Splines

Connect Dependencies

Dependencies are logically connected between fixtures. These can share information on water (pressure, flow rate, etc), lighting or power. Dependencies are elemental, especially for fountain devices.

A classic example: Nozzles connected to valves, which are further connected to a water distributor, which gets finally powered by one or more pumps.

In general, there are two types of fixtures:

Active Fixtures: All fixtures, which are delivering information and are usually DMX controlled like pumps or valves.

Passive Fixtures: All fixtures, which do only have dependency connectors waiting for an input signal. Like nozzles.

Passive fixtures, which are added to the scene, will always simulate input of 100% until they get connected to an active fixture. For example, a nozzle fixture will emit water even if it's not connected to a pump. This behavior makes the scene-building process easier.

Distributors

Most fixtures only have one connector by default, e.g. a nozzle only has a single input connector and a pump has one output connector. Furthermore, some fixtures like valves have one input and one output connector. Once you need to connect e.g. two nozzles to a single pump, you would need a Distributor Fixture in between. A distributor is a virtual fixture, which automatically increments its input and outputs once a connection is established. To add a distributor right-click on the viewport and click on Add Distributor.

Following are three examples of how to use the Distributor:

Several Nozzles on a single Pump

Nozzles with Valves connected to one pump

Several nozzles powered by two pumps

Manual Connect

To manually connect fixtures with Dependencies please pay attention to the following rule: Connect Passive Fixture > to > Active Fixture.

  1. Select the passive fixture (e.g. nozzle).

  2. Click and hold your left mouse button on the Connect icon next to the passive fixture.

  3. Drag your mouse over the active fixture until it gets highlighted.

  4. Releasing your mouse button will connect the fixtures.

Auto Connect

Once you need to connect multiple fixture pairs it can be time-consuming to do this manually one by one. You may use the auto connection function instead. It automatically searches for open connectors and tries to connect fixtures one by one. Please note that this feature cannot automatically connect a whole setup. It always requires the same amount of active and passive fixtures to work correctly.

To automatically connect your fixtures do as follows:

  1. Select your Active and Passive Fixtures.

  2. Right Click > Autoconnect.

Disconnect

To disconnect all connectors on fixtures, select the fixtures right-click > Disconnect.

Terrain

The Depence rendering engine offers real-time tessellated terrain sculpturing and atmosphere scattering to render realistic outdoor scenes. To create terrain and an atmosphere click on Main Menu > Objects > Create Environment.

This will automatically add a terrain and atmosphere object to your scene.

Terrain Sculpting Tool

The Terrain Sculpting Tool allows you to manipulate the terrain surface with your mouse by simply drawing on it. Activate the Tool on the left toolbar.

The Tool offers 5 different modes:

Lowering Tool:

This tool will pull down the terrain depending on the options and limits.

Rising Tool:

This tool will rise the terrain depending on the options and limits.

Uneven Tool:

This tool will randomly uneven the terrain depending on the options and limits.

Smooth Tool:

This tool will smooth all uneven ground in a given radius depending on the options and limits.

Flatten Tool:

This tool will pick the height of the position you click and create a flat area on this height.

Tool Settings

Tool Radius

Changes the radius of the tool itself.

Strength

Defines the intensity and power of each draw cycle.

Hardness

Defines the hardness/softness edges of the brush.

Height Limits

These limits can be used to make sure not to operate below or above a specific height.

Loading a Heightmap

Heightmaps are grayscale images defining a terrain structure by its white value where black is the lowest and white the highest point on the map. Various heightmaps are available on the web and can also be exported from programs like Google Earth. It is recommended to use power of two images sized like (1024x1024, 2048x2048..).

Simply draw on the terrain using the left mouse button.

Terrain Mass Placement Tool

The Terrain Mass Placement Tool allows you to "draw" 3D Models onto the terrain surface. This can be used to easily spread vegetation on the terrain. Activate the tool on the left toolbar.

The tool can hold multiple 3D models, which can be added by drag & drop from the library window.

Tool Properties

Tool Radius

The area to place models.

Distance

The minimum distance between models.

Number

The number of models placed per cycle.

Randomize

Randomization factors of Size & Rotation.

Each model placed with this tool will automatically snap on the terrain, even if this will be changed later on using the Sculpting Tool.

Place the models by drawing with your left mouse button.

Crowds

To render big crowds of people Depence has a so called MassCrowd Object, which procedurally places random instances of animated characters.

Add new Mass-Crowd

In the library window, navigate to Models > Peoples > Crowd then select and drag a Crowd-Object into the Scene.

You can select the crowd over this gizmo icon.

Note that this object is optimized to render thousands of instances, but having multiple MassCrowd objects in one scene can increase memory requirements and loading time a lot! Instead of using several objects, try to use empty - NoGo Areas.

Empty - NoGo Areas

The Crowd instances are distributed depending on the current settings. The empty areas can be used to keep specific regions empty. This can be around stages or other scene elements.

Create Empty regions

The crowd-object can use the axis-aligned bounding box of any object to cull out the instances.

Step by step

  1. In the 3D-Hierachy window > Add > 3D-Object > Cube

  2. Select the Crowd Object and in its Settings click on "Empty Areas ..."

Focus Object

The focus object allows you to define another object in the scene as a focus point, where all crowd instances will look at. The focus object can be any object type, f.e. a Generic > Group Object

NOTE: The crowd focus doesn't update in realtime when the focus object is moved by keyframes.

Place and size the cube to define the empty area (note: the cube shall be in clash with the floor to be detected as NoGo area)

Drag the Cube object from the 3D-Hierarchy in the Dialog box

Select the Cube again and set the Visible property to false

After updating the Cube's transformation, click on Crowd settings "Refresh" button to refresh the empty area

Terrain Painting Tool

The terrain in Depence offers up to 8 layers to paint any material on. Each layer can be drawn individually. Activate the tool on the left toolbar.

Layer

The first layer is a procedural grass layer by default, containing several grass textures, which will be blended automatically depending on the distance to the camera. To add a new layer simply Drag & Drop a material from the library into the tool next to the grass layer.

The selected layer is always active for painting with your mouse, using the left mouse button.

This toolbar defines the current mode of your brush. It can paint, erase or use a brush pattern.

Tool Radius

Changes the radius of the tool itself.

Strength

Defines the intensity and power of each draw cycle.

Hardness

Defines the hardness/softness of the edges of the brush.

Layer Properties

Color Mix

This will multiply the diffuse texture color with a given color.

Grass Layer

Active on first grass-layer by default. Only one layer can be grass.

Roughness

A roughness multiplier on the material.

Scale

Scales the UV mapping for this layer.

Min/Max Angle

Limits the visibility depending on the surface normal. This can be used on a filled layer e.g. to show stones/cliffs on steep angles.

Min/Max Height

Limits the visibility depending on the height.

Texture Diffuse

Can load a custom texture for the Diffuse Channel. Automatically filled by the dropped material.

Texture Normal

Can load a custom texture for the Normal Channel. Automatically filled by the dropped material.

Select the layer to edit and simply draw with your left mouse button

Atmosphere

The Atmosphere object will automatically be added to your scene along with the terrain object after clicking on Objects > "Create Environment". The atmosphere simulates the sunlight & shadows along with atmospheric scattering depending on the sun's position.

To adjust the sun's position click on the Lighting Icon on the left side of the viewport.

The first control element changes the direction while the second defines the height of the sun.

To get fine sun height control, move your mouse far away after clicking and holding the mouse button on the sun.

The farthest is your cursor, the finest is the control.

The preset buttons on the right can be used to store a specific position. To store a position on a preset button hold your CTRL-Key while clicking on a button.

Custom Map

From the Atmosphere Settings > Custom Map, you can import your own map:

Light settings may be tuned to match your custom map

Tips & Tricks for 3D modeling

While Depence is a real-time 3D application it is essential to create and import 3D models, which are optimized for real-time rendering. Otherwise, a lot of performance will be used to just render the models instead of focusing on the main parts like lighting and physics simulation. For a better workflow, follow these guidelines:

  • Polygon count

    • Always keeps your 3D-Models as clean as possible to reduce the number of polygons as much as possible. A bigger scene should never exceed 3-4mio polygons.

    • Make sure you remove unnecessary and nearly invisible parts like small holes, screws, etc.

    • Merge and optimize your models as much as possible.

  • Normals

    • Make sure that surface normals and the winding order of all polygons are correct.

  • UV Coordinates

    • If you want to apply textures in Depence later on, all UV coordinates must be correct. Therefore, it can be helpful to always attach a test texture on your meshes, to see if your current mapping is correct.

  • Texture Dimensions

    • Always keep texture dimensions as low as necessary. Always note that a 4K texture resolution is not needed, as your viewport and camera projection will limit the final visible resolution. Always consider texture sizes of 1024x1024 or 2048x2048.

    • Use the power of two texture dimensions. Especially when enabling texture compression, these algorithms won't work correctly, if the texture dimensions are any different.

HDR custom map applied to change the atmosphere background

Import 3D Models

Import

Scale Factor:

Unfortunately, most 3D file formats do not include information about used measurements, which means that the scale of the 3D models is up to the exporting software and chosen scale factor. Depence uses centimeter as default which means that 1 unit within the 3D file is measured as 1 centimeter in world coordinates. Once your 3D models are scaled or exported differently, you can use this scale factor to change the size accordingly.

Sort by:

Materials - The Importer will sort and merge all meshes by their bound material. This is the most efficient way for real-time rendering and makes material replacement easier. Hierarchy - This will preserve the contained scene graph structure and imports it directly mesh by mesh. This is helpful if you want to keep groups and objects for later editing. However, regarding larger files, this can produce a lot of meshes, which can reduce the system performance drastically.

Import Animations (Beta):

Depence supports Bone-Animations embedded into FBX (max version 2014) files. Once a file contains animations you need to check this option to force the importer to generate a Bone Animator Object. Please don't use this option on regular models.

Compress Textures:

Please note that the compression process can take a while, depending on the size of the textures.

Depence supports different import formats, which are also supported by all major 3D modeling applications like Cinema4D, Autodesk 3DS Max, Maya, etc. Furthermore, it supports the native import of Sketchup files. Please see for a list of supported formats.

Go to Objects > Import 3D File in the main menu.

Depending on the file format a settings dialog will appear:

Depence supports all major texture formats () which can be stored in a specific real-time optimized compressed format called DXT. This will reduce the amount of required graphics memory up to four times.

Supported 3D-Model Import Formats
Supported Image / Texture Formats

Arealights

An Arealight emits light from a rectangular plane object with variable sizes. They can be used to simulate any big light sources in a rectangular shape like video walls, screens or even windows in indoor scenes.

Additionally to a diffuse term, the Arealight also calculates a very realistic specular reflection. These reflections are f.e. very important for Video-Screens.

Create an Arealight

  1. Place a Plane Object in your scene via Menu > Create > 3D-Objects > Plane

  2. Create an Arealight Menu > Create > Lights > Arealight

Arealights only work on Plane-Objects created by Depence. They cannot be used on imported 3D-Models.

Texturing

The Arealight uses the material applied to the Plane-Object for its lighting calculation. This opens many possibilities.

Masking

While the Arealight only works on rectangular plane objects, it is possible to use alpha masking to create other shapes.

Limitations

Arealights are very GPU heavy! Even if they are black (f.e. due to inactive video source)! Make sure to keep them on separate layers and disable in performance critical scenarios.

Arealights actually don't cast shadows

In the 3D-Hierachy, Drop the Arealight below the Plane object

Materials

Depence is based on a PBR (Physical Based Rendering) Material concept. Instead of traditional rendering approaches, where artistic values and colors were taken to design a 3D scene, a PBR approach takes more physically correct parameters into account. Especially when it comes to lighting computation, several natural scientific mathematics and rules are used to simulate lighting and materials as realistically as possible.

One important aspect of a PBR pipeline is the definition of materials, which is now not only a color or texture, it is more a physical representation of a surface usually called "PBR Material" or "Substance".

Change a Material Type

Once an 3D Model is selected, go to the Material Tab in the Settings window, click on Material button.

White Arealight
Different shapes using alpha masked textures

For detailed information about PBR Rendering see:

Create your own PBR Materials:

Source for ready-to-use high-quality PBR Materials:

https://en.wikipedia.org/wiki/Physically_based_rendering
https://marmoset.co/posts/physically-based-rendering-and-you-can-too/
https://www.substance3d.com/products/substance-designer
https://gametextures.com/

PBR Material

By default, each 3D Model has a bound PBR Material. This Material contains all settings and texture channels. To apply an existing library material to a 3D Model, simply drag & drop material from the library over the 3D model in the viewport.

When selecting your 3D-Model, you can find the Material settings in the Settings window:

Material Channels

The PBR material consists of 6 different channels: Albedo, Height, Normals, Metalness, Roughness, and Emissive. Most of these channels offer a texture channel along with an offset value.

Diffuse / Albedo (RGB)

Metalness (Grayscale)

All differences in reflectance and absorption of natural surfaces can be split into two different types: Electric (Metals) and Dielectric (Plastics, Fabric, etc.). The Metalness value defines the transition between these types. 0=Dielectric 100%=Metallic

Roughness (Grayscale)

The Roughness channel describes how rough or smooth the surface is, which has a big influence on how it reflects the light and environment. 0%=smooth (like a mirror), 100% = full rough (like a paper)

Normals (RGB)

Normal Maps are used to add 3D details to the surface. These normal maps store a surface normal vector in tangent space. While Depence² uses a left-handed coordinate system it uses the following normal map orientation: Red=X+ Green=Y- Blue=Z+. Depence uses "DirectX-style" normal maps which are -Y:

Example of a normal map.

Height (Grayscale)

In addition to Normal Mapping the Heights are used to create the 3D illusion of bigger high detailed structures. Therefore a grayscale image is used where Black = lowest height and White = Max Height

UV Mapping

The UV-Mapping of a 3D Model defines how a texture will be applied on models polygons. These UV's are usually stored within the 3D-Model. In some cases, these won't be scaled correctly. Therefore each material has additional properties:

UV Scale

Scales the texture on the model.

UV Offset

Moves the texture on the model.

Texture Mapping

  • UV Mapping: Uses default mapping.

  • Box-Mapping: Computes UVs in a Box perspective.

Tile-Size

When using Box-Mapping this defines the size in square meters of one tile.

Animate UV

constantly moves the UV coordinates by the UV-offset values

Transparency

This option allows to make an object transparent or masked out by an alpha mask.

Translucent

makes the object transparent *

Alpha Texture

Mask out an object based on a black/white texture

Alpha from Diffuse

Uses the alpha channel from the Diffuse texture for masking

Diffusion

Creates kind of milky glass effect depending on the roughness

The rendering of transparent objects is very limited in Depence. F.e. layering of multiple objects or things like absorption and shadows are not supported.

Once an object is rendered with transparency, the lighting calculations having a huge performance impact. This scales with the number of light & transparent objects. So only use transparency when really necessary and on few objects.

Weathering

These properties create a procedural wetness effect on the surface.

DMX Control

The diffuse color of the PBR Material can be directly controlled by values (RGB) from the internal DMX Buffer. This makes it possible to quickly realize LED surfaces/objects.

You can patch the DMX Matrix fixture with the RGB profile to control the color material emission.

Please note that the Universe value is zero-based.

This feature is deprecated and will be removed in a future version. Please use the DMX Matrix feature which has more possibilities.

This represents the base color of the material. This can be a solid color or a texture.

Material with heightmap applied
DMX control option on the PBR Material

Chroma-Key

Especially for virtual events we have added a proper chroma-key feature to mask out defined colors from the diffuse channel.

In the PBR Material Settings at the Transparency category, you can find all Chromakey settings.

Chroma-Key

Activates the chroma-key filter

Chroma-Key Color

The color to be removed

Threshold high

Variable hue threshold

Threshold low

Variable hue threshold

Despill

Removes the green tint

Despill intensity

Amount of despill

Despill luminance

Luminance of despill

Without
Chroma-Key applied

DMX Matrix

The DMX-Matrix feature creates a UV-mappable Matrix texture based on DMX values. This feature can be used to simulate thousands of LED fixtures without the performance overhead of individual fixtures because it directly reads DMX values from the internal buffer.

Material Settings

To add the DMX-Matrix feature on a model, access its Material settings, and click on the "..." button:

DMX Matrix Texture Properties

Columns

Number of Pixel per column

Rows

Number of Pixel per row

Channel Layout

DMX Channel layout as: - RGB: Red Green Blue - GRB: Green Red Blue - RGBW: Red Green Blue White - WRGB: White Red Green Blue - RGB16: Red Green Blue in 16bit - GRB16: Green Red Blue in 16bit - RGBW16: Red Green Blue White in 16bit - WRGB16: White Red Green Blue in 16bit

Start Address

DMX start address for the given universe

Universe

DMX Universe to start to patch

Close the window to validate your settings.

Emissive

The DMX-Matrix is material based. To make it emissive (visible in the dark), don't forget to raie the Emissive factor (maximum value is 500%):

DMX Matrix control

Now your material is ready to be used. You can patch the DMX Matrix fixture from the fixture library:

The DMX Matrix fixture has the same mode as the DMX Matrix Texture, select the one you have set.

You need to patch as many DMX Matrix fixtures as your DMX Matrix Texture has (Columns x Rows)

Note: - DMX Matrix fixture only controls 1 pixel at a time. - Their position in world space is not important, they are not represented in 3D.

Group DMX Matrix

Examples

Depence primitives

Custom 3D model

Video-Wall Material

This material simulates LED video panels with different pixel pitch settings.

The pixels size and pitch can be adjusted to match your screen configuration from Pixels settings:

The AlphaMask option allows you to create transparent video wall:

Material > DMX Matrix
DMX Matrix Texture window
Emissive material property
DMX Matrix fixture

To keep your project 3D Hierarchy as clean as possible, you can all your DMX Matrix fixtures:

DMX Matrix fixtures grouped to easily hide them in the 3D Hierarchy
DMX Matrix on Depence primitives - with textures and different PBR material settings

(with a )

DMX Matrix on Sweep Nurbs based on a spline - 400 pixels
Custom 3D model with DMX Matrix - 100 pixels

The screen intensity (unit is ), can be adjusted from Light settings:

group
Sweep Nurbs
spline
nits
Video wall material
Pixels settings
Light settings
AlphaMask for transparent video screen wall

Water Material

Depence comes with several ready-to-use water materials, which can be found in the library at > Materials > Nature > Water.

As with all other materials use Drag & Drop to apply a water material on a 3D Model.

Water Material Settings

Color Deep

Color for deep water.

Color Shallow

Color for shallow water.

UV-Mapping

UV or Box Mapping.

Tile Size

Size per Tile.

Turbidity

Change the turbidity of the water.

Animation Speed

Changes the speed of normal animation.

Bump Scale

Changes the wave height.

Normal Texture

Custom Waves Normal Map.

Scale X/Y

Scales the Normal Map.

Water Material

Video Sources

Depence offers several ways to display Video Content within your 3D environment. A Video Source defines the source of a Video Signal, which can be further assigned to Video Projector fixtures or Materials (f.e. to map on displays and screens).

To open the Video Source list go to the Main menu > Settings > "Video-Sources..".

Depence offers two different Video Source types, the Media-Player Source or NDI Video Source.

Camera Video Source

A Camera Video Source renders the scene from the perspective of a current camera, which is selected by a defined camera selector. This allows for real camera movements to be displayed on video screens.

Proceed as follows:

  1. Create one or multiple Camera Objects and place them into your scene

  2. Create a Camera-Selector Object (Create > Scene > Camera Selector)

  3. Go to Settings > Video Sources...

  4. Click on the "Add" Button and choose "Camera Video Source"

  5. Once selected, pick the Camera-Selector object from the drop down

  6. check Active

Now you can use this Video-Source on any Texture or Projector.

The camera selector automatically recognizes that it is assigned to a Camera Video Source and selects the camera only for this video source. Add another camera selector if you want to change the active camera of the viewport, e.g., via keyframes.

NDI Video Source

The NDI Video Source provides live video streaming via Ethernet, using the NewTeks NDI Streaming Protocol. Several other products in media technology also support NDI, e.g. Resolume, VLC Player, and many more. Using the free available NDI Tools, it is also possible to easily grab any screen on a computer in your local network, to use as a live video source.

Here you can find out more:

https://www.newtek.com/ndi/

Media-Player

Drag and drop a video into the Video Files directory of your workspace, or right-click > new to browse your computer:

The Media Player source emulates an internal video server to playback videos directly onto the Timeline of a .

Video Files

Once you have created a , you can add a into the and drag and drop your media into it:

Drag & drop from Video Files to the Video Source track

Once a video is played back onto the timeline, it will be visible for all outputs which are assigned to this :

Video wall material
PBR Material
Media-Player source
Video-Track
Show Sequencer
video source

Fixtures

Modular Fixtures

There are hundreds of different component combinations possible, especially in fountain technology. You can connect different types of nozzles with different types of moving fixtures and lights. With Depence it is now possible to simply "snap" fixtures onto other fixtures. This makes it easy to test different permutations of water effects.

Example with Oase - Multi Direction Drive 2D

  1. First add an Oase Multi Direction Drive to the scene via Drag & Drop.

  2. Make sure the fixture is still selected.

  3. Now, navigate to the nozzles and select the "Comet Prec 20-20" nozzle (which is intended to be used with this type of MDD).

  4. Drag this nozzle over the existing MDD and over the appearing green anchor point.

  5. Once you have dropped the nozzle on the fixture, it will be mechanically connected to the MDD.

  6. Now you can repeat to "mount" the optional LED-Module to the nozzle. This option can be found at Illumination > LED Techn. > LED Module II.

In the 3D-Hierarchy you can see how the fixtures are now children of each other:

Lighting Fixtures Settings

Lighting Fixtures have several adjustable settings available once selected:

Position & Motors

Brackets

Pan and Tilt angle of the fixture can be set through these options (only available on assets with a bracket, not available on moving heads).

It is independent of the Transformation window.

Motor Settings

Moving head lighting fixture has Motor Settings to Invert Pan and/or Invert Tilt.

Customize a Motor Angle

When accessing the motor setting (Pan/Tilt) of a moving head lighting fixture (from the 3D Hierarchy or from Advanced Settings), their angle can be customized to match your fixture configuration.

Examples:

  • Pan is set to 180° range on the fixture menu (MaxAngle +90°/ MinAngle -90°)

  • Pan is set to 630° range on the fixture menu (MaxAngle +315°/ MinAngle -315°)

Performance

To improve Depence performance (complex project, low computer specifications, …) it could be interesting to hide the Volumetric Beams generated by the fixture.

Three different options are available:

  • Always - the volumetric beams are rendered in the live view and when rendering image or video

  • Render - the volumetric beams are only rendered when rendering image or video.

  • Never - the volumetric beams are never rendered

Photometry

If needed, you can artificially increase or decrease the lighting fixture intensity through the Intensity Factor.

If the lighting fixture has several photometrics available, you can change it easily from the Photometric drop-down menu.

Customize the Photometry

When accessing the Light setting of the fixture (from the 3D Hierarchy or from Advanced Settings), you can Edit the Photometrics and adjust them as needed.

Examples:

  • Fixture color temperature adjustment.

  • Custom photometric profile for custom diffuser.

DMX Mode

Once patched, change the DMX mode of your selected lighting fixture by right-clicking in the project view and selecting the mode through Change Mode menu.

My Library

My Library is a tab of the Library window dedicated to you, where you can store fixtures or models.

This library is shared with all your projects.

Windows path: Documents\Depence\My Library

Organization

To organize your personal library, you can create/delete/rename folders (right-click on the left panel to display the dropdown menu):

Important:

You cannot store objects in the My Library root folder, at least one folder must exist to be able to store an object.

Store an object in My Library

To store a fixture or a model within My Library, this object should be already present in the Scene Graph.

Select the folder where to store it, then select the object to store and drag and drop it into the right panel of My Library:

  1. Select the folder where to store your object.

  2. Drag and drop your selection in the right panel of My Library.

Congratulations! You have added your first model to My library!

Fixture

For modular fixtures (fountains, or motorized fixtures), it can be useful to store these inside My Library to allow easy placement later on.

The way to store them is the same as for an object.

Example of a motorized fixture:

Channel Patch

In the Channel Patch, individual settings of each DMX parameter can be made.

To do this, select the desired fixtures and then select the button labeled "Channel Settings" in the Settings window.

You will now be taken to the Channel Patch dialogue.

In the left list, all DMX parameters of the selected units are displayed in groups. For example, select Intensity here to make settings on the dimmer channel of all selected fixtures.

Now you can make the settings shown in the picture for the selected parameter.

Advanced mode edition

If needed, you can quickly reorganize/adjust the DMX chart of your selected fixture(s).

  1. Select your fixture(s) (same fixture, with same DMX mode)

  2. From the fixture settings: DMX Patching > Channel Settings > Settings...

From this DMX Settings window, you can:

Lighting fixtures settings panel
Lighting fixture brackets

The focus feature (keyboard shortcut F) can be used to easily adjust the asset's focus position.

Lighting fixture performance
Lighting fixture photometry
Advanced Photometry
My Library
Folder management

Select your object selection (use the hand icon ).

Drag and drop your object
Give a name to your object:
Adjust the rendering setting as you prefer, and take a picture of your object to define its thumbnail by pressing Enter

Depence stores the matrix applied between your object and the scene graph (null transformation matrix for fixture).

Orbisfly Windch - 3m height assembled with the Orbisfly Big Tube (see )
Fixture assembled

From now on, you can use your assembled fixture with the :

Assembled fixture installed along a custom spline using the

If the fixture is a known fixture of the market, and you noticed an issue, !

Click on the button "Adv. Mode Edit..." at the bottom right

Delete a DMX Channel by right-clicking on it > Delete

Reorder the DMX Charts using the top arrow and the function Re-Enumerate DMX Channels (to compute the new channel order):

Adjust feature logic to match your fixture: (in this example, Pan Tilt Speed is from 100% speed @0 to 1% of its speed @255)

transformation
Fixture Hang Tool
please report it through our fixture request form

Firework by DMX

DMX Workflow

Firework effects in Depence are following the same concept as other devices as they are fixtures. This makes it possible to fire individual effects directly via DMX trigger.

If you directly drag a firework effect into the world it will create a fixture and patch a single DMX channel. You can fire the effect once or multiple times by triggering the DMX value (>128).

While this can be very hard to program in bigger shows, Depence has a build in show-programming concept for fireworks using the Timeline.

Patching and Multiple DMX Address

Modern Lighting Control Trends

In contemporary lighting setups, lighting consoles are increasingly controlling fewer pixel LEDs, while media servers are becoming the norm. To accommodate this shift, lighting fixture manufacturers have begun splitting DMX control, allowing for physical separation of control across different DMX universes. This trend is becoming more prevalent as fixtures often require control spread across multiple DMX universes.

Lighting Fixture DMX Modes

A lighting fixture with multiple DMX addresses (pixel engine) typically has independent DMX modes for each part.

For example, the Clay Paky HY B-EYE K25 consists of two main parts:

  1. Main Fixture: Controls aspects like position, master intensity, and beam.

    • DMX Modes: Standard, Shapes

  2. Pixel Engine: Provides independent control over LED pixels.

    • DMX Modes: RGB, RGBW

Patching Fixtures with Multiple DMX Addresses

When patching a fixture with multiple DMX addresses, all parts of the fixture will be automatically patched, with the first DMX mode used by default for each sub-part.

Managing Fixture Sub-parts (Pixel Engines)

The fixture sub-part, or pixel engine, functions like a separate fixture.

DMX Mode Change

To change the DMX mode, select the fixture sub-part (pixel engine) and change the DMX mode from the "Change Mode" option:

Patch Change

Once selected, patch the fixture sub-part (pixel engine) as needed by drag and dropping the hand icon from the project view:

Unpatch

From the Patching window, you can unpatch the sub-part (pixel engine) if necessary.

Specific Fixtures

For certain fixtures where the Pixel Engine is deeply integrated with the Main Fixture for technical reasons, additional DMX modes are created without the Pixel Engine.

These modes are labeled with the suffix "Without Pixel Engines" and should be used when the Pixel Engines are unpatched to ensure the fixture operates correctly.

Managing Fixture Patch by Batch

Managing multiple fixtures with one or more pixel engines can be complex, but using the filter selection function and the Fixture Manager window simplifies the process.

Filter Selection

Use this function to select all pixel engines under your fixture simultaneously:

Change DMX Mode

Change the DMX mode for all selected pixel engines through the Change Mode function:

Reorder patch using the Fixture Manager

After setting the DMX modes, reorder the patch to ensure there are no gaps and that it meets your requirements, you can do it manually, or using the Fixture Manager

  1. Filter and Sort: Use the filter option on any column to help sort and organize your selection.

  2. Repatch Fixtures: Drag the hand icon from the project view and drop it into your patch. The order of selection will determine the patch order, so ensure it is in the desired sequence.

DMX Motors

Within the Machinery library, under _Generic folder, you can find several DMX motor types. There are typically used for stage automation (moving truss, moving platforms, etc ...)

Motor types

Following your automation needs (only translation or rotation, or combined), we have designed several motor types:

Each motor type contains a small 3D cube (10cm) to easily localize the motor origin (this last does not cast shadows for rendering, but can still be deleted if needed):

The "- Snap" variants are designed for instantaneous movement (ultra high speed motor)

Move motor

This motor type is designed to control a translation movement (Y axis per default (vertical))

DMX charts

Channel
Preset Range (default)
Description

1

0-255 (128)

Controls motor position from min to max

(default is -50 cm to +50 cm)

Channel
Preset Range (default)
Description

1-2

0-255 (128)

Controls motor position from min to max

(default is -50 cm to +50 cm)

Rotate Motor

This motor type is designed to control a rotation movement (Y axis per default (vertical))

DMX charts

Channel
Preset Range (default)
Description

1

0-255 (128)

Controls motor rotation from min to max

(default is -180° to +180°)

Channel
Preset Range (default)
Description

1-2

0-255 (128)

Controls motor rotation from min to max

(default is -180° to +180°)

Channel
Preset Range (default)
Description

1

0-255 (128)

Controls motor rotation from min to max

(default is -180° to +180°)

2

0 (0) 1-127 128-128 129-255

Off Endless CW rotation (min to max speed) Stop Endless CCW rotation (max to min speed)

Channel
Preset Range (default)
Description

1-2

0-255 (128)

Controls motor rotation from min to max

(default is -180° to +180°)

3-4

0 (0) 1-127 128-128 129-255

Off Endless CW rotation (min to max speed) Stop Endless CCW rotation (max to min speed)

Move and Rotate

This motor type is designed to control translation and rotation movement on all axis (X, Y, Z)

DMX Charts

Channel
Preset Range (default)
Description

1

0-255 (128)

Controls motor position X from min to max

(default is -100 cm to +100 cm)

2

0-255 (128)

Controls motor position Y from min to max

(default is -100 cm to +100 cm)

3

0-255 (128)

Controls motor position Z from min to max

(default is -100 cm to +100 cm)

4

0-255 (128)

Controls motor rotation X from min to max

(default is -180° to +180°)

5

0-255 (128)

Controls motor rotation Y from min to max

(default is -180° to +180°)

6

0-255 (128)

Controls motor rotation Z from min to max

(default is -180° to +180°)

Channel
Preset Range (default)
Description

1-2

0-255 (128)

Controls motor position X from min to max

(default is -100 cm to +100 cm)

3-4

0-255 (128)

Controls motor position Y from min to max

(default is -100 cm to +100 cm)

5-6

0-255 (128)

Controls motor position Z from min to max

(default is -100 cm to +100 cm)

7-8

0-255 (128)

Controls motor rotation X from min to max

(default is -180° to +180°)

9-10

0-255 (128)

Controls motor rotation Y from min to max

(default is -180° to +180°)

11-12

0-255 (128)

Controls motor rotation Z from min to max

(default is -180° to +180°)

Channel
Preset Range (default)
Description

1

0-255 (128)

Controls motor position X from min to max

(default is -100 cm to +100 cm)

2

0-255 (128)

Controls motor position Y from min to max

(default is -100 cm to +100 cm)

3

0-255 (128)

Controls motor position Z from min to max

(default is -100 cm to +100 cm)

4

0-255 (128)

Controls motor rotation X from min to max

(default is -180° to +180°)

5

0-255 (128)

Controls motor rotation Y from min to max

(default is -180° to +180°)

6

0-255 (128)

Controls motor rotation Z from min to max

(default is -180° to +180°)

7

0 (0) 1-127 128-128 129-255

Off Endless CW rotation X (min to max speed) Stop Endless CCW rotation X (max to min speed)

8

0 (0) 1-127 128-128 129-255

Off Endless CW rotation Y (min to max speed) Stop Endless CCW rotation Y (max to min speed)

9

0 (0) 1-127 128-128 129-255

Off Endless CW rotation Z (min to max speed) Stop Endless CCW rotation Z (max to min speed)

Channel
Preset Range (default)
Description

1-2

0-255 (128)

Controls motor position X from min to max

(default is -100 cm to +100 cm)

3-4

0-255 (128)

Controls motor position Y from min to max

(default is -100 cm to +100 cm)

5-6

0-255 (128)

Controls motor position Z from min to max

(default is -100 cm to +100 cm)

7-8

0-255 (128)

Controls motor rotation X from min to max

(default is -180° to +180°)

9-10

0-255 (128)

Controls motor rotation Y from min to max

(default is -180° to +180°)

11-12

0-255 (128)

Controls motor rotation Z from min to max

(default is -180° to +180°)

13-14

0 (0) 1-127 128-128 129-255

Off Endless CW rotation X (min to max speed) Stop Endless CCW rotation X (max to min speed)

15-16

0 (0) 1-127 128-128 129-255

Off Endless CW rotation Y (min to max speed) Stop Endless CCW rotation Y (max to min speed)

17-18

0 (0) 1-127 128-128 129-255

Off Endless CW rotation Z (min to max speed) Stop Endless CCW rotation Z (max to min speed)

General informations

Embed motors

If needed, you can add motor into another motor.

If you do not see them independently in the programmer, it can comes because the programmer view mode is set to Combine Modules.

Switch the programmer view mode to Single View Mode to see all of them:

Transformation

In other words, when you use motors, you have to take a special care to the transformation applied on the tree where your object(s) is(are).

In a general manner, the origin of your object should be the same than your motor:

Then, you can safely move the motor, containing your truss (and its fixture), at the right location.

ALT key is your best friend when you move object in the 3D Hierarchy (it keeps the original transformation when dragging and dropping object)

If you moved your object inside the motor, it can result to an unwanted result as following:

Replace a fixture by another one

To replace a fixture:

  1. Search the new fixture in the library.

  2. Select the new fixture from the result list.

  3. Set the DMX mode to be used.

  4. Select the current fixture(s) to be replaced (from a group, 3D Hierarchy, or Project View).

  5. Drag the new fixture on top of one of the currently selected fixtures.

  6. If you are sure, you can validate the replace action:

  7. Following your current patch and changes performed by the replacement action, Depence will indicate patch conflicts:

    • Patch on the next free addresses will patch your new fixture(s) on the next free addresses of your patch

    • Unpatch existing fixtures will unpatch existing fixture in conflict with your new fixture

    • Patch with overlapping addresses will patch at the current address with overlapping other fixtures (used to patch several fixtures at the same address)

  8. It's done! Your new fixture(s) has now replaced the previous one.

Laser

The communication between the laser control system and Depence will be established via your local network. This protocol works, when both systems run on the same machine or different machines in your network.

Add and configure a Laser Projector

Select one of the available laser fixtures from the library and drag it into the scene. Within the Settings window, you can define a Laser-Source Number for each laser.

This number needs to match the outgoing device number, adjustable in your laser control software.

Further Laser Projector Settings

Max Laser Devices

For the communication between the laser control system and Depence a multicast connection is used. This connection works for multiple receivers without setting up any client IP addresses. Unfortunately, some network routers do not correctly implement multicast. Instead, they use broadcast and send the data to all members of the network, which can interfere with your entire network. Therefore it is recommended to limit the number of active laser sources in the application settings: See Settings > Application Settings > Laser. By default, Depence is listening to 4 sources.

Connect Pangolin Beyond

Setting up Beyond

  1. Start Depence and Pangolin Beyond

  2. Within Beyond's Main Menu go to View > "Enable Visualization via external software..."

The small network icon in the status bar indicates an active connection:

Setup Projection Zones

In Beyond you can assign a Projection-Zone to a specific laser output that is equal to the laser-source number in Depence. Go to "Settings > Projection-Zones". Here you can change all zone-relating properties. In the "Advanced" tab you can set the Laser Source Output Index for the visualization. In Beyond it's called "Fixture Number".

Connect Lasergraph DSP

First make sure you are using a Lasergraph DSP, which has the newest system software (min 2014) from Laseranimation Sollinger.

  1. Start Depence and boot the DSP.

  2. Start the LGRemote Software and connect to your DSP.

  3. Type "setup" into the command line to show the setup window.

  4. Click on "Visualization".

  5. Select "Depence V3D" like software.

  6. The checkbox below will activate the laser output.

  7. You can set the Laser Source Output Index within the edit box to which the DSP will send data. This is comparable to the Realizzer Laser Source Number.

Alignment

Alignment

Once you select a firework event on the timeline, the 3D viewport will show you these alignment indicators:

By clicking and moving the white dot, you can change the angle of how the effect will be shot. This will affect all selected events at once.

Holding the CTRL key will create a FAN while SHIFT will make an Even/Odd inverse.

Timeline workflow

Timeline Workflow

Firework-Positions

In reality, firework effects will be loaded into "pipes" in several racks placed all over the field. We call these "Firework Position". Each Position Object can hold one or more firework effects ready to shoot.

  1. Place one or multiple "Firework-Positions" into your scene:

Add Firework Effects

The selection of a specific firework effect usually depends on a current show. For an efficient show programming workflow, every new firework effect will automatically create an event on the current show.

  1. Open or create a new show in your repository and load it into your timeline.

  2. Select one or multiple Firework-Positions in the scene.

  3. Now drag a firework effect from the library on the position objects in the viewport (these will appear yellow).

The Events have been created automatically on the selected show position. They will also get an automatic offset to their explosion moment.

To keep the shows clean and relatively small in data size, each effect can be fired multiple times. You can add more events by clicking the record button on the specific track or just by duplicating an event by holding the CTRL key and moving.

Replace Firework Effect

To replace an existing firework effect behind an already existing track, simply drag the new effect from the Library over the track. All shots will remain on their positions.

Firework

The Depence effects particle engine supports multiple particle emitters in a hierarchical order. This makes it possible for particles to be an emitter themselves. Depence comes with a vast library with many - ready to use - default firework shells and effects.

modular fixtures
Fixture Hang Tool
Clay Paky HY B-Eye K25
Fixture sub-part is called "PixelEngine"
Pixel Engine DMX modes
Fixture sub-part patch update
Unpatch the Pixel Engine
Additional Without Pixel Engines DMX modes
Right click from a fixture selection, Filter Selection > Beam Engine to select the Beam pixel engine
Right click after your filter selection, Change Mode > Select the desire DMX mode

Open Fixture Manager: Access the to select all your fixtures and their associated pixel engines.

Fixture manager selection drag and drop to patch
Machinery > _Generic

To adjust the translation/rotation range(s), or speed(s), please read the .

Combine module is combining the same fixture as one single control
Single view mode shows every fixture independently

As any object in the 3D Hierarchy, the position of object are relative to its parent (see for deeper information).

Motor origin is at 0,0,0
Truss group origin is at 0,0,0

Drop the new fixture when “Replace Selected Fixtures” appears.

The Depence rendering engine also displays laser beams as well as projections. As input sources, it supports all known major laser control systems like Pangolin Beyond or Laseranimation Sollinger DSP.

Make sure you are using the latest software version of Pangolin Beyond. If you have Beyond version 5 or higher, you can output visualization data with any Beyond license. For older versions you need at least Beyond Ultimate and you need to enable your license for the output of visualization data. For this you need to contact your Pangolin partner to obtain a license update. For more questions contact

In the Library, navigate to Firework\Generics\ or in the Main menu Create > Firework > Firework Position

Set the show position indicator to f.e. 00:05:00.

Depence offers two workflows to use and program firework effects. A , which can trigger effects directly by DMX workflow and the more advanced .

Fixture Manager window
Lighting Fixtures Settings
Transformation

Laser Source

Input Device Number.

Projection Intensity Factor

Factor to reduce or rise the intensity for projection only.

Projection Line Width

Change the line width on projections (only once per Source).

Total Output Power

Affects projection and beam intensity.

Invert X & Y

Inverts the output on both axes.

Scanning Angle

Defines the maximum scanning angle.

Build custom Effects

Custom firework effects can be built using the Depence asset builder, which gets installed alongside with Depence.

Create a new Firework Fixture

  1. Go to New > New Firework Effect...

  2. A fixture and DMX-Ignition object along with the default DMX mode has been created automatically.

  3. Save your fixture into your MyLibrary folder: Documents\Depence\MyLibrary\Firework\

Please, do not save files into the root folder of MyLibrary.

https://pangolin.com/
https://laseranimation.com
sales@pangolin.com
DMX Workflow
integrated timeline workflow

Stepper

By default one event will only fire a single shell. Each firework event has property called Firemode.

Once you select "Stepper" more options will appear.

Drag effect over Firework Positions
Events have been created automatically on the selected Position
Property
Description

Shots

Amount of shots per repeat.

Repeats

Repeat all steps again.

Shape

Defines the shot order.

Step Angle

The total angle .

Step Length

Delay between each step (sec).

Mirror

This will invert the order every repeat cycle.

Invert

Inverts the order.

Generic Firework Objects

To make the creation of firework effects easier, Depence comes with so-called "Generic" objects, which automatically create and set up the necessary particle emitters behind, based on simple and known properties.

These Generic Objects represent basic firework bombs that are scaling in size defined by the caliber.

Usually, all permutations of these Generic Effects are already existing in the factory library, but you can easily use this object to let Depence create some basic particle emitters and settings for you as a good starting point.

To break down a Generic object into the final objects, do a right-click in the 3D-Hierarchy and choose "Breakdown".

Most emitters have a "PressFire" option to test the effect from the Settings Window.

Arrange Events

Arrange event timing

For a simple alignment move one of the events forward or backwards in time:

Select all tracks again, do a right click and choose one of the arrange methods:

Shell

Property
Description

Firework Color

Pre-defined colors.

Custom Color

Once the Firework Color is set to Custom, a RGB defined color can be used.

Lifetime

Total lifetime in seconds.

Lifetime Random

Randomization of the Lifetime in %.

Enabled

Enabled the emitter.

Height

Maximum Height in meters.

Count

Amount of shells to emit.

Random Direction

Random direction on every shot.

Comet

Visible Comet particle.

Comet Size

Size (WS) of the Comet Particle.

MinPixelSize

Minimum Size of the particle in pixel.

Sound Energy

0..1 value for the sound engine to select different sounds depending on the energy.

Sound

On/Off.

Air Resistance

Random Velocity

Randomization on the velocity in %.

Fade In

How long the particel fades in (% on lifetime).

Fade Out

How long the particle fades out (% on lifetime).

Blink Frequency

Blink/Strobe frequency in Hz.

Blink Amplitude

Blink/Strobe Amplitude in %.

All child objects will be carried by the shell and will be ignited.

Spline-Positions

If you want to fire many shells along a line, you can create many firework-positions and arrange them on a line. However, this will create many timeline tracks and events, which also has a higher performance impact. In this case it is better to use a Spline instead of a single Firework-Position.

Create the Position

  1. Add a Firework-Position object next to the Spline.

Every stepper event, which is now applied to this position will be arranged along the spline.

Event with stepper
Arranged events

A Shell object represents a shell-bomb, which emits a single or multiple particles which can carry further emitters f.e. or .

represents air resistance (a factor of the res. of a unit sphere at cw=1 and 1kg). too high resistance can cause the particle to not emit, because it would never reach the defined height!

Create a simple Spline using the Spline tool.

In the 3D-Hierachy window drag the Spline into the Firework-Position.

Stars
Tails
⚠️

Stars

Stars are emitting bright particles in different colors and shapes.

Property
Description

Firework Color

Pre-defined colors.

Custom Color

Once the Firework Color is set to Custom, a RGB defined color can be used.

Lifetime

Total lifetime in seconds.

Lifetime Random

Randomization of the Lifetime in %.

Enabled

Enabled the emitter.

Explosion Delay

Explosion in sec after parent was fired.

Explosion Delay Random

Randomization of the delay in %.

Count

Amount of stars .

Explosion Distribution

Sphere, Hemisphere, Ring.

Energy

Explosion Radius in meter.

Radius

Size (WS) of the Particle.

Min Pixel Size

Minimum Size of the particle in pixel.

Fade In

How long the particle fades in (% on lifetime).

Fade Out

How long the particle fades out (% on lifetime).

Blink Frequency

Blink/Strobe frequency in Hz.

Blink Amplitude

Blink/Strobe Amplitude in %.

Air Resistance

Sound

On/Off.

Sound Energy

0..1 value for the sound engine to select different sounds depending on the energy.

represents air resistance (a factor of the res. of a unit sphere at cw=1 and 1kg). too high resistance can cause the particle to not emit, because it would never reach the defined height!

⚠️

Cake Box

CakeboxItem Settings

Properties
Description

Interval

Interval time in seconds.

Count

Amount of shots.

Random Timing

Randomization in %.

Shape

Arrangement.

Shape Angle

Angle of arrangement.

A Cakebox can fire multiple in specific sequences after a single trigger.

Add one or multiple CakeboxItem Objects to the Cakebox as children. Each CakeboxItem Object can carry one or more as child.

Example
shells
shells

Show & Animation

Depence comes with a fully integrated timeline-based show control system. The seamless integration of Visualization and Show Control offers tons of new workflows.

Tail

Property
Description

Firework Color

Pre-defined colors.

Custom Color

Once the Firework Color is set to Custom, a RGB defined color can be used.

Lifetime

Total lifetime in seconds.

Lifetime Random

Randomization of the Lifetime in %.

Enabled

Enabled the emitter.

Emit Count

Particles per Frame.

Velocity

Output velocity in m/sec.

Spray

Random output direction in °.

Mass

a factor on gravity.

Air Resistance

Air resistance factor.

Radius

Particle Radius (WS).

Min Pixel Radius

Minimum Size of the particle in pixel.

Fade In

How long the particle fades in (% on lifetime).

Fade Out

How long the particle fades out (% on lifetime).

Blink Frequency

Blink/Strobe frequency in Hz.

Blink Amplitude

Blink/Strobe Amplitude in %.

Crackle

The tail is a particle emitter who emits particles in every frame to create characteristic tail effects. A Tail can be a child of a or object.

A Crackle can be a child of a object, to create a crackling 3nd explosion on each Star.

Property
Description
Shell
Star

Firework Color

Pre-defined colors.

Custom Color

Once the Firework Color is set to Custom, a RGB defined color can be used.

Lifetime

Total lifetime in seconds.

Lifetime Random

Randomization of the Lifetime in %.

Enabled

Enabled the emitter.

Explosion Delay

Explosion in sec after the parent was fired.

Explosion Delay Random

Randomization of the delay in %.

Emit Count

Particles per Frame.

Velocity

Output velocity in m/sec.

Air Resistance

Air resistance factor.

Radius

Particle Radius (WS).

Min Pixel Radius

Minimum Size of the particle in pixel.

Fade In

How long the particle fades in (% on lifetime).

Fade Out

How long the particle fades out (% on lifetime).

Blink Frequency

Blink/Strobe frequency in Hz.

Blink Amplitude

Blink/Strobe Amplitude in %.

Sound

On/Off.

Stars

Drones

Starting from version R4, Depence is capable of simulating drone shows. For this purpose, we have defined our own Show Stream file format, which can contain a complete drone show. These shows can be placed and played within the Depence timeline. The following manufacturers already support this format:

  • Dronisos (www.dronisos.com)

  • Celestial Drones (www.celestial.show)

  • VergeAero (www.vergeaero.com)

  • More are following..

Import a Show

  1. 3D Hierarchy > Add > Drones > Drone-Swarm

  2. Repository > Sequences > Create a new Show File and open the show

  3. In the Sequencer right click > New Track > Drone Show Track

  4. In the Settings Window > Choose the correct Drone-Swarm Object

  5. Load a Drone Show File

All Drones will be rendered relative to the drone-swarm position

MVR

MVR Import and Export

Import

Depence supports the import of MVR files. You can import fixtures, patch, fixture position, fixture IDs and 3D models with the MVR file. You find the option under File->Import->Import MVR File...

After you have selected the MVR file, a window will open in which you need to match the imported fixture types with fixtures from the Depence library. This is needed, because Depence doesn't use the gdtf file format for the fixtures.

In the matching window, you can drag fixtures from the Library window into the Matching Type column. You need to make sure, that you select the correct DMX mode first, before you drag it into the Matching Window.

After pressing OK, Depence will finish the import.

Import & Update options

If your project already contains fixtures or 3D models you should consider the following settings where you can decide how to handle new and already imported objects:

The "Remove none exist.." option only refers to objects who where imported by an ealier version of the MVR file. Objects added manually or by a different MVR file won't be touched.

Export

Depence supports a limited MVR export as well. Depence will currently only export dummy fixtures, because Depence use its own fixture format, which is not compatible with the GDTF file format. Additionally Depence does not export 3D models.

You find the MVR Export function in the main menu under File->Export->Export MVR file...

In the MVR Export window you can select the layers, which you want to export. After pressing Export you can select the export location.

You can import the MVR file into for example your lighting console or a CAD program.

Selection Groups

Ordered and organized fixture selection groups are essential for show programming. A Selection Group stores a list of fixtures and the order of how they were selected. Using these groups you always have quick access to all your fixture combinations.

Create a Selection Group

  1. Select your Fixtures within the Project View, Cad-View, or Schematic View.

  2. Navigate to the Selection Groups Window.

or

  • Select your Fixtures within the Project View

Selection Groups are also organized in a tree structure, where you can create folders and change the level by drag & drop.

Decals

Decals are basically PBR Materials which can be projected directly onto the scene geometry. This can be used to quickly place signs, logos, dirt or other effects without complex UV mapping of 3D models.

A decal object works like an orthographic projector, which affects all objects within its selected area and along the Y+ axis.

Add a decal from the library

Drag the decal from the library and drop it over the object you want:

Scale

Using the orange handles, you can scale the decal. Hold SHIFT to scale proportional.

Move and Rotate

As for any object, you can move/rotate the decal on the surface object:

Create a custom decal

To create a new decal, add a new decal from menu Create > 3D Objects > Decal

Decals are not supported on transparent objects.

Additionally, it is possible to import drone shows in CSV format, created using SkyBrush () .

Right click the Track > Track Settings

Right click in the track area > Add Events > Add Drone Show

Fixture Matching
MVR Update options
MVR Export

Click on Group Selected.

Drop the fixtures with the drop icon into the selection group view.

You can save this custom decal in for easy reuse!

https://skybrush.io/
My Library
Drag a Decal from library
Drop to the object surface
Scale a decal
Move a decal
Rotate a decal
Add a decal
Add your image as a Diffuse Texture
Show File