Lightact v3.1.3


We are very happy to release Lightact v3.1.3 which includes TUIO support, better audio visualization capabilities (both on Lightact and on UE4 side) and a bunch of usability improvements and fixes.

But let’s go one step at a time.


TUIO is an open protocol that’s used for multi-touch interfaces. Lightact now supports it and you can use the data either to control Lightact itself or to pass it to Unreal Engine for advanced interactive VFX.

The interface to TUIO is very similar to all the other messaging readers. You simply insert a TUIO Reader node in the Devices window and associate it with a TUIO Listener node in the Layouts.

Audio Visualisation

[yotuwp type=”videos” id=”fms_2GxIg7s” ]

Lightact v3.1.3 significantly expands the number of nodes that can be used for audio visualization – whether you are doing it in Unreal Engine as shown above,

or inside Lightact. As always with Lightact, there are hundreds of different possibilities.

Usability improvements

We’ve also added a number of usability improvements that will help you get to where you want to be faster and easier.

Art-Net Overrides

You can set individual Art-Net channels using Art-Net Channel Setter nodes.

On top of that, every Art-Net node in the Devices window now gives you the power to set universe-wide overrides, such as All Full or All Zero, for example. This allows for easier on-site debugging of DMX patching.[/vc_column_text][mk_padding_divider][mk_button corner_style=”full_rounded” size=”xlarge” bg_color=”#161619″ txt_color=”#f2f2f2″ url=”/lightact-changelog/” align=”center”]Check out the Changelog[/mk_button][mk_padding_divider][/vc_column][/vc_row]

Lightact v3.1.2


Lightact v3.1.2 brings you Lua scripting, Stereo Cameras, some major computer vision improvements and many other minor improvements.

But let’s go one step at a time.

Lua scripting

Lightact’s Layer Layouts node based visual scripting system is a powerful tool to create interactive installations. However, in some cases, you still might want to write your own programming logic. So, we looked around for the best programming language and after some deliberation, we decided for Lua.

Lightact’s interface to Lua is very flexible and modular. Every exposed function you write in your .LUA file, is represented as a node in a Layout. This way you can use (and re-use) the Lua functions in any way you like inside Lightact.

Nerian Stereo Cameras

Nerian, a German company, manufactures technologies for stereo vision. SceneScan is their flagship product which outputs a depth map based on video feeds from 2 stereo cameras – all in real-time with frame rates up to 100FPS.

We are very happy to report that Lightact, since v3.1.2, now fully supports Nerian. We’ll explain the advantages of using stereo vision compared to other depth mapping technologies, in a special post.

New nodes in Layer Layouts

There are too many new nodes for us to publish them all here, but there is one that perhaps deserves to be mentioned here.

CV Canvas

Computer Vision is the backbone of a lot of interactive projects and quite often, the area you need to track, is just too large for one camera to cover. And to make things even more complicated, the cameras are tilted, so you need to apply perspective warps. That’s why we introduced a new CV node called CV Canvas. It allows you to apply perspective warps to all connected cvMats and combine them into one.[/vc_column_text][mk_padding_divider][mk_button corner_style=”full_rounded” size=”xlarge” bg_color=”#161619″ txt_color=”#f2f2f2″ url=”/lightact-changelog/” align=”center”]Check out the Changelog[/mk_button][mk_padding_divider][/vc_column][/vc_row]

Lightact v3.1.1


Today we are releasing Lightact v3.1.1! It is packed with new pixel mapping and computer vision features. And to give you even more tools, we are upgrading our Unreal Engine plugin, so you have even more options when using Lightact with Unreal Engine.

DMX mapping

Fixture placement rendering has been re-built from the ground up and its efficiency increased by an order of magnitude. Now you can easily render tens of thousands of pixels with no significant FPS drop.

Fixture placement with OBJ files

We’ve upgraded eDMX (Art-Net) fixture import with OBJ files! Now you can import an obj file and filter the objects within by several attributes and place different fixtures based on those filters. This allows you to use one obj file to place different types of fixtures and to exclude certain objects from the placement (props, for example).

On top of that, Lightact can also grab rotations of the objects in the obj file and orient your fixtures accordingly. This enables a truly smooth workflow from your 3D modeling application to Lightact.

Fixture placement with CSV files

Based on a user-request (thanks, Robb!) we’ve also added a Fixture placement with CSV file! This allows you to create a simple CSV file containing locations, rotations, fixture type and DMX address of all the fixtures and create a fixture placement based on this file.

Computer vision

We’ve added a number of new computer vision nodes. Besides Optical flow that’s been here since a few months ago, now you also have MOG2 background subtraction, Find contours and Find circles node. You can also pass data from Find contours and Find circles node to Unreal Engine for advanced real-time VFX.[/vc_column_text][mk_padding_divider][mk_button corner_style=”full_rounded” size=”xlarge” bg_color=”#161619″ txt_color=”#f2f2f2″ url=”/lightact-changelog/” align=”center”]Check out the Changelog[/mk_button][mk_padding_divider][/vc_column][/vc_row]

Lightact Multiverse, a DMX universe expansion!

[vc_row][vc_column][vc_column_text]We are thrilled to announce a new product joining the range of our software licenses. Lightact Multiverse is a DMX expansion increasing DMX universe count of your Lightact Start license by 8.

For only 299€ or only 0.22€ per pixel, this is a real bargain!

Naturally, you can combine as many of Multiverses together to control huge installations.[/vc_column_text][vc_column_text]For more information or to make a purchase just head over to our webshop.[/vc_column_text][/vc_column][/vc_row]


[vc_row][vc_column][vc_column_text]We are very thrilled to be able to release v3.1.0. together with 3 new software licenses: One, Easy and Start. Their affordable pricing and powerful features further strengthen our mission of supporting creative multi-media installations and events of all sizes.

Lightact 3.1.0 also gives you the option to alpha blend Unreal’s output with other content in Lightact. All you have to do is to select render inverted alpha in Unreal and use Invert texture node in Lightact.

Another exciting new feature, especially for those of you who like to do a bit of your own programming, is the ability to write GLSL shaders and use them in Lightact. Use your own editor to write GLSL and then just input the Filepath into Custom Shader node in Lightact. Naturally, you can pass Lightact textures and variables into your shader to make it interact with the rest of the show.

That, and many other smaller improvements and fixes, are all included in Lightact v3.1.0 which is, as always, available for download free of charge.[/vc_column_text][/vc_column][/vc_row]

Lightact v3.0.6 Preview!


It’s finally here! Lightact v3.0.6 Preview features a massive upgrade of 2D projection mapping toolset, a rapid JSON parsing and packaging, a much more versatile image and video playback, a bunch of new string processing nodes and a number of other improvements and fixes.

But let’s go one step at a time.

A Brand  New 2D Projection Mapping Toolset

Projection mapping has been completely reworked! When designing the interface we made a lot of effort to minimize window switching and to create several shortcuts that will speed your workflow up.

Check out this video to get a brief overview of all that’s new.

To summarise: the whole process is done from Canvas Setup window (the window you open by double-clicking on a canvas). There you can now do all the warping, blending and color corrections you need. Also, you can map Projectors directly to a canvas just like video screens.

On top of that, you can still add additional Texture processing nodes for individual Projectors for even greater flexibility.

And, we’ve created new Test image nodes in Layer Layouts, which generate test patterns that you need to map those pixels just so.

New Nodes (and they are easier to find)

We added even more nodes to our Layer Layouts system. The most important group of additions and upgrades are the Video and image playback. Now you can playback all videos in a folder (or its subfolders) in sequence with nice fade-ins and outs in between. Similarly, Lightact can now automatically create a slideshow out of all the images in a folder with a fancy zoom in or out effect.

Another, a more utilitarian group of nodes, allow Lightact to parse JSON stream into Lightact values (and the other way around) or run a bunch of string processing operations.

Since we have almost 300 nodes in Layer Layouts now, we’ve improved the search function as well.

RealSense and MIDI Integration

We’ve also added 2 new external devices integration: Intel RealSense and MIDI. Now you can get RealSense’s RGB or Depth stream and use it as a texture emitter in Lightact’s 3D rendering engine, pass it on to Unreal Engine or any other way.

MIDI, on the other hand, is a very popular way of controlling a media server during a live show or a VJ performance and Lightact can now react to any variable in a MIDI message. Just connect your favorite MIDI device and give it a go![/vc_column_text][vc_message]Please note, this is the last Preview release before 3.1.0. This means that any subsequent release of Lightact will have a watermark (unless you purchase a license of course)[/vc_message][/vc_column][/vc_row]

Lightact 3.0.5 Preview!

[vc_row][vc_column][vc_column_text]A lot of you have been asking for a way to sync multiple Lightact servers.
We’ve listened.

In v3.0.5 we are introducing 2 new features called LightNet and LightSyncLightNet allows you to find all Lightact devices on the network whereas LightSync gives you the power to sync playback of multiple servers on the network.

Deeper Unreal Engine Integration

Up until now, you could send variables only from Lightact to Unreal Engine. Due to popular demand, we’ve enabled the other way around too. Using Lightact-UE4 plugin v2.0 you can share variables back and forth between the 2 applications.

We don’t know what exactly you will do with it – but we are pretty sure we are going to be amazed.

Easier Programming

We’ve added and upgraded a number of nodes that will empower you to create shows more quickly and easily:[/vc_column_text][vc_column_text]There are lots of other improvements, most of which you can see in Changelog.[/vc_column_text][mk_custom_list style=”e651″]

  • Video file player: video playback is now much more flexible.
  • Layer Fade In & Out: fades the content in or out based on layer beginning and end.
  • Fade In & Out on Layer Time: fades the content based on layer time.
  • Fade In & Out on Sequence Time: fades the content based on sequence time.


3.0.4 Preview is out!

[vc_row][vc_column][vc_column_text]This is a big one! It seems the development gods have been kind to us as we managed to include quite a bit of new features in just over a month.

The ones we are most excited about are:[/vc_column_text][mk_custom_list]

  • NewTek NDI input and output: NDI is a new video streaming technology that is fast gaining ground. It allows you to stream video over the network with very low latency and overhead. If you don’t know it yet, you should definitely look at it.
  • HAP codec playback: Hap encoded videos use an innovative approach to allow playback of video files with crazy big resolutions (think multiples of 4K). Lightact can play Hap, HapA and HapQ.
  • Particle engine has been completely reworked. We’ve added exciting new features such as Curl noise, Fractal Brownian noise, Texture emitters and much more.
  • A whole bunch of new texture processing and texture generator nodes. Real-time color grading, chroma key, halftone and many more.

[/mk_custom_list][vc_column_text]There are lots of other improvements, most of which you can see in Changelog.[/vc_column_text][/vc_column][/vc_row]

Lightact and Unreal Engine

[vc_row][vc_column][vc_column_text]We are really excited to make this announcement: “Lightact 3.0.2 is going to feature a full integration with Unreal Engine”. The release is in the last stages of testing at the moment and is going to be launched on Prolight & Sound 2018.

How does it work?

Texture sharing between Lightact and Unreal Engine is done via Spout and variables sharing via shared memory. We’ve created and are maintaining a few Unreal Engine plugins that enable Spout sending and receiving as well as reading from shared memory. The framerates are easily around 60 FPS (Lightact standard).

To enable Lightact integration inside Unreal Engine you will simply head to Lightact’s Github account, clone the Plugin repositories (we’ll let you know which ones exactly) and copy them to the Plugins folder of your UE project.

We’ll be publishing detailed instructions and video tutorials after the launch of Lightact 3.0.2 after 10th April 2018.[/vc_column_text][/vc_column][/vc_row]

Lightact Easy

[vc_row][vc_column][vc_column_text]In order to make Lightact offering as simple and easy-to-understand as possible, we are announcing Lightact Easy. It will be a perfect solution for temporary multi-media and smaller lighting installations. It will replace the entire Lightact Start range.

Lightact Easy is going to be available in summer 2018.[/vc_column_text][/vc_column][/vc_row]