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Address Space

The Address Space panel shows how DMX addresses are allocated across universes, with live values, color coding, and conflict detection.

The Address Space panel provides a visual overview of how your DMX addresses are allocated across universes.

Related concept: Fixtures.

Universe view

Grid display

Each universe shows 512 channels as a grid of cells. Colors indicate usage and channel type. Click any address to toggle it as force-active (highlighted in orange).

A translucent white bar inside each cell tracks the live DMX output for that channel. The bar fills from the bottom of the cell, with its height proportional to the current value: empty when the channel is at zero and a full overlay at 255. The bar is drawn over the channel-type color so usage and live output are both visible at a glance.

Cell text toggle

The Addresses toolbar above the grid switches the text drawn in each cell.

ModeCell content
ChannelThe 1-based channel number, large in the cell center
ValueThe live DMX value (0-255), large in the center; the channel number is kept small in the top-right corner

The toggle affects only the text. The bar overlay and the color coding stay the same in either mode.

Color coding

ColorMeaning
Dark grayOccupied (pixel, parameter, or reserved)
RedOverlap (conflict)
Medium grayUnused / free
OrangeForce-active channel
Channel colorsPixel channels show their color (R, G, B, W, A, UV)

Universe selection

A sidebar grid shows every universe as a numbered button. Click a universe button to view its addresses. Use the filter toggle to show only universes that have fixtures assigned. The grid streams live DMX values for the selected universe only, so switching universes also switches which one updates in real time.

Fixture allocation

Viewing fixtures

Hover over an address to see details in the bottom panel:

  • Fixture name
  • Universe and start address
  • Channel status (pixel, parameter, or reserved)
  • Color channel assignment (for pixel channels)

Conflict detection

Overlapping addresses

When fixtures share addresses, channels show in red, an overlap count badge appears on the cell, and overlapping universes show a red dot in the universe selector sidebar.

Resolving conflicts

  1. Identify red cells in the address grid.
  2. Hover to see which fixtures overlap.
  3. Move one to a different address or universe using the Fixtures panel.

Addresses that need attention

An amber dot in the top-left corner of a universe's button marks something wrong with the patch in that universe (an overlap's red dot sits top-right). Hover an affected address and the bottom panel explains, in a sentence, what is wrong and what to do about it. Two cases raise the dot:

  • Two fixtures claim the same address for color, so the second one gets none. Move one of them.
  • Your graphics card has room for the color tables of fewer fixture types than the patch carries, so this type renders an approximate color. Patching fewer distinct fixture types restores it.

What a fixture itself can and cannot do with color is shown where you choose it, under Color notes in the Add fixture picker.

Address planning

Finding gaps

Medium gray cells are available. Hover to see exact address details. Use the filter toggle to focus on universes with fixtures.

Optimal placement

For efficient patching, group similar fixtures, leave room for expansion, and use consistent offsets.

Universe management

Adding universes

Spectralite creates universes automatically as needed when you add fixtures. The Address Space panel shows all universes up to the maximum (32,768). Use the filter toggle to show only universes with fixtures assigned.

Universe output

Universe output configuration is managed in the project's Art-Net settings. See Art-Net Setup for details.