MY Wishlist (early)
04-Feb-94 17:22:35
Sb: #81315-MY Wishlist (early)
Fm: John Tissavary 71054,15
To: James Tichenor 71055,26
Good wishlist, but most of this stuff can be simply acheived right now.
1) Save your "set" mesh to use over and over, and just MERGE you actors,
lights, cameras, etc…
2) Using the EXCLUDE feature on lights is exactly like using scrims. Just use
one light for the wall, but exclude the picture, then use one light for the
picture and exlude the wall. You'll have great control over light intensity
intensity this way, and reduce your render times. And you can consider the
second light a scrim of sorts, because even in a movie you would have to take
the scrim (or more likely C-stand, arm, and flag or net) and place it, almost
as much of a PIA as setting the light in the first place <g>! If you force the
renderer to look through cookies (shadows) then your render times will REALLY
increase. BTW, have you tried using projector lights? You can also control
light intensity in this way, and it IS using a scrim. Just draw your "scrim"
in a paint program, then project it through a spot. Great cookie tool, too.
3) NEVER in my days as a lighting director did I count on source light (i.e.
green lampshade lamp) to provide correct lighting for the camera. If it did,
great, but that was pretty rare. Ususally we would augment the colored source
light with an appropriately gel'd, sized, and placed mole, thereby getting
better control over the throw of the source light. This is what you've got to
do in 3DS, too. Just place an appropriately tinted omni or spot where your
source light is, and bingo.
Give EXCLUDE and PROJECTOR a try, and let me know how it works for you. These
are my favorite lighting tools in R3.
cheers,
John Tissavary (La Luna cie)