#MY Wishlist (early)
2 messages in this thread
Hello John,
<<1) Save your "set" mesh to use over and over, and just MERGE you actors,
lights, cameras, etc…>>
Now I haven't been able to figure out how to do this. One cannot import just a
camera, can they? What about the subsequent animation?
2) The only problem with using the EXCLUDE as a scrim is that you end up using
two or more lights instead of one light and a couple scrims – I don't know what
kind of overhead each light has (I'm still waiting for _the_ book on 3DS, which
describes _everything_ including overhead and how-it-done :-). I would think
using scrims would probably be more economical. The projector is a good idea
but it still affects it's whole range – with the scrim, you can selectively
apply it to on area or object, while maintaining the original intensity.
3) You're right about my third point. I just thought it'd be cool if a yellow
light pushed through a blue shade would cast a green light on the wall.
Thanks
James
Of course you can merge just cameras. Do a MERGE or MERGE
PROJECT/CAMER/ANIMATION. You can merge anything you want.
I'm not sure about overhead, but using more lights without scrims definitely
renders faster. Having to calculate shadows (scrims) takes longer. Besides,
when have you lit a normal scene with just one light? The projector light
works just as a scrim does (a scrim is, I'm sure you know, the wiremesh disk
that gets put into the brackets on the light). Scrims really don't do much in
the way of precision light reduction as you seem to be implying. For precision
you need flags, nets, dots, fingers, c-stands, etc… the stuff the grip
department deals with.
Anyway, using exclude does exactly what putting a scrim in a light would do,
and setting extra lights renders much faster than making a single light go
through all sorts of objects.
John Tissavary (LUNA cie)