CompuServe Thread

#MY Wishlist (early)

2 messages in this thread
#97588From: James TichenorApr 18, 1994 9:34 AM
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
#97636From: John TissavaryApr 18, 1994 3:23 PM
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)