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About scottmoore

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  1. Indeed. I thought about reopening the drawing but my solution, at least in this case, was as quick. Really odd. Also strange but helpful was the fact that all three fixtures were pointing in slightly different directions. Were that not the case I suppose I would have been troubleshooting why I had a set of fixtures that were way too bright.
  2. I ran into an odd issue this morning. I have a Design Layer View Port of a rotated truss with some automated fixtures attached to it. Upon trying a test rendering I noticed some odd discrepancies in the appearance of the fixture lenses. Upon zooming in I discovered that there were duplicate fixtures in the DLVP. I checked to see if perhaps I had a duplicate DLVP and that was not the case. I went back to the Design Layer in question to see if there were any duplicate fixtures. There were not. I did not try Restoring Fixtures which I wish I would have. I instead simply deleted the DLVP, created a new one, raised it and rotated it and all is well. I do wish I had though to check my Visualization Pallet prior to deleting that DLVP. Has anyone run into this before? Thanks!
  3. That looks fantastic! It is quite easy and WELL worth the effort. -Scott
  4. Preach it Ms Claiborne!
  5. Josh is spot on with this. I HIGHLY recommend copying an existing gobo texture and learn how to edit it. It is quite simple. To that point I have created my own library of gobos simply because of the ring, the resolution and the fact that there is no control over the edge focus. Once you see how to do it, the process is very simple. I am attaching an image of both a hard and soft edge gobo in use.
  6. I thought it might be best to post a set of images to detail the issue posed by eanz. Attached are 5 figures that give you an idea of what I do as a workaround.
  7. This is how we have created all of our in house symbols. Having the lens classed separately allows you to set your Spotlight preferences to allow for the lens to change color based on the color specified for the symbol. As to the OP, if you are producing still images for proposals you can completely ditch the Spotlight functionality and manually add multiple light sources to the symbol to approximate the desired look. It is critical that your light symbols use a texture for the body and lens that do no cast shadows so that you can place the light source INSIDE the symbol. Lighting instruments in the Spotlight library use this type of texture. Currently, Renderworks is EXTREMELY limited in how you can display volumetric "beams of light". There is truly no usable control of this property. The only way to make the beam originate at the size of the aperture from which it is emenating is to either move the light source further back into the light (depending on camera orientation I have actually placed light sources well behind lighting fixtures) or use multiple light sources. Also note that in it's current state, renderwork's lighting beams only originate from a pinpoint and the width of the beam determines the beam's apparent brightness. In other words, the beam starts off non-existent and then gets brighter as it gets wider which is precisely NOT how light behaves in the real world. I have been harping on this issue for years as we have lost all of that necessary volumetric control back in 2011 and have not had it since.
  8. Tyler, Thank you for the response on the rendering. You made the comment that "the C4D rendering engine has come a long way in VW", however, I have thus far had no luck with approximating reality with any beam effects. If you have any tips, that would be greatly appreciated. I'll check your website. Thanks, Scott
  9. Aha, well that does make sense. Thanks!!
  10. All of the above is correct, but I am still not entirely sure how the gobo geometry gets placed. I suppose there is a default distance from the actual light object as created by a subscript of some sort. If that is the case, my assumption is that the geometry is placed at a specific distance from the light source. In the instance mentioned in my opening post, the geometry was pretty far out. Curious as to why. Thanks.
  11. That is good to know. I am leaning towards this as a presentation solution. In my case, I am finding that I am spending inordinate amounts of time focusing, adjusting levels, assessing gobo and color choices then testing those choices with minimal amounts of geometry. I then go back and make additional changes and test again. Then create a set of renders. Once that is done I have to start over with another scene and then run the process again. This can literally take days. Assigining universe and address information would be infintely quicker than what I am doing now.
  12. I was an early adopter of Vision but have not used it for some time. Can anyone tell me what one can and cannot do when rendering an image in Vision now that VW and Vision are integrated? I don't recall what the feature is called, but you can export an image file with better quality images than what you would have with standard "operational" OPEN GL meaning the rendering you see when working in real time. Here is what I suppose I would really like to know: - Can I export from VW into Vision using all of my existing VW textures? - When exporting still images at higher quality, do those textures appear the way they would in final quality Rendtrworks? (i.e. reflections, bumps, transparencies) I am assuming not as I do not believe that was ever the case before, but perhaps there have been some changes with the integration?
  13. I am curious as to what sets the physical placement of the "gobo geometry" in a lighting Instrument? I added a gobo to a very small fixture (GLP X4S) and the gobo geometry sits about 18" out in front of the lighting fixture. This is a custom symbol and not a VW Spotlight symbol. In creating symbols, I am not aware of any step or steps that are used to determine that location so I suppose my assumption is the geometry is placed automatically in a fixed location from the light source? Just curious.