CraigCTC Posted May 1, 2008 Share Posted May 1, 2008 I'm working on a project of creating a full 3D drawing of a theater for designers to use as a template. I have multiple layers in the drawing - mixed 2D and 3D layers. The 2D is there if a designer does not desire to utilize the 3D light rendering. There are two 3D layers - one of the architecture of the space, the second being the extruded lighting positions. I tried to test the placement of a light on a lighting position (in the lighting position layer) in the FOH. I set a focus point, turned the light on, put both theater layer and lighting position layer into a perspective and did a final quality render. Result = no light. I even made sure to put the c-clamp of the light slightly below the pipe so that the pipe did not block the light. I can even see the beam of light in wireframe when I select "Draw Beam." Just never a light on the deck or objects when done in final quality render. Do the lights need to be on the same layer that I'm "projecting" onto? - the "Architecture" layer? Any ideas? Quote Link to comment
Jim_Allen Posted May 1, 2008 Share Posted May 1, 2008 I believe you need to have the lights in the same layer as what you want to light, at least that was how I was doing it in 12.5. Jim Quote Link to comment
CraigCTC Posted May 1, 2008 Author Share Posted May 1, 2008 Is there a way to create a viewport that will render the separate layers and still show the light beam? Just seems silly to have everything be on one layer - would make editing lights later on in the process very difficult. Quote Link to comment
michaelk Posted May 1, 2008 Share Posted May 1, 2008 Craig I disagree. You can render the light beam with onto an object in another layer. You can't do it in Open GL. You need Final Quality RenderWorks or one of the Radiosity rendering modes. I usually like to use Custom Radiosity and select "Don't Use Ambient Light". Also, you don't need to move the light off the position to get it to render. Just give the position a texture that doesn't cast a shadow. The default instrument texture works nicely. HTH Michael Quote Link to comment
michaelk Posted May 1, 2008 Share Posted May 1, 2008 Craig Have you tried turning off the ambient light in both layers? It will make the instrument beam easier to see. Michael Quote Link to comment
CraigCTC Posted May 1, 2008 Author Share Posted May 1, 2008 Michael Did what you said - but still no light on stage. I'm sure I'm doing something wrong, but I have no idea what that could be. I thought I exhausted all possible issues... Quote Link to comment
michaelk Posted May 1, 2008 Share Posted May 1, 2008 Craig Just to make sure I'm not crazy, I looked at some old drawings and confirmed that it works. Is it possible that your instrument doesn't have photometric data? Or that the texture of the instrument has been changed? (Maybe try using a "fresh" stock ETC S4 Ellipsoidal symbol?) Or maybe you have a FOH object that is getting in the way. Try moving the FOH ceiling or clouds or whatever objects you have to a temporary layer and see if that solves it. HTH Michael Quote Link to comment
CraigCTC Posted May 2, 2008 Author Share Posted May 2, 2008 I would think that the instrument would have photometric data if it could accurately draw the beam spread in wireframe. I'm using stock Strand SL lights, so I don't think texture of an instrument is a problem. And using the left or right section views clearly shows that the light is not running into any architecture - plus if I do a 3D flyover of the room, you don't see any light hitting the ceilings. Still stumped!! Quote Link to comment
michaelk Posted May 2, 2008 Share Posted May 2, 2008 Craig Try this: 1: Set both layer ambient light levels to "off" 2: Turn on one SL. Try the first FOH and put a focus point way downstage. (so the focus point is almost straight down) 3: Turn the instrument the wrong way. ie have it face the house 4: In Preferences/Display set "Display Light Objects" to "Always" 5: Zoom in on the instrument. 6: You will see the light object (in the C-Clamp) 7: Render with Final Quality RenderWorks. You should see the light hit the C-clamp, the yolk, and the body of the instrument (that's the reason for turning it the wrong way) But the C-clamp shouldn't cast a shadow on the yolk and neither will cast a shadow on the body... If you don't see that, there is a problem with the symbol or your position object is blocking the light and needs a texture that doesn't cast a shadow. If do see it, try putting a 3d solid with a color fill right below the light and make sure you see it on that object. I'm willing to bet that one of those tests will fail and you will find some geometry blocking the light or a corrupt symbol. Good luck Michael Quote Link to comment
CraigCTC Posted May 8, 2008 Author Share Posted May 8, 2008 Ok. So for anyone who has been following this thread. I found a very simple and obvious solution to the problem.... just use viewports. It actually makes it easier to just switch to the viewport instead of telling each layer you want what to do and then render. I created a viewport labeled "render" and put the light, positions, and theatre (all 3D) into that viewport. Selected "update all viewports", the viewport rendered, and the light was visible on the stage. You can also link the layers you want to view. But that locks the layers and doesn't allow for changes. So viewports look to be the best option to view rendered light coming from a different source layer. Quote Link to comment
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