Build 2 represents a ‘first-usable’ build of Light Lab. This article contains information specific to this build, and is subject to change before release.
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The New File Template
When you first create a new file, it will already have 7 lights hung. You can remove, refocus, or rehang these lights as you see fit; they are meant only as an initial demonstration of the kinds of scenarios you can create. In the future, there will be numerous template files to choose from for various situations, but for now the single file will have to do. Try adjusting levels and moving lights around to experiment with different real world scenarios. If you are looking for inspiration on some different angles of light you might try, try starting with the 12 standard distributions of light.
Light Lab creates
.lightlab files that contain information about your lab. You may create as many of these as you would like, but each lab may have only 8 light fixtures. Files saves in beta builds of the software may not be compatible between versions. Generally, while the file may open in later builds, some settings may return to default values between versions. We are not focusing on file compatibility until we are closer to a wider release.
Be aware that many facets of this program remain rough and unoptimized. You may find performance to be sub-par on older iPads. This build displays information about the current frame rate along the bottom of the screen if you tap on the
Gauge icon in the top-right corner of the application.
While we currently license colors from Rosco (Roscolux and GAM), Lee, and Apollo for use in Stagehand, we do not hold a license for their use in other applications at this time, and these negotiations will take longer than usual due to the COVID-19 public health crisis. We intend to provide these libraries of color in a future beta.
The camera in Light Lab is currently controlled using the default iOS system gestures, which are at times intuitive and at other times unfit for their purpose. These will change in a future beta!
- Pan with one finger to rotate the camera around the scene.
- Pan with two fingers to translate the camera on its local xy-plane.
- Pan with three fingers vertically to move the the camera forward and backward.
- Double-tap to restore the camera to the default view.
- NOT RECOMMENDED Rotate with two fingers to roll the camera (rotate on the camera node’s z-axis).
- NOT RECOMMENDED Pinch to zoom in or zoom out (change the camera’s field of view).
What We Currently Model
As you may well be aware, the physics behind light is complicated on a good day. We are attempting to, to the best of our ability and the ability of modern GPUs, achieve a visually accurate model of light. The following are aspects of light that we currently take into account during rendering.
- Lamp color temperature is used to adjust the output color of the fixture, just like a lamp mixed with gel would.
- Individual beam and field angles.
- Colors mix on surfaces.
- Shadows take on other light that strikes that area, allowing you to fill shadows from key lights with color.
- Atmospheric effects can not be disabled or adjusted.
- Atmospheric effects are not affected by objects casting shadows, like the cyc, allowing haze behind the cyc to be lit.
- Atmospheric effects can vary in appearance greatly depending on the angle at which you view them. While this is true in real life as well, it is not true to the extent that it is inside Light Lab.
- Editing a fixture and tapping out of the editor without first tapping the
Backbutton will result in the fixture still appearing selected in the lab. To correct this, reopen the
Fixtureseditor, tap the incorrectly selected fixture, and then tap the
- Gobos are not supported.
- Shutter cuts are not supported.
- The color picker can extend past the edge of the editor.
- All fixtures are currently in need of bench focusing, and exhibit a severe hotspot at the center, which is mostly evident in the atmospherics.
- Amber shift is not taken into account as fixtures are dimmed.
- The sphere, cyc, and other aspects of the lab are still sparse, and will be replaced in a future build, perhaps with something resembling a certain light lab in Winston-Salem, North Carolina.