Simulation tab

Options on the Simulation tab affect the view point, beam quality, and ambient light levels.

 

Simulation

Ambient Light

The options in this section control the type and level of ambient light rendering in Shaded view.

Quality

The options in this section control the degree to which you want to emphasize beam quality over performance.

 

An example of a scene using Enhanced Beams in Shaded view.

 

 

R32.png 

An example of a scene using Volumetric Beams in Shaded view.

 

Note: Deferred Rendering is required to run Volumetric Beams. If this option is not available, it means the graphics card on your computer does not support Volumetric beams.

Note: For most users, an increase in detail will not be noticeable, except in certain camera positions and situations.

Tip: You can use the per fixture Detail slider in the Properties of a selected fixture only, to minimize the effect on performance. For more information on the Detail option per fixture, see the Fixture-specific properties section.

Brightness

Use the Brightness sliders (or type a value in the corresponding box) to control the visual brightness of beams, footprints, and lens flares.

Every fixture/bulb in the WYSIWYG library has “brightness value” defined in its properties. The “brightness value” of a fixture/bulb is the relative intensities between light beams from different fixtures based on their published photometric data.

The Beam, Lens Flare and Footprint sliders will alter all beams relatively in comparison to all the fixture beams in the scene. For example, you can see this when a bright fixture is hung beside a fixture that is less bright. (i.e. 10” Fresnel with 2KW bulb is hung beside a 6” Fresnel with 500W bulb, both at full intensity). The relative brightness between both fixtures matches the difference in intensity from both fixtures with reference to their published photometric data.

A scene with many lights may be better visualized when some of the beams’ components are less bright. Note that brightness settings affect all beams in the scene equally and are for aesthetic purposes only; the sliders are not connected to the fixtures’ intensity.

The Brightness sliders enable you to balance the brightness values for different scenes, each scene varying based on the density and intensity of its fixtures. These values are saved into the scene file and will, therefore, change when new scenes are loaded.

Note: The default value of 50 is the baseline value generated by the values from the library definitions. If the scene does not show any beams or footprints, ensure that none of the brightness sliders is set to zero.

Note: Beam Exposure works similar to the exposure control of a camera but the values are not based on the F-stop. The fixture’s output is affected relatively; and beam, footprint and flare are all affected at the same time. For example, when you adjust the exposure of two Fresnels at full intensity - a 10” and a 6”:

Use the Scattering slider to increase or decrease the scattering effect. When Scattering is set to 0, no scattering effect is applied to the light beam from a selected fixture.

When Scattering is enabled, the intensity of the light beam from a fixture appears to vary when viewed from different angles.

Note: By default, Scattering is only available when the Simulation Quality is set to Volumetric mode.

Shadows

Note: Enabling Soft shadows while running cues in LIVE mode is not recommended, as it will drastically slow down performance.

Alpha Beam Shadows

For example, if you select 2 from the drop-down list, a beam’s color and intensity will be calculated based on alpha levels only that pass through 2 surfaces, and any additional surfaces with alpha levels will be ignored as the beam will just pass through them.

Note: Each Alpha shadow level supported for this feature requires additional video memory from your graphics card, and can impact performance, depending on your scene and computer hardware.

Footprint

Materials 

Screen/LED Wall Glow

inset_000073.jpg  

An example of LED Wall with Glow enabled in Shaded view.