Bottom dock
The full-width strip along the bottom, and the four tabs holding everything about the set that is not the drawing itself.
The bar along the top of the dock: the tabs, the armed tool's name with a one-line reminder of how it works, the Art-Net status line, and the chevron that folds the body away.
- Keys
- Once you have clicked a tab or the chevron, Left and Right walk the tabs, and Home and End jump to the ends.
- Group chips
- A tab whose groups run past the right edge carries a chip per group over them. A chip whose group is out of view is dimmed. Click one to scroll its group into view, opened.
Folds the dock down to its strip and back, for when the set wants the whole window. The tabs still switch while it is folded, and choosing one opens the body with it.
Height
#Drag the top edge of the body to make it taller or shorter, and double-click that edge to put it back where it started. It never takes more than three fifths of the window.
Add
#The inventory: everything a set is made of, as tiles you place on the plan or in the 3D view.
Placing
- Tiles
- Click a tile to arm it, then click on the plan or in the 3D view to place it. Or drag the tile straight onto either view.
- In hand
- The line at the top of the panel says what is in hand, with its own settings beside it and an X to put it down.
- Search
- The box beside the tabs covers the whole catalog whatever tab is showing, so you never need to know where a thing is filed.
- Variant chips
- A tile standing for several near-identical fixtures carries chips of its own. The practical bulbs are three tiles with a wattage, or a brightness and a color temperature, instead of twenty-six.
- Collections
- The button beside the search: your favorites, what you placed lately, the kitbash presets and your saved looks.
- Room looks
- A room look dresses a room's walls, floor and ceiling. A look saved from a room goes on any room in any project.
Tabs
- Building
- Walls, rooms, doors and windows.
- Set
- Furniture, set dressing, shapes and vehicles, with chips by category.
- Materials
- The library of swatches, with two rows of chips: Type (wood, brick, paint, glass and the rest) and Use (wall, floor, ceiling, prop).
- People and Camera
- The talent and the cameras.
- Lighting
- Fixtures, with two rows of chips: Type (panels, fresnels, open face, tubes, practicals) and Brand.
- Grip & Electric
- Chips for stands, flags, boxes and electrics.
- Truss
- Opens on generic 9, 12, 16 and 20.5 inch box truss, with chips by width and lengths in the project's units. Specific truss, beside the chips, switches to each maker's named series.
- Models
- The models you have uploaded (My models) and the ones shared with everyone (Shared library). A model you share from My models joins the Shared library.
- Chips
- Click a chip to narrow the tab, and click the lit one again to see everything.
Drawing tools
- Settings
- A drawing tool shows its settings where the tiles are: wall thickness and height, room shape and size, door presets, a window's height and sill.
- Wall
- Click to draw a run. Enter, a double-click or a right-click ends it, and Alt turns snapping off. Closing a loop offers Make room, and drawing on leaves the loop without one.
- Room
- Drag a rectangle on the plan, or pick a shape and size and press Place room to put it in the middle of the view.
- Floor
- Click the corners, then click the first point or double-click to close it.
- Door
- Hover a wall to place it, and it swings toward the cursor. F flips the hinge and Shift+F the swing side.
- Door looks
- A strip of tiles under the door tool, nine faces a leaf can have: flush, two-, four- and six-panel, half- and full-lite, louvered, barn, steel. Clicking one arms the door already wearing it.
- Window
- Pick one of four sashes (single, double-hung, picture, casement), then a size from the chips under the tiles. A size sets only the height and the sill, never the sash.
- Item
- R turns the ghost 15 degrees and Shift+R 90. Wall items snap to walls.
- Camera
- The plan's wedge follows the body and the focal length.
- Truss
- Tab cycles which end of the armed piece bolts onto the port, and [ and ] step its stock length on the plan.
- Letters
- Wall (W), arc wall (U), rectangular room (S), room from enclosed walls (B), floors and platforms (O), doors (D), windows (N), item (I), light (L), camera (C).
- Plan toolbar
- Dimension, Arrow, Talent mark, Text, Light meter and Cable run are on the plan's own toolbar.
Materials
- Dressing
- With something selected, a swatch dresses it. The line over the tiles says where it goes: for a wall which face (Inside, Outside or Both), for a door or a window which part.
- The part
- The material row you last touched in Selection. It also narrows the tiles to what that part is made of, until you press Show all.
- No part
- Clearing the part shows every material again, and a click goes back to guessing: a glass material goes on a window's glass, any other on its frame.
- Brush
- Click a swatch with nothing selected to hold it as a brush. The next click on the plan or in the 3D view paints that one wall, floor, room, opening or item.
- While painting
- The line at the top says which material is on the brush, its fields are under the tiles, and Escape puts it down.
- Photo…
- Turns an uploaded photo into a material of mirrored tiles at a real-world width. Set the tile width in the material's fields.
Models and truck stock
- Placing a model
- Drag it onto the plan or the 3D view. It sits with its footprint center on the floor and goes into the Unreal bundle as it is. Use in… on the Files page brings one in.
- Truck packages
- The chip in the inventory, or a selected truck's fields, opens a rental package's stock to plan from. Package lists are planning copies you can edit, not a live rental order.
- Stock
- Packed is set per package, and In use and Left count every package and level. Gear over the stock stays in the scene, flagged. A blank quantity starts at 0, so set it once the rental house confirms.
Inventory panel
- E
- Opens the same inventory as a panel over both panes, its nine tabs along its top and bottom edges. E or Escape closes it.
- Arming
- A click on a tile arms it and closes the panel. Shift and a click arms without closing, for taking two or three things in a row.
- Typing
- While the panel is up, typing goes to its search and the tool letters wait.
- Viewers
- A viewer does not get it, having nothing to place.
Hotbar
- Showing it
- Hotbar, the chip beside the search, puts a bar of nine slots along the foot of the panes. It is off until you ask for it, and it stays with this browser.
- Filling a slot
- Drag a tile onto it, or point at a tile and press the slot's digit. The digit is the only way a drawing tool such as the wall reaches the bar.
- Arming
- Press 1 to 9 from anywhere, or turn the wheel over the bar to step along the slots. Whatever is armed lights its slot, however it was armed.
- Several bars
- + adds a bar, up to eight. Shift and the wheel, or the arrows beside the name, step through them. Double-click the name to rename a bar, and right-click it to remove it, never the last one.
- Emptying
- Right-click a slot to empty it.
In the 3D view, O, W and F mean orbit, walk and fly, not the floor, the wall and the flip. It is the one place a letter means two things, on purpose: a pane you navigate wants other keys than a pane you draw on. There, arm the wall and the floor from the Building tab, the hotbar or the palette.
The inspector: every field of whatever is picked, whatever kind it is.
Picking fills it in place and never switches the tab under you. It is the one inspector, and the Lists tab draws the same one beside each of its lists. The fields are grouped in sections colored by kind.
At the top
- Header
- The kind and the name, with duplicate, lock and delete beside them.
- Mixed selection
- Chips narrow it to one kind.
Walls, rooms and floors
- Walls
- Length, thickness, height and materials.
- Rooms
- Area, height, ceiling and material.
- Room height
- The top the room's walls mostly stand at. Setting it raises those walls and the ceiling, and a half wall or raised flat at another height stays. The count beside the box says how many walls move.
- Shared walls
- A wall shared with the next room moves for both rooms.
- Walls at two heights
- When a room's walls stand at two heights equally, it has no height. Setting one takes every wall, and the ceiling.
- Auto ceiling
- Follows the room's tallest wall, so raising a wall raises the ceiling.
- Floors
- Elevation, thickness and material.
Doors and windows
- Size
- Width, height, sill, and the distance from the wall's corner.
- Operation
- How a door opens: single or double leaf, sliding, pocket, bi-fold, garage, elephant, or an opening with no leaf at all.
- Look
- The face a door's leaf presents.
- Hinge and swing
- Which side the leaf hangs on, which way it opens and how far. F flips the hinge and Shift+F the swing side.
- Style
- What a window's sash is divided into: a single sash, a double-hung's meeting rail, an undivided picture window, a casement's mullion, or an opening with no window, which draws nothing and can still be clicked.
- Columns and Rows
- Cut the sash into divided lights, 1 to 8 each, drawn as muntins in the frame's material. A picture window is one light, so it is not asked.
- Materials
- Every part the opening has: a door's Leaf and, on a half- or full-lite, its Glass, and a window's Glass and Frame. Touching a row puts that part in hand for the Add tab's Materials.
- Leaf
- Its material covers the stiles and rails, a paneled door's insets, a louvered door's slats and a steel door's bands.
- Trim
- The trim around a door is the wall's top material, not the door's own frame.
- Covering
- What hangs in front of a window: a curtain, a sheer, a blackout, blinds, a roller or shutters.
- Covering fields
- Draw (Open, Half, Closed) over an Openness slider in percent. Tilt for the two kinds with slats, Gather for the three that hang from a rod, and Fabric, the cloth's own material.
- Covering and light
- The 3D view, the light meters, the sun patch and the lux map read how far a covering is drawn. A closed blackout puts the room out, and a sheer passes about seven tenths of the light.
- On the plan
- A covering drawn across shows as a thin line inside the window.
Set, people and notes
- Items
- Size, parameters and elevation.
- Finish
- For pieces that have one, a row of chips that puts one look from the shared finishes chart on the piece, the same Walnut a table and a bookshelf wear. The chip it wears is lit.
- People
- Pose, head turn, arms, lean, build, skin, hair and its color, shirt and pants colors, face, eye color and six face controls (eyes, brow, nose, cheekbones, lips, jaw), plus one-click presets.
- Notes
- Annotations draw on the plan only, unless Show in 3D lays them flat on the level's floor.
- Arrows
- An arrow end snapped onto something stays on it, so moving the thing moves the arrow.
Lights
- Dial
- Where a light opens: on and off, intensity, color temperature with its presets and tint, beam, height, pan and tilt, two to a line.
- Solo
- Shows the light alone in the 3D view, with the frames and boards it lights. It is your own view and changes nothing in the project, so a viewer may solo too.
- Aim and mount
- Where the light hangs and what it points at. A light hung on a truss moves with Along and Face, not X and Y.
- Aimed lights
- An aimed light keeps tracking its target. Tilt is the fixture's real tilt, so moving it feathers the beam off the target.
- Snap to ceiling
- Skips a light that is locked, on a truss, or on a stand that cannot come off.
- Photometrics
- What the fixture puts out. A synthetic curve is modeled from the maker's published beam angle and lux figures, not measured. Use the maker's own file when a number has to be exact.
- Color mode
- CCT is white light by temperature. RGBW adds color emitters to a white emitter at the CCT. HSI is hue and saturation.
- Source CCT
- In HSI, the fixture's own white point. It still sets the output level, since the photometrics are read at it, while the color is the hue and saturation.
- Warms when dimmed
- A filament runs cooler as it dims, so 3200 K reads about 2400 K at 10 %. Off holds the lamp at its rated Kelvin at any level.
- String lights
- The Single color palette lights every bulb in the light's own color, with no caps.
- DMX
- The mode from the catalog or an uploaded GDTF, universe, address, footprint, overlaps and next free.
- Location lights
- Enabling DMX on one adds no DMX hardware to the real fixture. Its output uses the default distribution, and dimmer, color and aim describe the look you plan.
- Fixture
- Last, what the fixture is: name, unit number, optic, accessory and gel. What an accessory (diffusion, grid, snoot, lens) costs in light and does to the beam shows on the meter, the lux map and the 3D view.
- Several lights
- DMX and color rendering are per fixture, so with several lights selected the first one's show.
Movement
- Pan center and Tilt center
- A moving light's alignment, from the catalog, not a measured calibration. Set them to match the unit as hung.
- Center position
- Sends the head to the centers. It is not a homing or calibration command.
- Zoom
- A powered zoom's DMX value maps straight between the published end angles, so the beam angle between them is an estimate.
- No pan or tilt
- A DMX mode without pan or tilt channels means a console cannot move the head, and output leaves it where it is.
- Several movers
- With their pan or tilt mixed, a change writes the value to every head.
Color rendering
- Figures
- CRI Ra and R9 (the saturated red Ra leaves out) by CIE 13.3, TM-30 Rf and Rg on CIE's 99 samples, TLCI Qa on EBU Tech 3355's standard camera, and SSI by the steps AMPAS published.
- Computed
- Every figure in the group is computed here from the spectrum, not measured and not the maker's.
- Transcribed spectrum
- Read twice from the graph the maker prints (document, page, figure) and reconciled.
- Planck spectrum
- Physics, at the Kelvin the filament makes at its dimmer setting, not the maker's measurement.
- CIE illuminant
- An unbranded source takes CIE's typical illuminant (for example LED-B2) at its Kelvin. It is a standard, not a measurement of the light.
- Printed figures
- A CRI, TLCI, Rf or Rg the maker prints is the maker's own number. The fixture catalog keeps where it came from.
- No figures
- With no spectrum, nothing is computed and printed figures are not shown either. A lamp that is off has no light to measure, and a gelled light has no known spectrum.
- Colored caps
- On a strand, colored caps count as a colored mix.
- CRI reference
- The spectrum's CCT on CIE's locus, drawn dashed behind the curve at the same luminance. Far from it, a DC over 5.4e-3, CIE 13.3 holds a CRI to mean little.
- TM-30 graphic
- The dashed circle is the reference. Each arrow is how one of 16 hues moves under this light: outside the circle is more saturated, inside less.
Cameras
- Settings
- Body, lens, T-stop, ISO, shutter and ND in stops.
- Pan, tilt and roll
- Roll is a dutch angle: positive tips the top of the camera to its right. It carries into the picture-in-picture and the exported views.
- Squeeze
- The lens's anamorphic squeeze, 1x spherical up to 2x, widens the field the camera covers everywhere, the plan's wedge and exports included. The picture shows unsqueezed unless Desqueeze is off in the Display tab.
- Exposure
- Manual exposes the picture-in-picture, the view through the camera and its renders from its own settings, so an underlit set looks underlit. Auto uses the scene's meter, as the free view does.
- Camera EV
- What the camera's settings expose for. The meter says what the set delivers.
- Dynamic range
- How many stops the camera holds before it clips to white and crushes to black, three fifths of them above 18 % gray. Empty takes the project's, set in the Display tab.
- White balance
- Auto keeps the picture as lit, the sRGB white of about 6500 K. Manual balances the picture-in-picture, the view through the camera and renders to a Kelvin and a tint, with 3200, 4300 and 5600 presets.
- Source
- Balances to the dominant light on this level, the illuminance-weighted temperature of its lights. Daylight counts as 5600 K when it is on.
- Height and support
- Tripod legs follow the camera height. Support None covers handheld, a dolly or a rig.
- Backdrop
- A photo shown behind the set while you look through the camera.
Light meters
- Fields
- Label and height, then Facing, the receptor, ISO, shutter and the reading.
- Facing
- Up lays the receptor flat. Camera turns it toward a camera's lens, the way an incident reading is taken, and Light toward one light. Both follow what they face. Aimed holds a pan and tilt you set.
- A new probe
- Faces the camera you are watching or piloting, else one whose view covers the spot, else the nearest. With no camera it is aimed level, toward you in 3D or the brightest light from the plan.
- Rotate rings
- Turn any probe, which makes it Aimed from where it pointed.
- Receptor
- Dome is the hemisphere a DP points at the lens, counting side light the way a face does, and new probes are domes. Flat is the disc for illuminance and ratios.
- Meter view
- Beside Facing, puts you in the probe (see Meter view in the 3D view).
Materials
- Swatches
- For walls, rooms, floors, openings and set, a grid of swatches beside the fields, with the material's own fields under it, open.
- Fields
- Color and tint, tile width and height, rotation, tiling (repeat or mirror), offset, reflectivity, gloss, opacity, emissive glow, IOR for glass and normal strength, over a preview swatch.
- Shared materials
- A line says how many surfaces share the material, and Duplicate gives the selection a copy of its own. Saving changes writes them to every surface that wears it. The catalog material never changes.
More
- Arrange
- Align, distribute, and linear and radial arrays for the selection, folded away until you open it.
- The sun
- Picked rather than selected, from the Source row at the head of the Lights list or from the palette. It draws Sun & daylight here, with a Deselect beside its name.
With nothing picked
- Contents
- The level's contents, across the dock by kind with a count on each group: walls, doors and windows, rooms, floors, set, lights, cameras, notes and reference.
- Search the level
- Filters every group at once.
- Groups
- The menu narrows the list to one group, with Select and Ungroup beside it.
- Rename
- The pencil on a row renames it in place, for rooms, floors, set, lights, cameras and reference. Enter commits and Escape cancels.
- Group
- The checkbox at a row's left marks it without selecting it. Mark two or more and press Group to make a group, which moves together and appears in the Groups menu.
- A row
- Clicking one selects it, and the tab turns into that thing's fields.
- Elsewhere
- The project and its levels are in Lists › References, and the power budget is under the Lights list.
Lists
#One tab for everything the level holds, with chips over it for the department you are reading: Contents, Lights, Cameras & shots, Layers & groups, References.
Whatever you pick from a list fills the column beside it with that thing's fields, the same inspector the Selection tab draws. Picking a fixture off the plot, a camera off the shot list or a chair off the plan never takes the list away.
Contents
- Contents
- Everything on this level by kind, with a count on each group. It is the list the Selection tab shows when nothing is picked, with the same search, Groups menu, rename pencil and checkboxes.
Lights
- Schedule
- The fixtures with unit numbers and connected load, in schedule order.
- Budget
- Under the list, unfolds the power budget over the row it sits on, closed until you ask for it.
- Power budget
- Counts every enabled fixture at full nameplate draw, whatever its dimmer. Current is watts over volts times power factor. The neutral and the voltage drop are conservative estimates that leave out harmonics.
- DMX
- Opens the DMX dialog on Bridge, beside Universes and Profiles (see Dialogs).
- Lights window
- Every fixture on the level with its intensity, in a window of its own for a second monitor.
Sun and moon
- Sun row
- The first row of the Lights list, pinned above the fixtures while you search. The sun is a source: a Source badge instead of a unit number, and left out of the fixture count and the load.
- Picking the sun
- Its line says where the daylight comes from and at what time. Picking it puts Sun & daylight where a fixture's fields go, and Deselect beside its name lets it go.
- Daylight
- The one sun of the 3D view, the same switch as the 3D toolbar's. Off is a dark stage lit only by your fixtures.
- No location
- A generic afternoon sun, 45 degrees high from the south-east of plan north.
- Location & time
- At the head of the last column, closed until opened: the switch, city presets, the site's latitude, longitude and timezone, and true north. On, the sun follows the site and fades through twilight.
- True north
- 0 means plan up is north, and 90 means plan up faces east. The location also drives the plan's sun arrow and the sun analysis per window.
- Under a ceiling
- Inside a room with a ceiling the sky light is dimmed to what the openings let in, so fixtures still read.
- Sun position
- With a location: azimuth, elevation, sunrise, solar noon and sunset, open at the head of the middle column.
- Openings in sun
- With a location, under Location, closed until you open it.
- Moon
- Under Sun position, closed: its shape for the date, its position for the time, moonrise and moonset. It lights the set and casts its own shadow once the sun is down, and the meter reads it.
- Moon phase
- From the date is the real phase for the site's date. Set one by hand for the night you mean to shoot. Only the shape changes, never where the moon is or when it rises.
- Moon color
- Empty is the physical 4100 K moon, what a meter reads off real moonlight. Around 9000 K is the blue moonlight a night exterior is graded toward.
- Moon brightness
- Stops over or under real moonlight. It moves the light, the shadow and the disc while the meter stays on the physical moon, so the picture gets brighter or darker.
- Saved
- The moon's color and brightness travel with the project.
- Moon size
- How big the disc is drawn, up to 16x. 1x is its true half degree, and bigger is this browser's display only: the moonlight, the meter, prints and exports stay at 1x.
Cameras & shots
- Cameras
- The placed cameras with watch, pilot and picture-in-picture buttons, and Show all to pin a window on every one.
- Shot list
- Each shot saves the camera set-up and the blocking (camera and people) or the full layout. Clicking one puts everything back.
- Blocking positions
- New block stores the layout as position 1. Move the talent and the camera, snap again, and stepping through puts everything back beat by beat. Undo puts a step back.
- Snapshot
- Downloads a PNG of the 3D view. It is not saved into the project.
- Render views
- Opens the Export drawer on the rendered views: every camera, the top-down and the elevations, as a zip of PNGs.
Layers & groups
- Level
- The level you are editing, and a way to add one above.
- Layers
- Architecture, set, grip, electric, lighting, camera, talent and annotations, each shown, dimmed or hidden.
- Dimmed
- Drawn on the plan at about a third, and still clickable. The cursor card names the layer that quieted it, and a click takes it at full strength. The 3D view never dims.
- Who sees it
- Shown and hidden are the project's, and everyone on it sees them. Dimmed is this browser's alone.
- Groups and scene
- The groups, then the scene this drawing is for: its number, its name and the active shot's own fields.
References
- Reference images
- Upload a floorplan or a photo, PNG or JPEG. A three-step set-up asks for the scale, north and the origin, the point that becomes 0, 0.
- On the plan
- Select an unlocked image to move it, turn it with its knob or scale it from its corner grip.
- Location scans
- A gaussian splat of the real place, as the backdrop a set is planned against. It takes a .ply (raw or compressed), a .sog, or a SOG folder (pick its meta.json with the .webp files).
- Other scan files
- SPZ, SPLAT and KSPLAT need converting first. splat-transform writes .sog from any of them.
- Reference only
- A scan casts no light, blocks no click and stays out of the Unreal and glTF bundles. It shows in the 3D view, not yet in a rendered view, a sheet or a project card.
- Lamp wash
- A reach check, not lighting. Unlit level 0 puts unlit surfaces in the dark, and 100% leaves the scan as captured. Shadows switch off above the splat limit.
- Project
- The project, the level and the statistics.
Display
#Everything about what you are looking at, on nine pages along the top of the tab.
The pages are drawn like the Add tab's. The tab opens on the page you left it on, and a palette row lands on the page that holds what it names. The rows carry the pictures a camera crew reads off its own gear: the false-color strip, frame lines, the shutter disc, the ND filter, the meter's dome.
Pages
- Environment
- The backdrop, the ground under any sky (Auto is the gray ground, None shows the floor grid, or a color or a floor material at its real tile size), and the ready environments by heading.
- Sky
- On Environment: daylight, the sky preset, the moon's drawn size, the time of day and the way to the sun's position.
- HDRI backdrop
- Lights the set in its own colors at the same level, so the exposure does not move. Follow sun adds the sun's rotation on top.
- Exposure
- The setup the meter reads against (ISO, frame rate, shutter, ND), the dynamic range the picture holds, and the free view's own white balance.
- Monitoring
- Metering (false color, the light shown and the spot meter's switch), then Scopes and the monitor guides.
- Lux
- Surface illuminance, bounce studies and light in air.
- Atmosphere
- Beams, haze and its density, wet down and puddles.
- Set
- Inspect labels (Shift+I shows dimensions and names on the set), room ceilings, cutaway, the section plane and the height it cuts at, and other people in 3D.
- Plan
- The hotbar, the lux map (an illuminance heat map over the plan at a chosen height), snapping (grid, angle and walls, with their steps) and the 3D floor grid.
- Navigate
- The four view modes, eye height, field of view and walk speed, Fit for either view, pop out to a second monitor, focus the selection and a PNG snapshot.
- Quality
- Render quality, resolution, what the lighting costs, and the performance overlay.
Metering
- False color
- LogC zones: green is 18 % gray, pink one stop over. It never reaches an export.
- Light shown
- Bounce only shows the sky and what the bounce puts back, every source at zero. It lasts this session, never reaches an export and moves no reading.
Scopes
- The rack
- Live scopes (waveform, vectorscope, histogram, RGB parade) in the 3D pane's top-right corner, or beside the plan in the split layout.
- How many
- Auto shows one on a narrow pane, two stacked on a laptop and four from 1400 px wide. The rack's Layout menu picks any number.
- Slots
- Each slot's header picks its kind, and the menu beside it its mode and scale.
- Readouts
- The clipped and crushed share of the frame under each waveform and histogram, and the peak chroma under the vectorscope.
- Scale
- IRE is the picture as a monitor shows it, stops are the light from 18 % gray, and cd/m² is the luminance. Set it for all of them here, or for one from its slot's menu.
- Overlays
- The scopes read the picture without some overlays the pane draws.
Monitor guides
- Delivery frame
- The aspect the show is finished in (2.39 inside a 3:2 capture, for instance), with the band outside it shaded. It is saved with the project because everyone frames for it.
- Thirds, center mark, safe areas
- Tiles that show while you look through a camera and stay with this browser. The action and title safe areas follow SMPTE ST 2046-1.
- Desqueeze
- Shows an anamorphic picture unsqueezed, as delivered. Off, it shows what the sensor records, squeezed sideways.
Lux
- Opening it
- Lux analysis, in Atmosphere's Beams select, shows the fixture, daylight and bounce lux on 3D surfaces and opens this page.
- Surface lux
- Point at a surface to meter it, or select an object to see the paths that reach it and what blocks them.
- Light paths
- Select a source to follow its reflected and transmitted paths. Dashes mark a path behind a blocker.
- Bounce study
- Its paths are samples of the direct first bounce, with simplified blocking. If no light reaches a surface, check what blocks it. If little bounce reaches a face, check the path to the subject.
- Light in air
- The cross marks your reading, taken at the cursor. Height moves the guide, not the light volume. A flat meter facing a direction leaves out light arriving from behind.
- Material calculation
- Follows up to 8 surface interactions with the assigned materials and the fixtures' photometry. Its sampling uncertainty leaves out any uncertainty in those inputs.
Plan
- Kelvin
- Beside Lux map, draws the lux map in Kelvin: lamps at their own color, bounce at its own, mixed. Its legend carries mired from the white balance and the Duv marks.
- Floor grid
- The 3D view's grid, in a color you pick, drawn at the plan's grid step. Set the ground to None to see it.
Quality
- Quality
- Spends pixels, antialiasing, shadow casters, texture size and haze. Auto gives pixels back while the view moves if the frame rate drops.
- Lighting
- How bounce, ambient occlusion and the sun's shadow softness are worked out. Auto follows the quality tier, and Simple draws the plain picture on any machine.
- Resolution
- Auto draws every pixel while the view is still, and fewer while it moves if the frame rate drops.
The move and rotate gizmo buttons are on the 3D pane's own bar. That bar keeps only what you press while working and hands everything else to this tab, so nothing is set in two places.