Dancers are people too

November 15th, 2010

There is an assumption that a lot of people make with dance lighting that somehow, because it is dance, we can ignore standards of beauty for lighting people. The range of colors which look good on human skin are actually quite narrow. Pale lavender, pale amber, clear incandescent light, and daylight. Anything much more saturated than this and skin tones start to look, well, inhuman.

I have seen more than one person, when seeing a color like L126, say something like “ooh there’s a dance color,” as though the medium itself somehow justifies making humans look like glowing neon space aliens.

These colors can be quite striking and bold. They can be beautiful and the right choice in the right moment. But to assume they are somehow “dance colors” is to unnecessarily limit one’s thinking when approaching dance.

Strong color can be a powerful tool in dance. Especially in modern dance, where there is little to no scenery, color becomes a primary element in the visual storytelling of the piece. Yet when we are lighting the human form, such colors are, more often than not, ugly.

The skin of a dancer is no different than the skin of an actor, or an opera singer, or a CEO. It looks alive and vibrant in the same range of colors and looks sick and dead in similar ways. Magenta, green, yellow, and even dark blue, all have their place, but are in no way inherent to dance.

I remember reading a letter to the arts editor of the San Francisco Chronicle years ago criticizing an SF Ballet piece. The critique said something to the effect of “with all these new lights available like LEDs I am at a loss as to why Ms. Tipton lit the entire piece in white light.” The implication being that because one could use color, one should use color. There was no thought that perhaps one of the greatest living lighting designers in the world had something else in mind.

Dance is not about color. Dance is about the emotional expression of the human experience through movement. It is movement that defines dance. Perhaps it is the, often, non-literal nature of dance which leads people to assume that wild colors are the best and only solution. But that line of thinking does a disservice to the dance itself. It takes one’s inability, or more likely unwillingness, to engage with the work on its own terms and uses that as justification for a bold lighting scheme.

A green dancer, unless they are supposed to be an alien, or perhaps the embodiment of jealousy (and even then I would be wary and probably let the costume tell that story), is not beautiful. It might look neat but it does not do the dancer justice. We must approach our use of color in dance from the point of view of making the most beautiful work possible. If we just want beautiful and colorful light we can go do installations. In a collaborative art form we are responsible for making all our collaborators work, and this includes the performers, look as beautiful as possible.

Angle, far more than color, brings a dance to light. Sculpting the form in space, engaging with the kinesthetic being on stage, is what truly makes a dance. Sidelights are typically used, not because they are “dance lighting,” but because they treat the human figure with a sculptural focus that is unparalleled by other lighting angles.

Shins and Mids, typically with bottom cuts off the floor, allow us to light a dancer without lighting any of the surrounding environment, wings, cyc, or floor. Head-His, while grazing the floor still keep most of the light on the dancer and off the rest of the space. As we move vertically we get a stronger lighting hit on the floor, and consequently bounce on legs, cyc, borders, and other elements that are not dancers.

When using color, one would do well to consider these facts of how different lighting angles light different things. One could light the dancer in flattering colors for skin tones and still make strong, bold, color choices in the backlight or cyc lighting. This way one creates a whole world of color in which the dancer floats effortlessly. The colors on the dancer can then be very flattering to their particular skin tone without negatively impacting the designer’s impulse towards a strong and bold use of color.

Powerful and vibrant colors have their place in dance lighting. They can be an amazing way of communicating strong emotions to the audience. The use of color must come from within the dance. It must not be an arbitrary imposition from the outside. Discovering, and then revealing, the inner truth of the movement, is the job of the lighting designer in dance.

Artistic Inspiration

November 8th, 2010

One of the luxuries most artists have, which designers (and other artists for hire) do not have, is the ability to create on their own schedule. Someone who paints, or draws, or sculpts just for the fun of it can take as long as they would like to create something. If a canvas, or a comic book, or a screenplay takes them 25 years to finish, so be it. For a designer, specifically a theatrical designer, we have a hard deadline of opening night. No matter the circumstances in our lives, we have to get up and be creative. We go to work and we make art.

One of the most difficult issues that an artist grapples with is inspiration. Well, inspiration and money, but we’ll focus on the aesthetics for now. For the artist on their own schedule they have the leisure and good fortune to wait until inspiration descends upon them. For the designer or artist-for-hire we must grab inspiration when we need it. Sometimes it is like a hunt, trekking through dense jungles of the subconscious searching, in vain, for that elusive thing called inspiration.

While not every project will be inspired from the depths of one’s soul there are ways of creating inspiration. This may sound odd to those used to waiting for inspiration to strike them, but it can not only be done, but can be done quite effectively.

One of the most direct ways to find inspiration is other artists. Now, if you are designing scenery for Billy Budd perhaps other productions of the opera are not the best route to take as that will often lead to second rate derivative works. But one might look to 18th century paintings of naval vessels for a literal interpretation. Perhaps if you want to echo 20th century political themes, your research might take you to the constructivists.

Personally I find photography to be one of the most resonant mediums for me to find creative inspiration. The work of Richard Misrach is one of my standard go to texts. His formal study of light, using the same exact frame, to capture myriad skies, gives an almost limitless source of inspiration for thinking through a sky drop.

Paul Strand is a favorite for thinking through abstract spaces. His 1915 print Wall Street is a strikingly theatrical look at the real world. Almost operatic in scope, this simple morning scene is transformed through the artist’s rendering of light and shadow. His The White Fence takes another infinitely mundane scene and transforms it into an abstract canvass of great depth and drama. While any reproduction will never do justice to his original platinum print, the frame alone is a powerful thing of beauty.

For more abstracted pieces, I find the work of Man Ray to be singularly useful. His profound humanism, framed within a surrealist approach, brings to life a world of deep and primal emotions. Cindy Sherman provides a very similar frame, though firmly rooted in the world of color.

Several painters I find particularly useful when a color palette just won’t come to me. Marc Chagall’s color sense is almost unparalleled in his ability to convey deep and serious emotions while maintaining an air of play in his works.

Another great source for color is the natural world. While there are any number of computer programs that can pair colors for you that will look good, nothing beats looking at fruit and vegetables. An heirloom tomato, or a banana, or a cucumber, or a honey dew melon, have a perfect color palette ripe for the taking.

Sometimes listening to music can be a powerful inspiration. Other time I just need to get out of my studio and go for a walk through the park, or the cemetery.

When you are feeling uninspired by a project it can be almost painful to get out the drafting pencils and get to work. Spending some time with some great art is never a waste. And it might just be the springboard to a beautiful design.

Lighting Dance in the Digital Age

November 1st, 2010

Most everyone I know would agree that the ideal way to light a work for live performance is to see at least one run through prior to hitting the stage. Even under very short schedules and tense conditions this one rule of thumb is typically met. Every so often you encounter a situation where, despite everyone’s best intentions, it is not possible for the lighting designer to see a live run prior to tech.

I am now in the midst of just such a situation.

Next week, I am lighting a dance festival. Due to a combination of scheduling issues I will be unable to see the pieces live before tech. Ten, even five, years ago this would have been a bit of a problem. I’ve done it, so I know it’s not impossible, but it sure is not easy. Fortunately, there have been a handful of technology advances which make this current situation, while less than optimal, not even approaching a disaster.

Let’s look at the old model first to see how this would have been done just a few years ago.

The pieces average around 10 or 15 minutes each with 45 minutes of tech per dance. This gives time to run each piece twice with notes in between runs. Prior to the run, I would have written a handful of placeholder cues ahead of the rehearsal. Then, when time came for the tech of a particular piece, we would have run it while I modify the placeholder cues as the dance happens. During the notes we would discuss my lighting approach and I would make any desired changes, give cue placements to the stage manager and run the piece a second time, further refining the cues.

Cueing of this model is unfortunately common in the dance world. While it is far from perfect, it works.

These days we have all manner of technology at our disposal to bring us closer to an ideal situation. In this case, each of the six companies will video a rehearsal of their piece, upload those videos to Youtube, and send me the URL. I will see the pieces, though small and digital, before we hit the stage.

While I will not be able to see the pieces live before the show, there are some discrete advantages to this model. By having the piece on video I can pause, rewind, and restart the piece. Thus instead of trusting my notes from a single pass, I can get more detailed information about the choreography.

This in no way should be a default substitute for seeing a piece live. While a good addition, and a fantastic solution to my current conundrum, there is nothing like seeing a live body move through space. Video, certainly rehearsal video, is incapable of capturing the nuance of relationship between dancers or the connection of a performer to their audience. What video is very good at is capturing the shape of a choreography.

It would be a shame if video became the default means of lighting dance or other live performances. Video, however, is an invaluable tool when schedules collide and disallow a lighting designer from seeing the work he is soon to light.

I once heard the line “Anybody can light a dance they’ve seen. The real trick is to light one you’ve never seen.” attributed to lighting designer Sara Linnie Slocum. It is with all thanks due to modern technology that I will not be putting that line to the test next week.

Software Review – Renderworks 2011

October 25th, 2010

I have seen the new Cinema 4D rendering engine for Vectorworks mentioned in reviews as not much more than a bullet point. Yet the new rendering engine is leaps and bounds beyond what was previously called Renderworks that it is almost like a whole new piece of software and certainly deserving of an independent review. In fact, the system is now so robust that Nemetschek would do its customers a great service by adding a getting started guide just for Renderworks to go into better detail about the functionality of the system.

The new rendering engine is so much more powerful, in fact, that I ran into a few problems right off the bat. Nemetschek claims that their new engine is many times faster than the old one. Yet when I did a side by side Final Quality Renderworks test the new engine took much longer to produce its result. Curious I looked further into this and discovered that the actual image was much better quality and, in order to get a quality equivalent to the old FQR, I had to set everything in custom to “Low Quality” and turn off Ray Tracing. Then the engine was faster. In short, the only way to get a true apples to apples comparison is to put the new RW on its lowest settings and the old Renderworks on its highest settings.

What’s that Ray Tracing thing he mentioned?

That’s right, the new Renderworks adds Ray Tracing functionality, meaning you can set how many times an individual photon bounces off objects. This gives renderings a more natural quality as bounce light is included in the rendering of the final image. This does increase rendering time and can cause a simple scene to take a fair amount of time to render. But you definitely get what you pay for. A little more time for a much higher quality rendering is, in my opinion, worth the wait.

One of the first things I did with the new Renderworks was rerender my lighthouse drawing. Here is where I hit the first, and only real snag, in the new system. Because the rendering engine deals with light and textures in an entirely new manner, the old textures did not map properly. As such, I had to rebuild my textures from scratch. This will cause some users a bit of frustration during the initial upgrade, but the final results will be well worth it.


A side by side comparison of my rendering of the lighthouse in RW2010 and RW2011

As you can see from the above comparisons not only are the shadows softer and more true but the detail in the drafting is much clearer. I did not change any of the physical drafted objects for the rerender. Only lighting sources and textures were changed.

The new Renderworks allows the importation of HDR images from which lighting information can be extracted and used for lighting your 3D models. Several HDRIs are included with the basic RW package and the user can import their own as well. Not only can this be a quick way to mock up basic lighting conditions, it also allows for the creation of really nice looking white models.

Turning off Textures and Colors in the Custom RW palette and then turning off ambient light from the Lighting Options Palette, setting indirect lighting to one bounce and Environmental lighting to HDRI white can give results like this:


Whitemodel of my 3D drafting of a house built from shipping containers. HDRI Environmental lighting and one directional light source.

In addition to vastly improved lighting options, the texturing capabilities of Renderworks 2011 are significantly improved. While imports of older files will require a rebuild of the textures, the user should find this worth the effort. Not only are simple colored textures improved, but the bumpmapping is better as well. One thing that could use some improvement is the transparency function. I have yet to find a suitable combination of settings which give adequate results for something like a translucent fabric.

The ability to add Decals allows for greater dynamic range of rendering options as well. A decal is an image file placed on top of an object with another texture. This allows the user to put graffiti or a poster on a wall for example.

Emitter options allow the user to set a reference white color temperature for light emitting objects. This is useful in a number of ways, not the least of which is when creating a texture that emits light allowing one to approximate fluorescent tubes, video screens, or lit walls.

Along with the new and expanded tools in the lighting and texturing areas. The artistic Renderworks options are newly redesigned as well. Users who are familiar with the old functionality of the Artistic RW settings will need to adapt to the new system, but the options are robust and give interesting and useful options for rendering one’s drawings.

Obviously the new Renderworks Cinema 4D engine is primarily of interest to those users who draw in 3D regularly. However, given the improvements in the 3D drawing environment in Vectorworks 2011, I expect an increasing number of users to begin working in 3D and using the new rendering engine.


Quick 3D sketch with Background image and Decal. Background image courtesy SnaPsi

GATZ – A Review

October 18th, 2010

I first heard about GATZ about 5 or 6 years ago from my friend Mark Barton, a lighting designer. He started telling me about this wacky performance piece he was working on involving a cover to cover reading of The Great Gatsby set in an office building. Over the years the reputation of this show grew as did my excitement to eventually be in the same town it was playing. This past weekend I saw it in New York. It is rare that I go to the theater and leave feeling as though I have witnessed a true work of art. GATZ is a work of art.

Before I go on praising the piece, which I could easily do, I must make one thing clear. I do not like the book. Walking in to the play I thought I did, but I soon began to take stock of it and realized I had not read Gatsby since my freshman english class in high school. What I liked, was the idea of the book. The idea of a fast paced 1920s filled with glamorous parties and wild characters. As the book was read I found myself at once engrossed by the performance and unmoved by the book.

The Great Gatsby is fine, but I think there is a reason it remains required reading for high school freshman english class and no more. It is just not that sophisticated. The language is at times intriguing and the fast paced world of not insignificant interest. But the book, the ideas, the emotions, and the characters themselves, is rather slight. There are no big original ideas in the book other than New York is a big fast moving city and the brutality of the very rich is unpleasant to be around, which are not very big nor original.

The emotions too are quite thin. Gatsby, who has constructed his false identity in order to recapture a love which never quite existed, has little emotional faculty. Before he can come to awareness that he is more enamored of the idea of the woman he loves than the woman herself, he is killed and the book quickly draws to a close.

I have heard GATZ described as a “love affair with a book” or some similar turn of phrase. This reading of the show sounds more like someone who likes the book and did not step back to reassess. The characters in Gatsby are thin, vacuous, and unpleasant. The bleak grey office in which the play happens only calls attention to this fact. The two dimensionality of the book is heightened by the complexity of what is happening on stage.

The acting is amazing. Some of the best I have seen in a long time. But it is the direction which truly sets this work apart from most other stage work. As the play progresses over 7+ hours we weave in and out of the consciousness of the reader and his external environment. The other people in the office blend effortlessly from coworker in the background to character leaping off the page. The almost accidental resonance with the movement of the office is kept in a decidedly unpredictable rhythm. At any moment a movement, noise, or prop could have deep symbolic resonance with the book. But then it might just be someone walking across the stage.

In keeping the rules of the device fluid, the direction is able to maintain a tension and excitement for the full course of the book. The interesting story happening on stage is not the book. It is not the narrative events put down on paper by F. Scott Fitzgerald. The story being told, the one worth paying attention to, is of the experience of consciousness of a reader. The interplay between fact and fiction, between the imagination and external reality, is what keeps the audience engaged for so long.

Eight and a half hours (including a dinner break and two intermissions) is a long time to sit in deeply uncomfortable chairs while being intermittently kicked by the oblivious patron behind you. Yet were it not for my very sore rear end I would hardly have noticed. The directorial precision was phenomenal.

No less brilliant was the design. From scenery, to costumes, to sound, to lighting, every element found that perfect blend of bland naturalism and sophisticated theatricality. The set, while firmly locating us in a dreary office, did not miss any opportunities for theatricality. Shelves, piled high with boxes (labeled “taxes 1919-1923″ or “Research, small towns”), made for wings on either side of the stage. My favorite detail was a square space on the upstage wall just right of center, an unfaded bit of wall where the ghost of a poster or picture stood, slowly fading back into the wall.

The sound designer, ever present on stage, performed a digital orchestra of urban background noise, exaggerated golf ball swings, and jazz. Not only was the designed sound perfect, but the quality of sound throughout the piece was an utter delight. From crashes of trays, to flying papers, to Nick’s voice underscored by ballroom dance music, the sonic texture of the piece held this delicate world together.

The lighting morphed, almost imperceptibly, from blank sterile office florescent to theatricalized late afternoon sun. The use of a wall sconce as sun and moon and office light was varied with the same unpredictable rhythm as the rest of the piece. Subtile, and sometimes dramatic, shifts in the quality of light made for a wonderful visual experience.

Every aspect of this production was designed and rehearsed to perfection. And through all this was the book. A bit dated, and feeling, much like the characters in the novel itself, hyped and surrounded by a glamour that does not befit its reality. Gatsby is just a small town boy from the midwest, with no real friends, and no lasting legacy, diminished to nothing as the revelers leave his home. Gatsby too is a small book, which fills a 14 year old’s heart with the excitement of days gone by, but which, when exposed to the cold light of clear critique, does not have much more than reputation to hold it up. GATZ stands tall and powerful, a work worthy of international praise and a strong and enthusiastic following.

The Intimacy of Light

October 11th, 2010

Light creates and defines space.

From the darkness we are revealed intimately. Alone. Together. The oldest storytellers had a single prop. And it was light. And it was good. The fire in the jungle clearing held dangers at bay and allowed the storyteller to spark the imaginations of the audience.

We use light to define space both physically and emotionally. The intimacy of a candle lit dinner for two speaks to a different notion of space and intimacy than a fluorescent lit cafeteria. Yet, it is not the physical space which makes this intimacy. It is the light. That same cafeteria with tables laid out, lit by candles, fluorescent lights turned off, becomes at once a space of intimacy. Close, we turn towards one another, lit in the soft glow of the candle, and we share our secrets.

The light creates not only space in which we might speak and act, it creates limits and walls. It bounds space as much as space is opened up. As the campfire light tapers off and disappears into the dense jungle, our intimate space of storytelling ends and the walls of the jungle rise up. The flicker and jump of the flame shifts those walls, making them always something uncertain, as we, the listeners, do not know where the journey of this storyteller is taking us.

The candle, with its flicker, softer now than the fire, also has walls. Those walls are soft, though equally as dark. The island of connection, made possible by the candle, becomes almost lost amidst the darkness.

Creators and workers of light must know, not just the technology, but the poetry of light. The technology changes, these days faster than ever. New fixtures, bulbs, control systems, and more come out daily. Yet the power of light is unchanged from the day our Sun ignited in a burst of nuclear fusion. The softness of the stories possible within the curtilage of a candle are no more nor less true today than they were thousands of years ago.

Understanding the poetics of light allows one to create spaces of real intimacy and truth. Reading instruction manuals is easy. Learning technology and software is simple. Dedicating one’s life to an intimate relationship with light itself is difficult.

Light is delicate. Be it a candle or a 10K HMI, light must be treated softly and with care or it will not respond to your wishes. One must develop a relationship with the light. One must become intimate with light for it to truly work with you and manifest your vision.

Even something as grand as a sunrise over the plains has an intimacy to it. A relationship between the Sun and the Earth which has been growing, evolving, and deepening for billions of years. The perfection of a sunset is a vector not a point. A striving for the most perfect, which, even if it could be achieved, would only set the bar higher for perfection.

Light does not just create physical space. It creates emotional space. When done right, it creates a spiritual space as well. The light pouring in through a stained glass window at 6am, transforming darkness into the multicolored splendor of spiritual possibility, is unlike most any other phenomenon on earth. A spiritual enlightenment made physical. Light creates the space of spiritual transformation.

Light makes intimacy possible. Without light there is no space for intimate encounters be it with the beloved or the divine.

Before the Earth cooled and turned solid there was light.

Before there was space there was light.

Before intimacy, there was light.

An Adventure in Non-Standard Roof and Doors in Vectorworks

October 4th, 2010

I am in the midst of an interesting drafting project. A two story house built from 24′ shipping containers. The house is partly built. The containers are on stilts with several windows and doors cut out in various places. I am drafting the structure, as built, in 3D in order to begin work on the final design phase of finishing the interiors, designing roof decking, and other aspects to make this industrial structure into a functional live/work space. Last week I covered the walls and this week we will look at the roof and doors.

The roof presented an interesting challenge. While not corrugated like the walls, it does have quite a texture to it. 30 ovaloid ribs on the top give it a raised exterior and a raised interior. My intent with this drawing is to model every component accurately with regards to its real world geometry. This gives the benefit, over using texture based modeling, of having the interior design/remodel be as true to life in the model as possible.


The roof of a 24′ shipping container Rendered in Vectorworks 2011

Creating the roof geometry turned out to be a simple process once I wrapped my head around it. My first instinct was to make a rectangle 1/4″ thick and then 30 flat ovals 1″ thick and use the add surface tool. The problem with this, as was the issue with using wall recesses for the walls, is that it would leave the interior of the roofing flat when in reality the ribs create recessed areas inside.

The next solution proved to be the best one. I created the rectangle, as mentioned above, and then cut out holes the size of the base of the ribs. I then created 30 NURBS curves, the shape of the top of the ribs, 1″ above the rectangle. From there I used the loft tool to connect the now cut rectangle to the various NURBS. I now had the interior and exterior geometry modeled to give full texture. This way, should the ceiling be exposed in this, or a future remodel, the geometry and texture is built in to the piece and will not have to be redrawn.

The doors were complex in a different way than either the roof or the walls. While none of the elements were overly complicated on their own, there are simply a lot of them. The door itself is a double hung 4″ wide metal frame with corrugated metal panels inside the frame. Simple enough. The complexity came from the locking mechanism.


The doors of a 24′ shipping container Rendered in Vectorworks 2011

The locks are composed of two metal poles on each door with handles to rotate them. As they rotate, the hands on the top and bottom grab on and lock into the hands on the container frame itself. All of this was simple geometry, but again there were a lot of parts. Each handle was composed of several polygons, and the locking hands themselves were quite complicated shapes.

In addition to modeling all these interesting shapes, I had to make decisions about the degree of detail I was willing to go into. I wanted the locking mechanism themselves because that provides interesting possibilities when we get to determining paint colors on the exterior and choosing contrasting or complimentary colors for the locking system. But then there was the question of including hex bolts and other parts of the structure.

I made the decision, for now, to forgo that next level of detail. It will not impact design decisions or renderings. Should they prove to be useful later on I made the doors as symbols so it will simply be a matter of adjusting the symbol geometry in that one instance and the whole drawing gets updated.

One design idea is to remove one or more of the doors and replace it with a large glass wall. A quick replace symbol function will be a lot simpler if and when we reach that point in the process.

Now that the drafting is complete, I look forward to the design phase.

An Adventure in Non-Standard Walls in Vectorworks

September 27th, 2010

I am in the midst of an interesting drafting project. A two story house built from shipping containers. The house is partly built. The containers are on stilts with several windows and doors cut out in various places. I am drafting the structure, as built, in 3D in order to begin work on the final design phase; finishing the interiors, designing roof decking, and other aspects to make this industrial structure into a functional live/work space.


A Matson Shipping container and my 3D model in OpenGL

The containers are 24′ Matson shipping containers, the kind you see on ships, trains, and trucks. They make for a nice building material as they are very structurally sound and can be stacked on top of one another several high. While they are a great construction material, they pose an interesting drafting problem. The walls, in order to provide for maximum structural integrity, are corrugated. This is easy enough to model in 3D; draw a polygon in the shape of the corrugation and extrude to the correct height. However, this solution does not allow for the use of plug-in objects like Doors and Windows.

For the parts of the structure that are already finished, it would be easy enough to cut a hole in the extrude and drop a window in place without recourse to the many features of plug-in objects. But for the walls that are as yet uncut, being able to quickly and easily play with the size and shape of windows and doors without recutting the extrude every time would make the design phase a lot more pleasurable. So I set out on my quest to solve this problem.


A view of the corrugated wall with a window as it is and as I want it to look in OpenGL

A grumble on Twitter was quickly answered by Kevin Lee Allen. His suggestion was to use the Convert Polyline to Object feature and turn my corrugated line into a wall. Sounds simple enough. Trouble is, the conversion created 212 walls, one starting at each corner of the corrugation. Because of this, plug-in objects were not behaving properly as they would not cut through all the walls they intersected with.

After trying a few more things on my own, including an exploration of wall styles, I emailed Jonathan Pickup. Jon offers a web based consulting service and within an hour of my email being sent was on a skype call with him showing me through a screen capture how to do wall recesses. By doing a wall recess I am able to draw a wall using the wall tool and give it the corrugated look that the containers have. We appeared good to go.

This process worked brilliantly save one small problem. While I could model one side of the wall perfectly, the other side remained flat. Numerous attempts to recess the other side of the wall resulted in various failures. I could get a wall that looked corrugated on both sides, but the thickness of the wall would have had to be twice what the shipping containers are in actuality. That solution would obviously lead to problems down the road as the design phase of the project moves to interiors.

There may be a setting or approach to the wall recess function that I am missing, but as of yet my best course of action appears to be a return to my original solution of using an extrude. This will allow me to get accurate internal and external dimensions. While it is possible that, once insulation and paneling are added to the interiors Jonathan’s wall recess solution would be best, my plan is to treat the insulation and panels as separate 3D objects (or walls) and cut holes in them where windows and doors are.

While this route is slightly more laborious on a per object basis it will allow for more accurate modeling of the building. The structural elements of the containers, specifically the vertical corner pieces, make any wall tool solution a little more complicated than a standard drafting project.

The roof of these containers provides its own interesting drafting challenges which I intend to cover next week.

Tis a poor craftsman who blames the right tool for the right job

September 20th, 2010

For a long time I was a strong proponent of the saying “Tis a poor craftsman who blames his tools.” The principal is a sound one at a certain level. Blaming a hammer because you did not hit a nail straight is disingenuous and foolish. It does not allow you to learn by paying attention to what you did wrong.

This idea becomes corrupted when translated into “I can make anything work under any circumstances.” While one could make a project work under poor conditions, they will not make the best work that could be made. It is possible to light a musical with three dozen lights on a two scene preset but it will never look good. One could make a passable effort and do something which looks good in spite of the limitations, but when we are concerned with truly great work we must have the right tools for the job.

This is a problem that lighting designers encounter regularly when working in the theater. Many venues have a stock of lights and many producers want to use that stock of lights rather than renting or buying equipment which fits the specific needs of the production. While one can do decent work sometimes without the right tool it is not the best work possible. A bank of PARcans is fundamentally different than a single 4k HMI. A Leko with frost is not the same thing as a Fresnel. SketchUp is not Vectorworks.

Too often a lighting designer is forced to use equipment that is simply not the right tool for the job. We learn to make the best possible work we can but that is fundamentally different than having the right tools to begin with. This happens with the physical lights themselves as well as control systems. While I have learned to program an ETC Expression so that it can do nearly everything an Obsession can do, having the Obsession makes the workflow much smoother and ultimately results in better work. And there are some things you just cannot do with an Expression.

Selecting the right tool for the job is what makes the great stand out from the good. Sometimes a bank of PARcans is the right choice over a 4k HMI. Sometimes an Expression is preferable to an Obsession. More complex technology is not always the right choice. Worklights from Home Depot make better footlights than nearly any theatrical lights available.

Knowing what technology to choose makes a great designer. If the solution does not work after having chosen the technology, the fault is not in the technology but in the designer’s choice. Always carefully selecting the tools we use does not preclude us from occasionally choosing the wrong ones. But then we learn and grow and do not make the same mistake twice.

This is an important idea for producers to understand. If we do not have the right tools we can not do our best work. This is a plain and simple truth. But it is incumbent upon the designer to choose wisely and appropriately. Being indulgent and buying into the idea that newer and more complex must be better diminishes the cause of getting the right tools when we need them.

I remember hearing Warren Flynn talk once about seven years ago. At the time I was very caught up in the newer is better mentality. His perspective made me question that. Someone made a derisive comment about some Autoyokes in his moving light rig and cheap producers. He was quick to point out that he specs them intentionally because they are quick to program and save tons of time when a simple frontlight special is needed. Shutters, gobos, rotation, frost control, and color all take valuable programming time when what the director wants is simple facelight or a downlight on a chair.

The designer needs to control the technology. If things go the other way around we have a disaster waiting to happen. Many draftsmen use nothing more than vellum and a number 2 pencil. It takes a lot of hand control to draft a high quality, readable set of construction drawings with a single middle weight pencil but if that is the right tool for the craftsmen then it is better than two boxes of top of the line drafting pencils or the most sophisticated 3D computer drafting program.

Learning new technologies is easy. Having complete control of the fundamental tools of one’s craft takes constant dedication and total attention. Focusing on our choices and learning from less than perfect ones allows us to grow and further perfect our craft.

Design Software – Fall Preview

September 13th, 2010

As designers in the 21st century it is hard to imagine anything more fundamental to our work than the computer. The software we use to turn our ideas into designs is central to the work we do. Having played recently with Maya I have been thinking a lot about software and its role in design. While anyone with any degree of creativity is not bounded in that creativity by the tools they use, when you have the right tool for the job, the work becomes a lot easier and imagination is given freedom to roam unfettered.

There are some really exciting developments happening in the world of CAD this fall. The two of most interest to me are Vectorworks 2011 and AutoCAD for Mac. Vectorworks has long been a cross platform tool and the default drafting tool for theatrical lighting designers. AutoCAD has only ever played a minimal role with lighting designers and has been absent from the Mac since 1992.

Let’s start with Vectorworks. Information is a bit slim coming out of the company. What is known comes from a series of vague videos posted to their YouTube channel (Clip1, Clip2, Clip3). While the full range of of features remains unknown to the public, the direction they are moving in is very exciting.

The 3D environment looks to be vastly improved. The previously laborious 3D interface now appears to be a state of the art intuitive UI. Earlier versions of Vectorworks treated 3D space as an extension of 2D space. From their videos it appears that VW2011 3D space has been wholly redesigned as a native 3D environment. This is very good news.

Not only has the 3D working environment seen a massive upgrade, but the rendering engine is new as well. Renderworks is now based on Cinema 4D by Maxon Computers. This brings Vectorworks up to the cutting edge of 3D rendering technology. With the drafting precision we all love about Vectorworks and increasingly intuitive user interface combined with this massive upgrade to its rendering engine, Vectorworks is firmly taking a step towards being a competitive player in the 3D software world well beyond its conventional arenas of live entertainment, engineering, and architecture. I don’t know how popular the software is with game developers now, but I would imagine a substantial increase in that market with this release.

The next exciting development comes from Autodesk with their announcement of AutoCAD for Mac.

I have not used AutoCAD since it’s 2001 release when I was at San Francisco Opera. Having come from a Vectorworks background I found the logic behind the software a bit difficult to wrap my head around. Still firmly rooted in its early 1980′s command line mentality, AutoCAD 2001 was a very foreign language to me. The new software looks to be quite different. Being a new build of the program based on OSX from coverflow to a Mac style UI, the advances look to be very promising.

Not only does the visual layout of the UI look good (as a designer I want my working environment to reflect good aesthetic principals) but the 3D rendering engine looks beautiful.

I would honestly be surprised if AutoCAD made the developments necessary to really gain a foothold in the world of theatrical lighting. I will certainly keep my mind open to the possibility, but last I knew AutoCAD the difference between an AutoCAD block and a Vectorworks symbol were so far apart as to make them an ultimately useless comparison. Unless and until AutoCAD has an object type comparable in scope and functionality to the VW symbol it will never be a goto program for lighting designers.

All that said, it looks like a beautiful program for all other manner of draftsmen. In fact, I am waiting excitedly to get my hands on a copy of the software and see what they have done with it. AutoCAD for Mac looks to be very exciting indeed.

Providing a Mac platform for its software was not enough for Autodesk however. AutoCAD has also developed a line of mobile applications for devices like the iPad. This move will be wonderful for architects and other designers to share drawings and renderings with clients. Allowing the client an interactive experience rather than the static experience of a JPEG or PDF will be a boon to designers, engineers, and architects around the world.

It is an exciting time for software in the entertainment industry. Not only is the basic drafting technology improving at a rapid pace, but the 3D environments are becoming both common and easy to use. That ease of use will allow 3D to move from a nice to have to a need to have as both rendering and modeling time drops substantially.

All these new developments have me excited. What software are you looking forwards to?


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