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Hash, Inc. - Animation:Master

recessed lights


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I'm building my living room (well my house really) in AM. I want to see what it would be like to install recessed lights in my living room. The ceiling is just a grid.

 

I can build the cans, but they have depth. I want to place them in the ceiling and have the depth, but the grid cuts through the light. Do I have to make an open grid for each place I want to put a light?

 

**I started to make an example, but AM kept crashing. I'm on a mac... is vs 16 out of bata yet?

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  • Hash Fellow
I'm building my living room (well my house really) in AM. I want to see what it would be like to install recessed lights in my living room. The ceiling is just a grid.

 

I can build the cans, but they have depth. I want to place them in the ceiling and have the depth, but the grid cuts through the light. Do I have to make an open grid for each place I want to put a light?

 

**I started to make an example, but AM kept crashing. I'm on a mac... is vs 16 out of bata yet?

 

Cutting holes will be most straight forward. Typically modelers will create the holes first and then spline in the surface between them.

 

Alternatively , if the ceiling is a separate model from the rest of the room you could set it to Cast Shadows OFF and lights will behave as if it isn't there.

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Ok,

 

I added a bone to the recess light, and turned on boolean on. I also made a cylinder and did the same thing. This is the result, nothing. The ceiling is just a thick grid. It also has a bone, but the boolean is not turned on.

 

Any ideas? I was looking for a quick solution so I could try recess lights in different rooms and not have to build a special ceiling.

 

(I know the lights in the room are a little bright, but one thing at a time.

Screen_shot_2010_10_09_at_3.12.19_PM.png

room0.jpg

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  • Hash Fellow

one has to be the child of the other. I don't remember which, but the TechRef will tell you.

 

Also, the ceiling will probably need to be an enclosed shape. i don't think a flat plane will do. The tech ref will mention that too.

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The big thing for sake of ease is before you extrude the depth, have all the holes modeled first, that will save a bunch of trouble. Also, I'd make a new "grid" section for each place you'd put a hole, just so that the mesh isn't being stretched to much cause it does rely heavily on the 5 point patch

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Rather than booleans, make a cookie cutter or transparency hole, this will allow you to move them around.

I did a cheese factory that had the roof cut away, I first applied them and positioned them as "color" then when I was happy with the positioning I changed the channel properties.

 

Simple way and renders very fast and no chance of long splines causing artifacts.

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