Things Every Console Should Have - Part Seven
Not Pre-Viz, Live-Viz!
Rob Halliday

A confession: I've never really been a big user of lighting pre-visualisation software. In the kind of shows I've often ended up doing, large scale musicals, we've had the luxury of lighting with the real rig in the actual venue. This is not necessarily because the producer wants to indulge the lighting team, but because it takes time to get the show up on its feet in terms of scenery, automation and, of course, that least programmable of elements: the performers. Lighting are generally quite happy to take advantage of that time! Even during my recent grandMA 'conversion', I have found the console's Stage view to be a useful thing to have in the corner of my eye (why can't I see that light.?...ah, it's pointing into the wing) rather than as a first-line programming tool.

But I have a dream of how it might be useful to me - not 'pre-viz', but rather 'live-viz'.

In creating a show, a lighting programmer is constantly having to do mental conversions of what they see on stage into the numbers of the console and vice versa: I can see a blue beam of lighting coming from stage right to stage left, but which light is it? By looking at the rig plan or remembering the numbers I can guess, or by stepping through some likely channels and using flash I can identify the light. Or, if I had a visualiser with a suitable mode, I could switch it to show the channel numbers on-screen - but, unless I'd spent a lot of time modelling the set, I'm only seeing this against a black or overly-simplistic background.

Plus, that involves looking down, away from the stage. For those of us that believe that lighting should be a 'heads up' pastime, like driving or flying a fast jet, that is a bad thing. But imagine if the channel numbers could be right there in front of you, floating in space merged in with the real rig, like the fighter pilot's heads-up display.... Imagine if on the top of the console could be a large transparent surface, much like an autocue screen, that had a WYSIWYG-type display projected on it, and that you could scale and align that image to match your actual view of the stage. Now you could see the real stage, live, full of performers - but overlaid on that could be the visualiser's outlines of the beams with the channel numbers or other information (focus palette name, colour name) overlaid on top - and so floating as part of the real stage image. Now it's easy to see the source of each beam of light. Take it further and you could select the light by reaching out and touching it, focus it by dragging, scale it by moving the virtual beam's edges - though this would always be slightly hampered by the 2D-nature of this floating control surface.

Too fanciful, too Minority Report? Maybe - though remember that in many theatres the lighting console already lives behind a sheet of glass when it's in the control room; bring that control room window usefully to life and a programmer might want to stay in there rather than moving out into the auditorium as we've been conditioned to do for years (- argue that looking at the stage through glass doesn't give you precise finessing of level you need? Fair point, but surely that's ultimately the role of the lighting designer rather than the programmer.....though, of course, they might want the heads-up display, too).

In any case, until we can get to that stage, why not a more practical half-way phase? Mount a video camera on a circle rail (or take a feed from the camera that is very probably already there, feeding the stage manager's view or the latecomer TVs in the bar), then feed that video in to the PC that is already running your visualisation software (or, if your console has an on-board visualiser, into the console itself). Most visualiser packages already have camera view modes - so now tell it where the real camera is spatially and it should be able to produce a matching view. Then have the software merge its view with the real, live video view. Now you have lower-budget live-viz: you can see a cone of light surrounding a real actor, and see a label floating in the beam telling you which light it is.

And while the sci-fi version would be limited to showing you the view from where you're standing, the real-world version could be more versatile, therefore compensating in part for its 'heads-down' nature: rig a second overhead camera, and then for those tricky focuses you can't quite see from your operating position toggle to that camera. A number of programmers have actually done just this with overhead video feeds on recent shows... but, again, merge it into the visualiser and now also toggle it to that viewpoint and you can again identify the beams - or drag on the beams to focus real lights to a real point that you can really see on the real stage, even if that point is an item of detailing no-one had ever bothered drawing in the visualiser's stage model.

What if it turns out that the visualiser's stage plan isn't quite as accurate as you might have hoped? Why not correct it from the live video input, almost tracing from the real scenery into the computer's model? And if it turns out the lights aren't in quite the right place, perhaps you now also have a tool for rapidly figuring out how much everything is out by and having the console compensate for it....

It's a different use for visualisation, and one that doesn't necessarily need the highest resolution, highest quality renderings of the final image that all of the major packages now compete to offer - none will ever be as good as seeing the real staging beneath the light beams (though some might be better than the image from a cheap, nasty black and white video camera - you wouldn't want to skimp on the camera used for the live-viz feed!) But it's a use that would get me and perhaps others who've had no need of visualisation software until now using such packages while creating the show - and would also provide a valuable tool in the next phase of the process on long-running shows, documenting and maintaining everything. The operator who's taken over the show would now be able to easily see which light was which - and perhaps to know when a light was faulty, it's real beam no longer lining up on-screen with the virtual beam....

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