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Getting started using Shark to model lighting (#3995)
Rank: Junior Member
Joined: 7/21/2011(UTC) Posts: 1
Hello, first time poster here. I got Shark FX v7 for product design work; I just realized that I could use it to model interior lighting (I think). I'm only concerned with planning artificial lighting for a space, not natural lighting. My problem is "how do I start?" Shark's Architectural tools seem like overkill for this job. I want to build a stage set, not an actual building. I'm only interested in the surfaces--don't understand enough about Surfaces to know if that would be a good approach. At this point I'm using solid primitives--thin slabs representing walls, ceiling and floor. Is there a better way to do this than using solid primitives? Thanks, Ned
Rank: Senior Member
Joined: 2/26/2007(UTC) Posts: 2,156
Was thanked: 1 time(s) in 1 post(s)
no - that's a good path perhaps download the v8 beta start with a block - and use the awesome new push-pull tool to make your life easy alternatively, the local face tools would be your choice good luck
Rank: Senior Member
Joined: 3/14/2007(UTC) Posts: 757
Salut, mmhh... yes ... read the manual, watch the tutorials and tips section. good luck Antoine
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Getting started using Shark to model lighting (#3995)
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