Lights turned on in live, should not also be on when you switch to edit mode

Maybe I'm misunderstanding the logic here, but it seems like you can turn lights on in Edit mode but only to focus them, like a kind of highlight. Edit mode is all about editing the geometry of the space, and a light on in Edit mode isn't really on in real life, it's just a "fake" on so you can focus it.

So if you have a series of convens or MLs on in Live, and switch to Edit mode, I think all lights should display as off regardless of their live state, where the MLs are pointing, etc. If not, it's confusing if you have to start turning lights on in Edit mode to Aim them, but others are already on because they are retaining their Live values.

This is how magic sheet objects work if their background color/intensity is dynamic. Regardless of the live state, jumping into edit mode shows a default state for all linked to color/intensity objects. It doesn't show them in the currently "Live" colors and intensities. 

thanks
Cory

  • completely agree...which is why I've asked for a way to temporarily turn on lights in patch to be able to adjust xyz position to match real life. But I think that should all be done from setup in patch, and keep the edit window completely independent of actual console output. 

  • For a contrary point of view I've used the current behaviour to put some moving lights in a plotted position and then been able to tweak the X/Y/Z rotations to make the simulation better match real life. If entering the editor zeroed out all intensity and/or homed movers this wouldn't be possible.

    tt2