In most people's eyes, museum and art gallery lighting is much the same, in fact, it is not. Museum lighting and art galleries are different in color temperature, color rendering, illumination, lighting, etc., such as in color temperature, the museum is more commonly used 3000k color temperature, while the museum is less, it is 4000k color temperature; In the lighting method, the museum uses less wall washing lighting, and the art museum is vice versa.
The lighting condition of the museum
Museum lighting has higher requirements for lamps, which are very different from general commercial lighting. In addition to the color rendering index, color tolerance, and spot light type requirements, museum lighting is often a whole system. The commonly used museum lighting has variable-focus and non-variable-focus, adjustable focal length, high flexibility and compatibility, but it is characterized by adjustable, high integration of lamps and lanterns, and often cannot be installed with optical accessories; Non-zoom integration is slightly less, characterized by strong expansion, can be installed with a variety of accessories, can adapt to a variety of special light type lighting scenes.
Optical accessories for museum lighting
The optical accessories of lamps are also a complete system, and they also need to be understood. For example, anti-glare has a bee net and anti-glare cylinder, the cut-off light has a shading fan leaf, the optimized light type has a soft light and a light drawing mirror, and the special color rendering index has a color lens. The optical characteristics of the different accessories need to be familiar with.
Finally, we also need some auxiliary tools to the scene, such as illuminometer, rangefinder, spectrometer and so on.
Adjust and Test
At the beginning, we must first understand the theme of the exhibition hall, think first, and debug with thinking. Such as the exhibition hall theme ancient silk, ancient bronze lacquer, rock paintings, etc., then we must consider the main use of key lighting, highlight the focus of the theme, and weaken the parts outside the theme, the level of stretching, can not put the cart before the horse.
In order to quickly and effectively debug, the museum is divided into different areas first, and the museum lighting can be divided into the following parts: showcase, display board, relief sculpture, scene creation and so on.
Display cabinet
Display cases are a very important part of the museum, and the number of museum display cases may occupy more than the average. There are many kinds of display cases, there are through the cabinet, four side cabinets, independent cabinets, wall cabinet lights, different display cases have different dimming methods. Some of the showcase lighting is directly installed by the showcase manufacturer, and this part of the showcase lighting change space will not be too large.
Display board
In the museum, the display board also occupies a large part, the display board texture prints and reproductions, mainly play the role of demonstration. The common exhibition boards have preamble, preface, exhibit description, concluding words and so on. The size and shape of the display board is different, there will be a variety of shapes, and a variety of processes, encounter special processes, mainly need to pay attention to the occurrence of secondary imaging, although sometimes secondary imaging can not be completely eliminated, but also to debug to a scope that does not affect viewing.
For the lighting debugging of the display board, the uniformity is particularly important, and the debugging should be in accordance with the requirements of the uniformity of the flat display board in the museum lighting code. In debugging, the simplest is the appropriate size of the square or rectangular display board, in the way of "one lamp one board", if the softness of the uniformity is not enough, you can add soft light accessories on the lamp, cloth glass is a commonly used soft light accessories.
The second is the length and width of the larger strip display board, in this case, it is necessary to use the lighting mirror and the shading fan blade, the light type is stretched with the lighting mirror, and then the shading fan blade controls the light type.
When debugging part of the display board, it is necessary to pay attention to the control of brightness, especially for some large display boards, the reflection formed by too high brightness will make the whole bright, so that it will occupy the quepie nest and dominate.
Sometimes encounter some special display board, such as a large continuous display board, in this case, you can use the shading fan blade to control the light type in a suitable size, and continuous lighting in the key part.
Relievo
Many parts of the museum are embossed, embossed will generally be shaped in a scene on the wall, like many memorials, you will find that there are many ways of expression is embossed. So how should you debug a relief in a museum?
The general size of the relief is relatively large, the color of the material used is darker, and the reflectivity is low, which is not a good way to use a large amount of wall washing. First of all, the relief of low reflectivity, in this way will use a lot of lights, or feel not bright; At the same time, the relief is usually not a pure surface, it is the product of the combination of three-dimensional and plane, so a large amount of wall washing lighting can not be used.
If you use too much wall-washing lighting in a museum, the museum will look bright everywhere, so it will lose its level.
At present, the best way is to find out the key performance of the relief part, and highlight it in the way of key lighting, which will be better than the wall washing effect.
Scene
In the museum, scene creation is very common, because the scene can directly "tell" the display theme, how should we debug it in the scene lighting? It should be noted here that sometimes the installation position of the scene lamp is often limited, or the location is not correct, because the structure of the scene is very irregular. At this time, it is necessary to debug according to local conditions. Scene display is more often people, sculptures, animals, plants and so on.
Scene debugging is more complicated, the first consideration is how to solve the ghost problem, the more direct method is to light the whole scene directly. But then there's no contrast between light and dark, so there's not a lot of layers. If you can better solve the ghost problem of the scene, you can first use a main image, enlarge the Angle, cover the entire environment first, but the brightness is not too high, and then use the key lighting method on the left and right sides of the character, so that the ghost will be weakened. Just like painting, you put on the light color, then the dark color.
Finally, you may encounter some relatively huge scenes, such a scene of the exhibits may need stereoscopic observation, this case can use the light before and after the cross irradiation, but pay attention to glare and double, pay attention to the increase of anti-glare accessories, shading fan lights and other light control.