[Radiance-general] Re: physically-based landscapes
Greg Ward
[email protected]
Sun, 1 Jun 2003 11:59:45 -0700
Hi Rob,
You can certainly exclude any geometry you like from the ambient
calculation using the -ae option. Each -ae value adds a material to
exclude from ambient calculations. Named materials will get the -av
value rather than incurring any new interreflection calculations. This
means that the mountains will have a rather flat appearance, and the
shadows will be too dark if you don't choose a reasonable outdoor value
for -av, which in turn could be too bright for your interior. (It's a
problem.)
Another option is to capture (using HDR photography) or render the
scenery using a fisheye lens in a separate step, then apply the results
to the window as a luminance distribution using a fisheye perspective
mapping. The Radiance ray/lib/fisheye.cal does a lookup on a 180
degree angular fisheye image (-vta -vh 180 -vv 180). I recommend using
two pictures -- a high-resolution for the view out the window and a
low-resolution for the light distribution. You can compute the low
from the high using pfilt with the -1 option:
pfilt -1 -x 32 -y 32 -r 1 window_hires.pic > window_lores.pic
The scene specification for a west-facing window might look like so:
void colorpict window_pict_hires
9 red green blue window_hires.pic fisheye.cal fish_u fish_v -rz 90
0
0
window_pict_hires glow window_glow
0
0
4 1 1 1 0
void colorpict window_pict_lores
9 red green blue window_lores.pic fisheye.cal fish_u fish_v -rz 90
0
0
window_pict_lores illum window_illum
1 window_glow
0
3 1 1 1
window_illum polygon window
0
0
12
window_with_inward_normal
------
I haven't tried this, so I can't say for sure if it will work. I
started this e-mail before I saw Carsten's, but didn't get a chance to
finish it until today.
-Greg
> From: Rob Guglielmetti <[email protected]>
>
> I have to create some renderings of a space, which offers panoramic
> views of a distant mountain range. We're doing some glare studies, so
> the luminance of the mountain is important to me.
>
> I could model the mountains, but because they are so far from my model
> I'll get ambient leaks, right? Is there some way to exclude the
> distant geometry from adding values to the ambient cache? I'm
> interested in doing some daylight animations, so if I could do it with
> representative 3D geometry (vs. using a texture map) I'd be ever so
> happy.
>
> Failing that, is there a way to apply a picture of the mountains to a
> local object? My concern there is that if I have a large object close
> to the window it will reflect more light into the space than what
> would actually happen, with the mountain a mile away.
>
> Any pointers appreciated.
>
> P.S. If I had a lightmap of this site, could I use it to do an
> image-based rendering? All the image-based renderings I've seen are
> of objects being directly illuminated by the lightmap. But if I put
> a local ground plane and my building into the center of a lightmap,
> would the interreflection be computed, and the interior of the space
> be rendered properly? Would it be "accurate"?