[Radiance-general] RE: render with rview

Birger Van den Brande vdb_birger at hotmail.com
Tue Mar 16 13:25:32 CET 2004


About the second question : I would not use the rview command to get an idea 
about the internal lighting.  Rview is more used to get an idea about the 
viewpoint and direction, so you can select a good one before you start with 
the real rendering using the rpict-command.  Rview is also convenient to get 
a fast check on your space, to see if it is fully closed, ...  But if you 
really want to get a good impression about the internal lighting,  rpict 
will give a more accurate impression of what it would look like.  important 
: use the right sky and try to get a good idea about the surface-parameters 
( RGB, reflectance en roughness)  because if these are incorrect, the result 
( pic- or tif-file) will not give a good image of the lighted space.  see 
the Radiance Reference Manuel for the rpict-parameters before you try to 
render the structure.

Hope this helps a bit,

kind regards,

Birger Van den Brande


>From: radiance-general-request at radiance-online.org
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>To: radiance-general at radiance-online.org
>Subject: Radiance-general Digest, Vol 1, Issue 497
>Date: 16 Mar 2004 03:01:24 -0800
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>Today's Topics:
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>    1. Mkillum usage? with stained glass.... (John Sutherland)
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>
>----------------------------------------------------------------------
>
>Message: 1
>Date: Tue, 16 Mar 2004 01:05:11 -0000
>From: "John Sutherland" <js0754 at bris.ac.uk>
>Subject: [Radiance-general] Mkillum usage? with stained glass....
>To: <radiance-general at radiance-online.org>
>Message-ID: <000601c40af2$bbbe22a0$5d00a8c0 at cumberland>
>Content-Type: text/plain; charset="us-ascii"
>
>I'm recreating a medieval chapter house from ruins in radiance for my
>thesis at uni. Im using the mkillum lighting technique on the windows,
>but I have some questions which I need to ask to be sure I'm approaching
>the problem correctly..
>
>Firstly - Ive read a lot about the mkillum approach, so for stained
>glass I'm guessing I create an object that is textured glass material,
>and have the mkillum secondary source behind it? Shining through. This
>presumably will project the colours of the glass into the room?
>
>Secondly - You can see mkillum sources from the rear side, I'm guessing
>you turn them off for renders of the outside of buildings looking at the
>windows?
>
>Secondly - I'm really interested in the internal lighting, how bright
>the inside will be at different times of day etc. When I render
>internally with no av settings (rview), and set e to 1 is it bringing
>the environment into a range that we can see? What im saying is, how do
>I know what settings to use to get the most realistic representation of
>what it would have been like to the human eye? I know this is a tricky
>problem considering that the human eye adjusts to light. How can I
>approach this problem?
>
>Many thanks
>
>(im new to this mailing list so go easy on me)
>
>John Sutherland
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