[Radiance-general] Redirecting+scattering
Jan Wienold
jan.wienold at ise.fraunhofer.de
Thu May 19 16:07:40 CEST 2005
Hi Federico,
your task cries for using photon-mapping...
You should model your shading system geometrically and use dielectric as
material (be careful about the surface orientation!). The diffusing
material can be modeled by trans material. If you have a complex
scattering material, you can adapt the trans material by an cal
function. (Don't use BRTF-func or data with the current photon-mapping
version).
To be more efficient using the diffuse sky, you should define a
photon-port, where all the photons are emitted to. Usually the
photon-port material is the window pane.
Then you can simply run the simulations, direct and diffuse
contributions should be calculated correctly.
Last but not least, there exist also a version of daysim containing
photon-mapping, so you can run these simulations also hourly (or other
timesteps) if you want. Unfortunately, the latest daysim version didn't
compile with the photon-mapping extension - but if you need it, you can
use also the older version, Christoph could provide it.
Good luck!
Jan
Federico Giovannetti wrote:
> Hallo Greg Ward, hallo Radiance Community!
>
> I've been learning Radiance for a couple of weeks and i have to work
> intensively with it in the next weeks, as I´m investigating the energy
> saving potential and visual comfort of systems combining angular
> selective and diffusing panes.
>
> Now I have to simulate a simple test-room with a complex fenestration,
> which includes an exterior prismatic structure as shading device and a
> diffusing pane for glare control. I try to find out the best way to
> model the system so as to get quantitative accurate results (RwR
> Chapters 10-13 and mails archive) but i´m still a little bit confused....
>
> - As to the prismatic structure, i will use the PRISM2 material as
> virtual source. No redirection of diffuse incoming light and no
> dispersion are the only limitations of this material. And it would
> make no sense to use the PhotoMap port, because these materials are
> not implemented in this tool. Is it right?
>
> - As to the diffuser, i would intuitively treat it as an ILLUM with a
> BRTDF function as alternate material (I´m measuring, modelling and
> comparing different kind of diffusers) and run MKILLUM. If
> i understood correctly, the BRTDF materials are only considered in the
> direct calculation and indirect specular, but not in the indirect
> diffuse, where they are approssimate to lambertian diffusers. Should i
> try another material?
>
> - How are PRISM materials computed in the MKILLUM calculation of the
> window light output? Should I better try to run the simulation without
> MKILLUM and high ambient parameters (-ab, -ad, -as)?
>
> - What if i measure the BRTDF of the complete system and i model it as
> a normal light source? It is really difficult (or impossible) to get
> sharp peaks in light output with high subsampling and jittering of
> the source?
>
> Any other suggestion to simulate this system correctly (quantitative)?
>
> Sorry for so many questions and THANKS A LOT for any contribution.
>
> Regards,
> Federico Giovannetti
>
> ---------------------------------------------------------
> Federico Giovannetti
> Institut für Solarenergieforschung GmbH
> Am Ohrberg 1
> D-31860 Emmerthal
>
> tel: +49(0)5151-999-501
> fax: +49(0)5151-999-500
> e-mail: f.giovannetti at isfh.de <mailto:f.giovannetti at isfh.de>
> internet: www.isfh.de <http://www.isfh.de>
>
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