AW: [Radiance-general] Infrared scene simulation
Alexander Utz
AlexanderUtz at web.de
Fri Jun 19 05:06:17 PDT 2009
Hi Greg,
first of all thank you for the last mail. Meanwhile I made some first tests and what I saw till now
seems to be quite promising for my needs. Unfortunately I still have some problems understanding
and handling the glow-reflection material mix. Maybe you can help me with this. So here is what I have done:
# amount of radiation energy depends on the object's temperature and emissivity
# BB at T=21°C
void glow glow_e1
0
0
4 135.13 135.13 135.13 100
This is my basic glow. 135.13W/m2/sr is about the radiation of a Blackbody at 21°C. I
mixed this with some material the way you showed me:
void mixfunc l_col040_
4 glow_e1 col040_ e_plastic materials/emissivity.cal
0
0
So the fraction of total radiation of the mixture from the Blackbody's one is applied here.
I rendered my scene and iradiance pictures and created the falsecolor picture and the distribution
of irradiance looks quite as I expected. Only surfaces which are not illuminated by other glows
appear absolutely "black", i.e. irradiance of 0. So it seems to me I only see reflection but not
the radiation emitted by the surfaces themselves.
I thought I might have to increase the max range of the glow so I gave a maxrad value of 10000
instead of 100. The result was that the total iradiance of the whole scene was limited to a tiny
fraction of the original one and this confused me completely.
So can you please tell me what I'm doing wrong?
Thanks in advance and Best Regards
Alex
-----Ursprüngliche Nachricht-----
Von: Greg Ward [mailto:gward at lmi.net]
Gesendet: Donnerstag, 4. Juni 2009 19:30
An: Alexander Utz
Cc: Radiance general discussion
Betreff: Re: [Radiance-general] Infrared scene simulation
Hi Axel,
Thanks for explaining your exact problem. The documentation for
Radiance is scattered and frequently application-specific. Did you
browse the "Seminars and Course Notes" section of:
http://radsite.lbl.gov/radiance/refer/
Francesco Anselmo's Radiance wiki is also useful:
http://www.bozzograo.net/radiancewiki/doku.php
Check out Axel Jacob's tutorials at:
http://luminance.londonmet.ac.uk/learnix/docs.shtml
As for describing a mixture, you need to use the "mixfunc" type.
Correcting what you gave in your e-mail:
> I calculated the total amount of energy emitted by a 300°K
> blackbody as
> 146.305W/(sr m^2). So the material for my source becones
>
> void light bright
> 0
> 0
> 3 48.77 48.77 48.77
Don't bother dividing the value up, just give it three times:
void light bright
0
0
3 146.305 146.305 146.305
> void plastic brown
> 0
> 0
> 5 .2 .1 .1 0 0
>
> brown glow brown_glow
> 0
> 0
> 4 100 100 100 100
>
> brown_glow sphere BB
> 0
> 0
> 4 2 1 1.5 .125
Should be:
void plastic brown
0
0
5 .2 .1 .1 0 0
void glow bit_of_glow
0
0
4 100 100 100 100
void mixfunc brown_glow
4 brown bit_of_glow 0.5 .
0
0
brown_glow sphere BB
0
0
4 2 1 1.5 .125
--------
Note that I gave half of each, so their actual values will be reduced
by 50%. In some cases, you may wish to double the parameters to
compensate.
Cheers,
-Greg
> From: Alexander Utz <AlexanderUtz at web.de>
> Date: June 4, 2009 8:12:53 AM PDT
>
> Hi Greg,
>
> what I want to know is the distribution of Infrared Radioation in a
> Test System
> for an infrared camera. So temperature of the objects in the scene
> is known and
> well controlled. I would like to figure out inhomogenities in
> radiation flux over the
> IR detector array due to different system setups and things like
> that. By the way
> the basic IR detectors will reside in a vacuum and their
> temperature will be controlled
> isolated from the rest of the system. So I think convection should
> not play a role
> in that case.
>
> I have to thank you once again - I know this has nothing to do with
> your expertise
> and I can imagine there is stuff you like to do more than answering
> my ongoing mails ;).
> But if you think there is any hope in using Radiance for this issue
> it would really help
> me if you could give me a kick on how to model those self-luminous
> materials. I will
> have to validate the results some day, anyway.
>
> I must say that I find it very hard to figure out much more than
> the basic scene generation
> and rendering mechanisms from the freely available documentation,
> but I'm not to
> experienced with all this stuff, yet.
>
> Thanks,
> Alex
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