[Radiance-general] Mirror, Illum

Christopher Rush Christopher.Rush at arup.com
Fri Oct 30 06:40:39 PDT 2009


In your first image it looks like you may have light leaks at the right hand side where your floor meets the wall, possibly due to rounding error in your geometry export/conversion. Try building your walls with thickness and stopping your floor surface exactly at the inner wall surface if they're not already (i.e. inner and outer surface) to help keep stray rays out.

The aiming failure is because your surfaces appear to be triangulated, so the direct sampling routine anticipates a rectangular source, but some samples miss because the surface is only half a rectangle. Try checking that all your surfaces are precisely planar and exporting with a method that doesn't triangulate. If you're using obj2rad see the -f option.

If you have an oversized ground plane or full city modeled outside the building, your -ar value may not be high enough. Increasing ar should smooth out the interior ambient calculation.



-----Original Message-----
From: radiance-general-bounces at radiance-online.org [mailto:radiance-general-bounces at radiance-online.org] On Behalf Of caria.roberto at tiscali.it
Sent: Friday, October 30, 2009 5:43 AM
To: radiance-general at radiance-online.org
Subject: [Radiance-general] Mirror, Illum

Dear users,
I have some problem about mirror (light shelf) and illum.
I create my scene by Rhino be careful to surface normal (normal glass
inward) and properties of mirror surface:
some object are:

void glass float
0
0
3 0.958 0.958 0.958 

float polygon object_1.1 (I have a few object as poligon that represent glass surfaces) 0 0
9
     67.7750015259      0.52999997139                7.5
                67      0.52999997139                7.5
                67      0.52999997139      8.10000038147

light shelf:

void metal aluminium
0
0
5 0.88 0.88 0.88 0.8 0.02

void mirror light_shelf
1 aluminium
0
3 0.704 0.704 0.704

ceiling:

void plastic material1
0
0
5 0.5 0.5 0.5 0.02 0.05

void mirror ceiling
1 material1
0
3 0.01 0.01 0.01 

sky:

!gensky 09 21 16 -a 44.30 -o 11.21 -m -15 -c -B 0.5587 

skyfunc glow skyglow
0
0
4 1 1 1 0

skyglow source sky
0
0
4 0 0 1 180

skyfunc glow groundglow
0
0
4 1 1 1 0

rpict:

rpict -vf view1.vf -i -ab 3 -aa 0.30 -ar 512 -ad 1024 -as 512 -dr 2
-
x 2400 -y 1800 -t 30 scene/scene1.oct | pfilt -1 -x /3 -y /3 > picture/view1.pic

falsecolor:
falsecolor -i picture/view1.pic -log 2 -s 7 -n 10 -l DF > picture/view1_df.pic

ra_tiff:
ra_tiff picture/view1_df.pic tif/view1_df.tif



Questions are:  
why are there some different color splotches on the bottom of the wall (view1_without ls) and a poor picture in general?
why the DF value on the floor is worse than simple scene if I use a 
light shelf? I get the same result with sun.     
using a clear sky with sun the windows on the other side of the sun provides a low light (maybe is there a problem with a diffuse 
illumination of sky?)       
I tried to use illum function but when I use rpict I get the following message:

warning - aiming failure for light source "object_270.270".

I created illum with following comands:

void glass float
0
0
3 0.958 0.958 0.958 

skyfunc brightfunc window_dist
2 winxmit winxmit.cal
0
0  

window_dist illum float2
1 float
0
3 .88 .88 .88

float2 polygon object_1.1 (more objects created by Rhino) 0 0
9
     67.7750015259      0.52999997139                7.5
                67      0.52999997139                7.5
                67      0.52999997139      8.10000038147


Thanks in advance
Roberto















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