[Radiance-general] Re: advice for material modeling
R Fritz
randolph+LD at panix.com
Wed Apr 28 15:49:06 PDT 2010
It's an ideal "crowdsourcing+research" problem, but it still needs some
staffing. Maybe, if I can get some funding...
On 2010-04-27 10:44:31 -0700, Jack de Valpine said:
> Hi Dan,
>
> There have been questions and discussions on a material database. But I
> think that given the quantity and variety of materials out there this
> quickly gets out of control. Consider glazing alone with something like
> Optics5 (a complete software package!) for dealing with this class of
> materials.
>
> Perhaps another way to consider the forest is by estimating an average
> transmittance and then just using a trans material. One could even vary
> this over some vertical dimension.
>
> Best,
>
> -Jack
>
>
> Dan Glaser wrote:
>> Dear Jack and Lars,
>> Thank you very much for the timely modeling advice-- yes, I can see how
>> calibrating the photographs can help with selecting the right color for
>> the stone and brick. Also, thanks for the tips on color variation
>> strategies.
>> I will let you know what I come up with for the texture. I know its a
>> cross between an art and a science in doing so (e.g. see the "forest"
>> example below)-- just thought maybe someone have studied this material
>> before. On a related note, have there been discussions on having a
>> material database at radiance-online/elsewhere? On a project where I
>> had to quickly model how a forest would impact the lighting on a
>> facade, I hacked perforate.cal instead of trying to model the actual
>> trees (trunks, branches, needles, yuk).
>>
>> This was the real scene:
>>
>> http://www.lightfoundryllc.com/materials/forest/forest.jpg
>>
>> and this was what was modeled:
>>
>> http://www.lightfoundryllc.com/materials/forest/model.jpg
>>
>> and the script I hacked:
>>
>> http://www.lightfoundryllc.com/materials/forest/forest.cal
>>
>> Given more time I would have tried to increase the density of the dot
>> pattern near the ground/etc.
>> - Dan
>>
>>
>>
>> On 4/26/2010 10:05 AM, Jack de Valpine wrote:
>>> Hi Dan,
>>>
>>> I just got back in and see that I missed this so perhaps my reply is
>>> too late to be of use. In any event here are a few thoughts.
>>>
>>> If you want to create "high quality" renderings then the best thing to
>>> do is to obtain some good photographs of these materials. I know that
>>> this can be a challenge as it means that you have to be much more
>>> demanding with the client in terms of the information that they need to
>>> provide, such as access to decent samples, but it can definitely be
>>> worth it. In my experience the best thing to do is to shoot your own
>>> photos of good samples and calibrate with the Macbeth Color Checker (or
>>> some other mechanism for calibrating reflectance and color). That way
>>> you have control over everything. On the other hand if you could
>>> perhaps get representative photos from the stone supplier then you
>>> could perhaps use these to develop image patterns that can be adjusted
>>> to the estimated reflectance information that you do have. Note though
>>> if you want the rough surface of the materials to cast shadows
>>> depending on how the light is hitting the surface (time of day
>>> perhaps), then you will have to use actual geometry, which is going to
>>> be a lot more complicated.
>>>
>>> Again depending on your rendering/visualization goals and if it just is
>>> not possible to get good photos, another approach is to consider what
>>> is important to demonstrate given the possible view(s) that you will be
>>> showing. For stone masonry materials the first thing that I always
>>> consider is how much variation is there from stone to stone. My guess
>>> is the sandstone is supposed to have relatively low variation, whereas
>>> the brick seems to have quite a high degree of variation. This kind of
>>> variation can be accounted for procedurally with a tiling function that
>>> varies the brightness and/or color of the tile (stone unit). Another
>>> item to consider at this macro level is the relative reflectance of any
>>> mortar or joint condition, this again can be treated as part of a
>>> procedural tiling function. With these two items accounted for the next
>>> thing to try to approximate to some level is variation within a given
>>> stone unit. This is where things get a bit more challenging with the
>>> materials you are looking at. The sandstone can probably be
>>> approximated with some variation of noise functions. The brick though
>>> demonstrates some pretty sharp cutoffs in variation and color which I
>>> am not sure offhand how I would treat. Just to get the variation it
>>> might be worth searching for imagery online and seeing if there is
>>> something that you could use to get the variation.
>>>
>>> Hope this helps.
>>>
>>> Regards,
>>>
>>> -Jack de Valpine
>>>
>>
>>
>> --
>> LF logo Daniel C. Glaser, PhD, LEED AP
>> Principal
>> Light Foundry, LLC
>> T: 510.387.8890 | F: 315.410.2617
>> www.lightfoundryllc.com <http://www.lightfoundryllc.com>
>>
>>
>>
>>
>>
>>
>>
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--
Randolph Fritz
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