[Radiance-general] Modeling the real world for lighting analysis.

Germán Molina Larrain gmolina1 at uc.cl
Mon Apr 29 13:28:24 PDT 2013


haha, I know things are not free.

So, basically using grey diffusing materials with relatively correct
reflectivity would be great for achieving good numbers?

THANKS FOR THE ANSWER

German


2013/4/29 Guglielmetti, Robert <Robert.Guglielmetti at nrel.gov>

> **
> Hi German,
>
> Yeah, modeling materials can be tricky, particularly if you want accuracy.
> Life is not always fair, you get what you pay for, and there's also no such
> thing as a free lunch, either. =)
>
> For me, doing relative studies of architectural scenes, it's always made
> sense to keep things simple which does mean keeping color out of the
> equation (both for materials and light sources), and using generally
> diffuse materials (which is really the majority of architectural materials
> that cover broad expanses of interior spaces). When specularity is a
> critical component of a surface, such as in light redirecting materials, I
> resort to BSDFs or other means of describing the light scattering
> (photometric distribution file resulting from light forwards ray tracing
> exercise, usually).
>
> Some amazing things can be done with textures and patterns to enhance the
> realism of a rendering, but I'm generally more interested in numbers so I
> have not played with those too much. I can tell you that you are
> automatically introducing more variables to the physical definition of the
> surface to which you are applying those textures and patterns, so tread
> carefully.
>
> Material definition has been discussed at length on this list, so I'd
> search the archives. Also check out Carsten Bauer's amazing textures and
> patterns from his Workshop talk in 2002 (linked on the Radiance-online.org
> website) for inspiration as to what's possible with textures, patterns, and
> the Radiance functional language -- sick stuff!
>
> -Rob
>
>
>
> Rob Guglielmetti
> NREL Commercial Buildings Research Group
> Golden, CO 80401
> robert.guglielmetti at nrel.gov
>
>
> -----Original Message-----
> *From: *Germán Molina Larrain [gmolina1 at uc.cl]
> *Sent: *Friday, April 26, 2013 09:46 AM Mountain Standard Time
> *To: *Radiance general discussion
> *Subject: *[Radiance-general] Modeling the real world for lighting
> analysis.
>
> Dear List,
>
> I am a starter on the use of Radiance, and I have some doubts about the
> modeling (of the real world, as it always is, in engineering at least). I
> have heard that material reflectivity is a very important parameter that.
> How important are:
>
> - Color (I am pretty sure I read something in this list about grey-world
> simulations... I think it was Rob).
> - Textures
> - Specularities
> - Patterns
> etc.
>
> My concern is that defining materials is actually not a very easy task, so
> I just wanted to know what are the most important things here.
>
> THANKS VERY MUCH!
>
> German
>
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>
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