[Radiance-general] Three phase method

Greg Ward gregoryjward at gmail.com
Thu Aug 21 05:49:40 PDT 2014


Hi Germán,

There is a man page for rfluxmtx, but that's about all we have at this point.  I sent Vayia some slides I plan to present at the workshop in London, and I can send this to others who are interested.  (I'm following my own recommendation not to include attachments in radiance-general posts, and my website is inaccessible at the moment for unknown reasons.)

Rfluxmtx was created to simplify common sampling operations used with rcontrib, and will ultimately be used to simplify the internals of the genBSDF script, which is a less general tool.  The only program rfluxmtx completely replaces is genklemsamp.

Cheers,
-Greg
	

> From: CHI-German Molina <gmolina at hdlao.com>
> Subject: Re: [Radiance-general] Three phase method
> Date: August 21, 2014 2:23:31 PM GMT+02:00
> 
> This program seems pretty useful. Is there any manpage or something? 
> 
> Also, is it possible to do something like this by modifying/re-writing genBSDF script? I am not quite sure what was the motivation of writing a whole new program. Could you elaborate a little bit, Andy? 
> 
> THANKS A LOT
> 
> Germán
> 
> 
> 2014-08-21 6:34 GMT-04:00 Vayia V <vaia13 at msn.com>:
> Hello,
> 
> Thank you for the reply and the help,
> 
> About the two BSDF, I have for example a BSDF for the pipe and then I have one more BSDF for the top (or bottom) part of the pipe. Can I somehow merge them and use them both?
> 
> As for the rfluxmtx, is there any tutorial available? 
> 
> Kind regards
> 
> Vayia
> 
> From: amcneil at lbl.gov
> Date: Wed, 20 Aug 2014 18:14:43 -0700
> To: radiance-general at radiance-online.org
> 
> 
> Hi Vayia,
> 
> You should consider using the new rfluxmtx to generate a transmission matrix for your lightpipe the resulting matrix won't be in a BSDF XML file format, but I don't think you need that format anyway. One benefit is you can specify any geometry for the entrance and exit (genBSDF requires parallel, rectangular ports).  
> 
> A general (untested) approach is below.
> 
> Finally, I'm not sure what you mean by two different parallel BSDFs. Can you elaborate?
> 
> Best,
> Andy
> 
> 
> insideport.rad:
> #@rfluxmtx h=fk u=Y
> materials & geometry
> 
> outsideport.rad:
> #@rfluxmtx h=fk u=Y
> materials & geometry
> 
> sky.rad:
> #@rfluxmtx h=u u=Y
> ground hemisphere
> #@rfluxmtx h=r1 uY
> sky hemisphere 
> 
> 
> cat sensorpoints.txt | \
> 	rfluxmtx -faa -ab 12 -ad 50000 -lw 2e-5	 -I \
> 		-y `wc -l < numeric/Space_1.map` \
> 		-  insideport.rad \
> 		materials.rad model.rad > view.mtx
> 
> rfluxmtx -ab 12 -ad 5000 -lw 2e-5 insideport.rad outsideport.rad \
> 	materials.rad model.rad > lightpipe.mtx
> 
> rfulxmtx -ab 2 -ad 1000 -lw 1e-3 outsideport.rad sky.rad \
> 	materials.rad model.rad > daylight.mtx
> 
> rmtxop view.mtx lightpipe.mtx daylight.mtx > dcoef.mtx
> dctimestep dcoef.mtx sky.mtx > illuminance.txt
> 
> 
> 
> 
> 
> 
> On Wed, Aug 20, 2014 at 4:46 AM, Vayia V <vaia13 at msn.com> wrote:
> Hello all,
> 
> I have some more questions regarding the three phase method,
> 
> I understand that I cannot simulate bending pipes with the genbsdf. However I also need to simulate straight pipes that I think is able to be done. 
> 
> My question is if I need to specify the depth of the pipe somehow in any of the steps at the three phase method and how to do that. 
> 
> The way I create the geometry used at the daylight matrix and view matrix (meaning the two ends of the pipe) are in the "proper distance". But is this the correct way to do it (?) or the "entrance" of the pipe at the view matrix should be at the same position as the "exit" of the pipe at the daylight matrix (?) and then I specify the length of the pipe (that the "light" will travel through the pipe) between the "entrance" and "exit"? I suppose that maybe this way I could generate one bsdf of a long pipe and then use it for different length of pipes? 
> 
> Another question that I have is if I can use two different parallel BSDFs on one simulation.
> 
> Thank you in advance,
> 
> Vayia
> 
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