Autodesk LIGHTSCAPE User Manual

/LJKWVFDSH
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$SULO#4<<<
31#93<36034333308355
Copyright © 1993-1999 Autodesk, Inc.
All Rights Reserved
This publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose.
IN NO EVENT SHALL AUTODESK, INC. BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE OR USE OF THESE MATERIALS. THE SOLE AND EXCLUSIVE LIABILIT Y TO AUTODESK, INC., REGARDLESS OF THE FORM OF ACTION, SHALL NOT EXCEED THE PURCHASE PRICE OF THE MATERIALS DESCRIBED HEREIN.
Autodesk, Inc. reserves the right to revise and improve its products as it sees fit. This publication describes the state of this product at the time of its publication, and may not reflect the product at all times in the future.
Autodesk Trademarks:
Discreet is a division of Autodesk, Inc. Autodesk, AutoCAD, 3D Studio MAX, 3D Studio VIZ, DXF, and 3D Studio are registered trademarks, and Lightscape, LSnet, and Discreet are trademarks of Autodesk, Inc. in the USA and/ or other countries.
Third-Party Trademarks:
OpenGL, Open Inventor and Silicon Graphics are trademarks or registered trademarks of Silicon Graphics, Inc. Microsoft, Windows and Windows NT are registered trademarks of Microsoft Corporation. LightWave 3D is a registered trademark of NewTek. ArchiCAD and Graphisoft are registered trademarks of Graphisoft R&D Rt.Lumen Micro is a registered trademark of Lighting Technologies, Inc. ARRIS is a trademark of ARRIS, LLC. form•Z is a trademark of auto•des•sys, Inc. PolyTrans and Okino Computer Graphics are trademarks or registered trademarks of Okino Computer Graphics, Inc. Softimage is a registered trademark of Softimage, a wholly owned subsidiary of Avid Technology, Inc. ACIS is a registered trademark of Spatial Technology Inc. Truevison and TARGA are registered trademarks of Truevision Inc. RealVR Traveler and RealSpace are trademarks of RealSpace, Inc. ImageCELs is a registered trademark of IMAGETECTS. LEADTOOLS is a trademark of LEAD Technologies, Inc. All other brand names, product names, or trademarks belong to their respective holders.
GOVERNMENT USE
Use, duplication, or disclosure by the U.S. Government is subject to restrictions as set forth in FAR 1 2.212 (Commercial Computer Software-Restricted Rights) and DFAR 227.7202 (Rights in Technical Data and Computer Software), as applicable.
Third Party Software Program Credits
The software program contains content files licensed by 3Name3D, Santa Monica, CA; Artbeats Software, Inc., Myrtle Creek, OR; Modern Medium, Inc. Eugene, OR; ImageCELs® (Texture Files) Copyright © 1987-1999 IMAGETECTS™ in addition to the manufacturers listed in the Acknowledgements at the end of this manual. Please note that the manufacturers reserve the right to discontinue or change any lighting or other products represented in the software, and the copyrights to these content files are the property of their respective owners.
Printed in the United States.
Title:
Item No.:
Publication ID:
Date:
Lightscape User’s Guide
LIUG3.2-01
1.0
April, 1999

Table of Contents

toc
1 Introduction 1
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
About Lightscape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Computer Graphics Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Photometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
About Lightscape Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2 Installation 11
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Installing Lightscape for the First Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Upgrading from a Previous Version of Lightscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3 Workflow 13
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Preparing the Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Processing the Radiosity Solution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4 The Interface 17
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Starting Lightscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Overview of the Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Interface Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Using Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Using File Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Viewing the Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Controlling the Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Selecting Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
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Transforming Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Setting Document Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Setting System Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
5 Importing Geometry 53
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Common Import Tasks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Importing DXF Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Importing DWG Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Importing .3DS files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Importing a LightWave Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Exporting from 3D Studio MAX or 3D Studio VIZ to Lightscape. . . . . . . . . . . . . . . . 72
6 Refining Geometry 81
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
About Refining Geometry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Working with Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Working with Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Modifying Block Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Working with Block Instances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Working with Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
7 Using Materials 103
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
About Material Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Using the Materials Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Workflow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Adding Materials to a Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Editing Material Properties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Assigning Materials to Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Aligning Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
8 Artificial Lighting 129
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
About Luminaires. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
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Using the Luminaires Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Adding Luminaires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Setting Photometric Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Placing Luminaires in a Model. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Editing Luminaires. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Setting Luminaire Surface Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Luminaire Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
9 Photometrics 149
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Using Photometric Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Creating and Editing Photometric Webs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Customized Photometric Web Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
IES Standard File Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Using LID Conversion Utilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
10 Daylight 159
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
About Sunlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
About Skylight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Using Daylight in Exterior Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Interior Model Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Illuminating Your Model with Daylight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Enabling Daylight in Radiosity Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
❚❘❘
11 Radiosity Processing 169
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
About Radiosity Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Processing Workflow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Setting the Processing Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Setting the Surface Processing Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Initiating the Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Processing the Radiosity Solution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Changing Materials and Luminaires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Meshing Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184
Reducing Meshing Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Testing for Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Modeling Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
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12 Lighting Analysis 195
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
About Lighting Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Displaying Light Distribution. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Analyzing Lighting Statistics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Controlling Analysis Grids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Using Workplanes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200
13 Mesh to Texture 203
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
About Mesh to Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Using Mesh to Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Mesh to Texture Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
14 Rendering 213
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
About Rendering in Lightscape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Creating Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Rendering Multiple Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Ray Tracing an Area. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219
Rendering Large Jobs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Rendering Across a Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
15 Animation 221
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
About Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .221
Defining the Camera Path. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Setting Camera Orientation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
Varying the Camera Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Saving Animation Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
Playing Back Animations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Using Animation Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
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16 Exporting 241
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Exporting Panoramic Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Exporting VRML Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Importing Solution Files into Modeling Packages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
A Light and Color 249
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Light: The Physical World. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Color: The Perceived World. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
Constraints of Output Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
B Batch Processing Utilities 255
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Processing Radiosity Solutions Using LSRAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Ray Tracing Solution Files Using LSRAY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Rendering Files Using LSRENDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Converting Radiosity Meshes to Textures Using LSM2T . . . . . . . . . . . . . . . . . . . . . . . 267
Converting Solution Files to VRML Files Using LS2VRML . . . . . . . . . . . . . . . . . . . . . 271
Merging Lightscape Files Using LSMERGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
Converting DXF Files to Preparation Files Using DXF2LP. . . . . . . . . . . . . . . . . . . . . . 274
Converting 3DS Files to Preparation Files Using 3DS2LP. . . . . . . . . . . . . . . . . . . . . . . 276
Raytracing Solution Files Using LSRAYF. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Deleting Unused Layers and Materials Using LSPURGE . . . . . . . . . . . . . . . . . . . . . . . 281
About Batch Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
Creating Batch Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
❚❘❘
C LSnet 287
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
About LSnet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
Using LSnet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
D Reflection Models 301
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Light and Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
Reflection Model for Radiosity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
v
toc
Table of Contents
Reflection Model for OpenGL Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
Ray Tracing Reflection Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
E IES Standard File Format 309
F File Types 311
G Common Lamp Values 313
H Viewing Utilities 317
Viewing Utilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
Using LSViewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
Using LVu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
I References 325
Glossary
327
Index 335
vi
Lightscape
An introduction to Lightscape
Lightscape™ is an advanced visualization system for generating accurate
lighting simulations of three-dimensional models.
Lighting
Summary
In this chapter, you learn about:
Lightscape™
Computer graphics rendering
Photometry
Lightscape documentation
About Lightscape
Lightscape™ is an advanced lighting and visualiza­tion application used to create accurate images of how a 3D model of a space, or object, would appear if physically built. Lightscape uses both radiosity and ray tracing technology as well as a physically based interface for defining lights and materials. Lightscape has many unique advantages over other rendering technologies, including:
Realism
Interactivity
Progressive refinement.
Realism
Because Lightscape accurately calculates how light propagates within an environment, you can obtain subtle but significant lighting effects and produce images of natural realism not attainable with other rendering techniques. These effects include indirect illumination, soft shadowing, and color bleeding between surfaces.
Physically Based Lighting
Because the technology in Lightscape works with actual photometric (light energy) values, you can intuitively set up lights as they would be in the real world. You can create lighting fixtures with any distribution and color characteristics or import
Introduction
and lighting technology.
1
1
1
Introduction
specific photometric files directly from lighting manufacturers. You can also specify natural daylight simply by indicating the location, date, and time of day.
Interactivity
The result of a radiosity solution is not just a single image but a full 3D representation of the light distri­bution in an environment. Because the lighting is precalculated, Lightscape can display specific views of a fully rendered model much faster than with traditional computer graphics techniques. With faster hardware, it is often possible to move interac­tively through rendered environments. High-quality walkthrough animations for film or video can be generated in a fraction of the time required with other professional animation systems.
Progressive Refinement
Unlike other techniques, a Lightscape solution provides instant visual feedback, which continues to improve in quality over time. At any stage in the process, you can alter a surface material or lighting parameter and the system will compensate and display the results without starting the process over. The progressive refinement radiosity algorithms implemented in Lightscape give you precise control over the quality of visualization required to perform any given design or production task.
A 3D model contains geometric data defined in rela­tionship to a 3D Cartesian coordinate system. This system is sometimes referred to as model may also contain other information about the material of each object and the lighting. The image on a computer monit or is made up of a large number of illuminated dots called a computer graphics image of a geometric model is to determine the color for each pixel on the screen
(screen space)
specific viewpoint.
The color of any specific point on a surface in a model is a function of the physical material proper­ties of that surface and the light that illuminates it. Two ge ne ral and global illumination—are used to describe how surfaces reflect and transmit light.
based on the model information and a
shading algorithms
pixels
world space
. The task in creating
—local illumination
. The
Local Illumination
Local illumination algorithms
vidual surfaces reflect or transmit light. Given a description of light arriving at a surface, these math­ematical algorithms predict the intensity, spectral character (color), and distribution of the light leaving that surface. The next task is to determine where the light arriving at the surface originates. A simple rendering algorithm considers only the light coming directly from the light sources themselves in the shading.
describe how indi-
Computer Graphics Rendering
This section provides an overview of computer graphics rendering and a conceptual understanding of the techniques available with Lightscape. This information will help you decide which technique is most suitable for the visualization task you want to perform.
2
Global Illumination
In considering more accurate images, however, it is important to take into account not only the light sources themselves, but also how all the surfaces and objects in the environment interact with the light. For example, some surfaces block light, casting shadows on other surfaces; some surfaces are shiny, in which case we see in them the reflections of other surfaces; some surfaces are transparent, in which
Lightscape
Computer Graphics Rendering
❚❘❘
case we see other surfaces through them; and some surfaces reflect light onto others.
algorithms
are rendering algorithms that take into
Global illumination
account the ways in which light is transferred between the surfaces in the model.
Lightscape uses two global illumination algorithms:
ray tracing
and
radiosity
. Before explaining how these techniques work, it is useful to have a basic understanding of how, in the physical world, light is distributed in an environment. Consider, for example, the simple room illustrated as follows.
Global illumination in a room
This room has one light source. One theory of light considers light in terms of discrete particles called
, which travel out from the light source until
photons
they encounter some surface in the room. Depending on the material of the surface, some of these photons, traveling with particular wave­lengths, are absorbed, while others are scattered back out into the environment. The fact that photons traveling at a particular wavelength are absorbed while others are not is what determines the color (also referred to as the
spectral reflectance
) of the
surface.
The way a surface reflects photons depends prima­rily on its smoothness. Surfaces that are rough tend to reflect photons in all directions. These are known as
diffuse surfaces,
and this type of reflection is
known as
diffuse reflection
. A wall painted with flat
paint is a good example of a diffuse surface.
Diffuse reflection
Specular reflection
Very smooth surfaces reflect the photons in one direction, at an angle equal to the angle at which they arrive at the surface surfaces are known as
(angle of incidence)
specular surfaces,
type of reflection is known as
specular reflec tion
. These
and this
. A mirror is an example of a perfectly specular surface. Of course, many materials display some degree of both specular and diffuse reflection.
The final illumination of the room is determined by the interaction between the surfaces and the billions of photons that are emitted from the light source. At any given point on a surface, it is possible that photons have arrived directly from the light source
(direct illumination)
more bounces off some other surfaces
illumination)
or el se in dir ec tl y t hro ug h o ne or
(indirect
.
If you were standing in the room, a very small number of the total photons in the room would enter your eye and stimulate the rods and cones of your retina. This stimulation would, in effect, form an image that is perceived by your brain. Computers replace the rods and cones of a retina with the pixels of the computer screen. One goal of a global illumi­nation algorithm is to recreate, as accurately as possible, what you would see if you were standing in a real environment. A second goal is to accomplish this task as quickly as possible, ideally in
real time
(30 images per second). There is currently no single global illumination algorithm that can accomplish both of these goals.
3
1
Introduction
Ray Tracing
One of the first global illumination algorithms to be develope d is known as
ray tracing
recognized that while there may be billions of photons traveling about the room, the photons you primarily care about are the ones that enter the eye. The algorithm works by tracing rays each pixel on the screen into the 3D model. In this way, it computes only the information needed to construct the image. To create an image using ray tracing, do the following procedure for each pixel on the computer screen:
Trace a ray back from the eye position, through
1.
the pixel on the monitor, until it intersects with a surface.
The model provides the reflectivity of the sur-
2.
face, but not the amount of light reaching that sur­face. To determine the total illumination, trace a ray from the point of intersection to each light source in the environment
(shadow ray)
source is not blocked by another object, use the light contribution from that source to calculate the color of the surface.
The intersected surface may be shiny or trans-
3.
parent. The algorithm must determine either what is seen in or through the surface being processed. Re­peat steps 1 and 2 in the reflected (and, in the case of transparency, transmitted) direction until another surface is encountered. The color at the subsequent intersection point is calculated and factored into the original point.
If the second surface is yet again a reflective or
4.
transparent surface, repeat the ray tracing process
. In ray tracing, it is
backward,
from
. If the ray to a light
until a maximum number of iterations is reached or until no more surfaces are intersected.
Ray tracing
Ray tracing is a very versatile algorithm because of the large range of lighting effects it can model. It can accurately account for the global illumination char­acteristics of direct illumination, shadows, specular reflections (for example, mirrors), and refraction through transparent materials. The main disadvan­tage of ray tracing is that the process can be slow and computationally expens ive for environments of even moderate complexity.
Another significant disadvantage of ray tracing is that it does not account for one very important char­acteristic of global illumination—diffuse interreflections.
Traditional ray tracing techniques accurately account for only the light arriving directly from the light sources themselves. But, as shown in the room example, light does not only arrive at a surface from the light sources (direct lighting), it also arrives from other surfaces (indirect lighting). If you ray trace an image of the table (as shown in the example), the area under the table appears black because it receives no direct light from the light source. You know from experience, however, that this area would not really be completely dark because of the light it would receive from the surrounding walls and floor.
4
Lightscape
Computer Graphics Rendering
❚❘❘
Traditional ray tracing techniques often refer to this indirect illumination as
ambient light.
With this technique, an arbitrary value that has no correlation to the physical phenomena of indirect illumination and that is constant throughout space is simply added. This often causes ray traced images to appear very flat. This is particularly true for architectural environments, which typically contain mostly diffuse surfaces.
Radiosity
To address some of the shortcomings of the ray tracing algorithm, researchers began investigating alternative techniques for calculating global illumination.
In the early 1960s, thermal engineers developed methods for simulating the radiative heat transfer between surfaces. Their goal was to determine how their designs would perform in various applications such as furnaces and engines. In the mid-1980s, computer graphics researchers began investigating the application of these techniques for simulating light propagation.
Radiosity
graphics world, differs fundamentally from ray tracing. Rather than determining the color for each pixel on a screen, radiosity calculates the intensity for discrete points in the environment.
Radiosity accomplishes this by first dividing the original surfaces into a mesh of smaller surfaces known as the amount of light distributed from each mesh element to every other mesh element. It then stores the final radiosity values for each element of the mesh.
When this light distribution has been calculated, specific views of the environment can be rapidly displayed on the screen (often in real time) using
, as this technique is called in the computer
elements
. The radiosity process calculates
simple hardware-assisted scan-line techniques. This property is often referred to as
view independence,
because the light distribution is precalculated for the whole environment and does not have to be recalcu­lated for each specific view. Ray tracing, on the other hand, is known as a
view-dependent
algorithm, because the lighting has to be recalculated for each view.
Radiosity
Early versions of the radiosity algorithm had to completely calculate the distribution of the light among all the mesh elements before displaying any useful results on the screen. Even though the end result was view independent, the preprocessing took considerable time. In 1988, this preprocessing portion of the radiosity algorithm was reformulated. The new technique, referred to as
ment radiosity,
allows users to obtain immediate
progressive refine-
visual results, which progressively improve in accu­racy and visual quality.
The progressive refinement radiosity algorithm used in Lightscape works in the following way:
The surfaces are meshed into a set of relatively
1.
large elements. The initial elements can be subdivid­ed automatically into smaller elements in areas where a significant intensity difference is detected
5
1
Introduction
between adjacent mesh elements (for example, across shadow boundaries).
Light is distributed from each luminaire to all
2.
surfaces in the environment. (A luminaire is a light fixture, with one or more lamps and housing.) In this calculation, surfaces can block other surfaces, casting shadows.
Depending on the characteristics of the surface
3.
material, some of the energy reaching a particular mesh element is absorbed, while the remaining en­ergy is reflected into the environment. An important assumption in radiosity is that all the surfaces are
ideal diffuse
(Lambertian)—that is, they reflect light
equally in all directions.
After distributing the energy from each direct
4.
light source (direct illumination), the progressive ra­diosity algorithm continues by checking all the sur­faces and determining which surface has the most energy to be reflected. This surface is then treated as an area light source emitting the reflected energy to all the other surfaces in the environment (indirect il­lumi nation ).
The process continues until most of the energy
5.
in the environment has been absorbed (energy equi­librium) and the simulation reaches a state of
.
gence
conver-
Each distribution of light from a luminaire or surface, as just described, is called an
iteration
.
The number of iterations required for a simulation to reach a state of convergence varies depending on the complexity of the environment. Because the iter­ations are sorted to calculate the surfaces with the greatest energy first, the rate of convergence for the radiosity solution is much faster in the beginning. Toward the end, the amount of energy remaining to be distributed is so small that there is no perceptible difference in the resulting images from one iteration to the next. Therefore, while it may take many itera­tions for a solution to reach full convergence,
typically you can interrupt the process when an acceptable solution has been obtained.
Radiosity and Ray Tracing Differences
Although the ray tracing and radiosity algorithms are very different, they are in many ways complementar y.
The ray tracing algorithm has the following advan­tages and disadvantages:
Advantages Accurately renders direct illumi-
nation, shadows, specular reflec­tions, and transparency effects.
Memor y efficient.
Disadvantages Computationally expensive; the
time required to produce an im­age is greatly affected by the number of light sources.
View dependent; the process must be repeated for each view.
Does not account for diffuse in­terreflections.
The radiosity algorithm has the following advan­tages and disadvantages:
Advantages Ca lculates diffuse interreflec tions
between surfaces.
View independent for fast display of arbitrary views.
Immediate visual results, which progressively improve in accura­cy and quality.
6
Lightscape
Photometry
❚❘❘
Disadvantages 3D mesh requires more memory
than the original surfaces.
Surface-sampling algorithm is more susceptible to imaging arti­facts than ray tracing.
Does not account for specular re­flections or transparency effects.
Neither radiosity nor ray tracing offers a complete solution for simulating all global illumination effects. Radiosity excels at rendering diffuse-to­diffuse interreflections and ray tracing excels at rendering specular reflections.
By merging both techniques, Lightscape offers the best of both. In Lightscape, it is possible to combine a ray-tracing postprocess with a specific view of a radiosity solution to add specular reflections and transparency effects. In this situation, the radiosity solution replaces the inaccurate ambient constant used in many programs with accurate indirect illu­mination values. This leads to a much more realistic image. In addition, because the direct lighting can be calculated in the radiosity solution, the ray tracer does not have to cast any shadow rays, only reflected or transmitted rays. This greatly reduces the time required to ray trace an image. By integrating both techniques, Lightscape offers a full range of visual­ization possibilities, from fast, interactive lighting studies to combination radiosity/ray traced images of exceptional quality and realism.
Photometry
Lightscape is founded on a physically based simula­tion of the propagation of light through an environment. The results are not only highly real­istic renderings, but also accurate measurements of the distribution of light within the scene. This section briefly describes the quantities used to char­acterize these measurements.
You specify the brightness of a luminaire in Light­scape using the physically based quantities. You can obtain these values directly from the manufacturers of various lamps and luminaires. A table of some common lamp types is provided in Appendix G, “Common Lamp Values.”
There are several theories that describe the nature of light. For this discussion, capable of producing a visual sensation in a human observer.
When designing a lighting system, you want to eval­uate its performance in terms of the human visual response. Thus measure light, taking into account the psychophys­ical aspects of the human eye/brain system.
The lighting simulation system uses four photo­metric quantities:
Luminous flux
Illuminance
Luminance
Luminous intensity.
Luminous flux
time arriving, leaving, or going through a surface. The unit of luminous flux is the both the International System (SI) of units and in the American System (AS) of units. If you think of light as particles (photons) moving through space, then the luminous flux of a light beam arriving at a surface is proportional to the number of particles hitting the surface during a time interval of 1 second.
Illuminanc e
surface of unit area. This quantity is useful for describing the level of illumination incident on a surface without making the measurement depen­dent on the size of the surface itself. The SI unit of illuminance is the
photometry
is the quantity of light energy per unit
is the luminous flux incident on a
(lx), equal to 1 lumen per
lux
is radiant energy
light
was developed to
(lm), used in
lumen
7
1
Introduction
square meter. The corresponding AS unit is the foot­candle (fc), equivalent to 1 lumen per square foot.
Part of the light incident on a surface is reflected back into the environment. reflected off a surface in a particular direction and is the quantity converted to display colors to generate a realistic rendering of the scene. Luminance is measured in candelas per square meter or per square inch. The nous intensity emitted by a single wax candle.
Finally,
luminous intensity
time emitted by a point source in a particular direc­tion. The unit of measure of luminous intensity is the
. Luminous intensity is used to describe the
candela
directional distribution of a light source—that is, to specify how the luminous intensity of a light source varies as a function of the outgoing direction.
was originally defined as the lumi-
candela
Luminance
is the light energy per unit
is the light
About Lightscape Documentation
The Lightscape manuals are comprehensive docu­ments that contain all the information you need to learn and use Lightscape efficiently and effectively. The documentation for your Lightscape software includes:
Lightscape 3.2 User’s Guide
line file
Learning Lightscape 3.2
file
printed manual and on-
printed manual and online
The
Lightscape 3.2 User’s Guide
tions of the techniques and concepts required to set up, process, and render a Lightscape solution.
Learning Lightscape
of the procedures discussed in this manual.
The Lightscape Online Help system provides topic­based information as well as reference information about the main interface elements.
provides step-by-step examples
provides explana-
Using This Guide
This guide is designed to provide information both by topic and in the order of a typical workflow. More experienced users can use the guide for reference, turning directly to sections of specific interest.
The following typographical conventions are used in this manual:
Convention:
Courier Bold
Italic
| Used to indicate that you are to
Description:
Used for program commands, such as
lid2cibse
lid2ies
Used for emphasis and when a new term is introduced.
Used to indicate a warning.
choose an item from a menu or submenu. For example, File | Parameters | Load tells you to choose Load from the Parame­ters submenu of the File menu.
.
or
Online Help
Installing LSnet
README.TXT
scape home directory).
8
online file
(an online text file in your Light-
Lightscape
Getting More Help
If you need more information, contact Discreet™ Customer Support at one of the following telephone numbers. You can also send queries by e-mail.
Discreet Customer Support
North America: (877) DISCREET
Elsewhere: (514) 954-7550
Fax: (514) 954-7254
E-mail: discreet.techsupport@autodesk.com
WWW: http://www.discreet.com
Reader’s Comments
We would like to hear from you. Your comments can help us improve the quality of our documentation. Mail, fax, or e-mail your comments to:
Discreet Documentation Department 10 Duke Street Montreal, Quebec, Canada H3C 2L7
About Lightscape Documentation
❚❘❘
Fax: E-mail:
(514) 954-7495 docs@discreet.com
9
NOTES
10
This chapter describes how to install your Lightscape system.
Installation
How to install Lightscape and its
components.
2
Summary
In this chapter, you learn about:
System requirements
Installing Lightscape for the first time
Upgrading Lightscape from a previous version.
System Requirements
The following table describes the minimum and the recommended system requirements for running Lightscape.
Minimum Requirements:
Intel Pentium or Pentium Pro at 200 MHz
Recommended Requirements:
Intel Pentium II (350MHz + processor)
Minimum Requirements:
Windows NT 4.0 (with Service Pack 4), Windows 95 (with Service Pack 1), or Windows 98
64 MB RAM 128 MB of 100 MHz
PCI Graphic card supporting 16-bit colour depth
1 GB hard disk 4 GB or higher free hard
CD-ROM drive Motherboard with Intel
Monitor 19 to 21 inch monitor
Recommended Requirements:
Windows NT 4.0 with Service Pack 4
RAM (consider 256 MB or more for power users)
A hardware accelerated OpenGL video card with at least 8 MB of RAM
drive space
BX chipset
11
2
Installation
Minimum Requirements:
Windows NT or Windows 95-complaint point device
Recommended Requirements:
All standard equipment (mouse, CD-ROM drive, cabling for TCP/IP-com­pliant network)
Installing Lightscape for the First Time
Version 3.2 of Lightscape is designed to work with the following: Windows 95 (with Service Pack 1), Windows NT 4.0 (with Service Pack 4), and Windows 98.
You must authorize Lightscape before you
Note:
install. See the authorization request form included with the software.
If the installer prompts you to restart your com-
4.
puter, do so before starting Lightscape.
Upgrading from a Previous Version of
To upgrade from a previous version of Lightscape, simply install the new version as if you were installing the software for the first time. You will be prompted to uninstall the existing version. If you choose not to uninstall, the existing version is overwritten.
If you do not want to overwrite previous versions of Lightscape, install the versions in different directories.
Lightscape 3.2 can read files from any previous version .
Lightscape
To install Lightscape:
Place the Lightscape CD-ROM in the CD-ROM
1.
drive.
If you are installing Lightscape on Windows
Note:
NT, you should have administrator privileges.
Choose Run from the Windows Start menu.
2.
Ty p e
3.
replace “d” with the letter that represents your CD­ROM drive.
The Lightscape Setup wizard guides you step-by­step through the installation process. You are greeted with a welcoming message followed by a series of dialogs. These dialogs let you choose the compo­nents of Lightscape to install and the directory in which to install them.
In the dialogs that display the Back button, you can go back to a previous step by clicking on this button. You can also cancel the installation process by clicking Cancel.
d:\setup
and press Enter. If required,
Any files saved with Lightscape 3.2 that
Note:
include material information cannot be read by earlier versions of Lightscape. File formats that do not include material properties information like animation files (.la), layer state files (.lay), and parameter files (.df) are portable from Lightscape
3.2 to Lightscape 3.1 or 3.1.1.
12
Lightscape
This chapter provides an overview of the process of creating a Lightscape
solution. Each step of this process is explained in detail in the chapters that
follow.
Workflow
How to use Lightscape.
3
Summary
The Lightscape process consists of two major stages—the
In the Preparation stage, the model structure is similar to that of many CAD and modeling programs. In this stage, you can edit geometry, materials, and lights. The Preparation model is saved in a Lightscape Preparation file with a .lp file extension.
P
REPARATION STAGE
Import Geometry
Preparation stage
Define Materials
Orient Surfaces
Insert and Move Lights
and the
Solution stage
Insert and Move Blocks
Refine the Model
In the Solution stage, Lightscape alters the model structure to optimize it for radiosity processing. The model is saved in a Lightscape Solution file with a .ls
.
file extension. In this stage, you process the radiosity solution of your model. You can modify materials and the photometric properties of lights, but you can no longer manipulate the geometry or add lights to your model. If you need to make changes to geometry, you must return to the Lightscape Preparation file, make the changes, and then generate a new Solution file.
S
OLUTION STAGE
Process Radiosity Solution
Refine the Solution
Output
13
3
Workflow
Preparing the Model
During the Preparation stage, you can import the model, adjust surface orientation, define materials and assign them to surfaces, define luminaires and place them in the model, and add, delete, and re­position objects as required.
Importing Geometry
The first step in creating a lighting simulation is to import a geometric model into Lightscape. You can import models from a wide variety of CAD and modeling applications as well as from block and luminaire libraries.
For more information, see Chapter 5, “Importing Geometry,” and Chapter 6, “Refining Geometry.”
Orienting Surfaces
After you import a model, you must ensure that all surfaces are properly oriented.
Surface orientation determines which side of a surface is considered when calculating the light reflections. For example, to simulate the lighting in a room, the wall surfaces should be oriented toward the inside of the room.
For more information, see Chapter 6, “Refining Geometry.”
procedural textures to enhance the appearance of surfaces.
Lightscape also comes complete with libraries of hundreds of ready-to-use materials.
For more information, see Chapter 7, “Using Materials.”
Adding Light
You can add artificial light and/or daylight to your model.
All artificial lighting in your model comes from luminaires (light fixtures). You can use luminaires from a library or create your own. Adjust the photo­metric properties of the luminaires, and then place them in your model. You can also use IES files to import real-world lighting parameters from lighting manufacturers.
Lightscape also comes complete with libraries of hundreds of ready-to-use luminaires.
Use daylight to add an extra element of realism to your model. Daylight is provided by two sources: the sun and the sky.
For more information, see Chapter 8, “Artificial Lighting,” Chapter 9, “Photometrics,” and Chapter 10, “Daylight.”
Defining Materials
Use materials to determine how each surface inter­acts with light. Because Lightscape is based on physically accurate simulation techniques, it is important to provide accurate material specifica­tions to obtain realistic results. Templates make it easy to define properties for numerous materials including metal, polished stone, flat paint, water, and so on. You can also use textures maps and
14
Refining the Model
Lightscape provides a limited suite of tools to modify the geometry of a model. You can add, delete, move, or duplicate surfaces, blocks, and luminaires. For example, you could add furniture, move an interior wall, or rotate a spotlight before processing the radiosity solution.
For more information, see Chapter 6, “Refining Geometry.”
Lightscape
Processing the Radiosity Solution
❚❘❘
Processing the Radiosity Solution
During the Solution stage, Lightscape uses radiosity to accurately calculate how light propagates in the model.
When you initiate the radiosity process, Lightscape reduces the model to a set of surfaces that are opti­mized for this process. Once the model is initiated, you can no longer manipulate the geometry or add luminaires.
During the Solution stage, you run the radiosity process, refine the solution, and resume radiosity processing to obtain the final results. You can then output the results as an animation or as individual images, analyze the lighting results, and export the solution to other programs.
Setting Processing Parameters
Use process parameters to control the quality of the radiosity solution. Setting the process parameters is a balancing act. Finer settings produce better qual ity images, but they also require more processing time and memory.
To improve the efficiency of the solution, you can adjust global processing parameters, which apply to the entire model, and local processing parameters, which apply to specific surfaces.
For more information, see Chapter 11, “Radiosity Processing.”
How radiosity works is described in detail in Chapter 1, “Introduction.”
Refining the Solution
In the Solution stage, you cannot change the model geometry, but you can change the characteristics of a material and the photometric properties of a lumi­naire. Once you make your changes, you can update the results of the radiosity solution by either continuing the processing from where you left off or by restarting the processing from the beginning.
You save the results of the radiosity solution in a Lightscape Solution (.ls) file.
Outputting your Work
During the output stage, you can render a Light­scape radiosity solution very quickly using OpenGL® rendering or more accurately using the Lightscape ray tracer. Ray tracing adds specular reflections and transparency effects to the final images. You can also use the ray tracer to create higher quality shadows in the entire model or for specific light sources. For more information, see Chapter 11, “Radiosit y Processing,” and Chapter 14, “Rendering.”
The options you choos e determine the im age quality and the time it takes to generate an image. The choice you make depends on your intended use. The following uses are the most common:
Single images
Radiosity Processing
To process the radiosity solution, Lightscape calcu­lates the diffuse light energy distribution in the model, both direct and indirect. You can interrupt the processing of the radiosity solution at any time to alter or fine-tune the model’s appearance.
Walk-through animations
Vir tual reality
Lighting analysis.
Single Images
You can produce high-quality images of any resolu­tion. You can quickly output the image from a
15
3
Workflow
Moving from Preparation Stage to Solution Stage
To compute a solution, you must first specify the light sources, materials, and texture maps associated with the surfaces in the environment. You define this data for a model during the preparation stage.
Once you initiate the model for processing (convert it to a solution file) you can no longer create or reposition any surfaces or light sources. All modifications of this nature must be performed during the preparation stage.
During the solution stage, you can modify the characteristics of light sources and materials at any time; the simulation compensates for the resulting changes in illumination. This feature promotes an inter­active approach to design, so you can quickly evaluate and make refinements to obtain precisely the look you want.
radiosity solution using OpenGL rendering. To obtain a more accurate image, however, you can ray trace the image. For more information, see Chapter 14, “Rendering.”
Walk-through Animations
You can create camera paths for generating walk­through animations of your radiosity solutions. You can generate high-quality antialiased images very quickly with OpenGL rendering. For more informa­tion, see Chapter 15, “Animation.”
If you want to add specular reflections and accurate transparency effects, you can ray trace each frame. For greater efficiency, you can use a batch program or LSnet when rendering animations. For more information, see Appendix B, “Batch Processing Utilities.”
Virtual Reality
If your goal is to produce a virtual reality environ­ment for interactive walk-throughs, you cannot use ray tracing. You must strive for the highest quality from the most compact and efficient model using the radiosity process alone. Because the radiosity solution results in a simple polygonal mesh with specific radiosity values (converted to RGB colors) stored at the vertices, results can be displayed very rapidly using OpenGL rendering. To increase
display speed, use an OpenGL-compliant graphics accelerator board.
You can use the Mesh to Texture tool to reduce geometric complexity in the environment by converting meshes and geometry into texture maps. This is important when using Lightscape to create environments for interactive games or web sites. For more information, see Chapter 13, “Mesh to Texture.”
A Lightscape radiosity solution can also be exported into the VRML format. This data can then be used in specialized display and virtual reality applications. For more information, see Chapter 16, “Exporting.”
Lighting Analysis
If you are primarily interested in lighting analysis, Lightscape provides a variety of tools for visualizing the lighting data contained in the radiosity solution. Generally, radiosity solutions for lighting analysis can be created coarser (and faster) than those required to produce realistic images. For more infor­mation, see Chapter 12, “Lighting Analysis.”
16
Lightscape
The Interface
An introduction to the Lightscape
tools and interface conventions.
4
The Lightscape user interface provides access to a suite of interactive tools, which
you use to prepare models for radiosity processing.
Summary
In this chapter, you learn about:
Starting Lightscape
The interface conventions
Using the toolbars
Using file controls
Viewing the model
Controlling the display
Selecting objects
Transforming objects
Setting document properties
Setting system options.
Starting Lightscape
To start Lightscape, double-click the Lightscape application icon. By default, this icon is located in the Lightscape program folder.
You can also start Lightscape by choosing it from the Start menu.
Overview of the Interface
The Lightscape interface consists of five major Lightscape model components. The largest and most important is the Graphic window. It is located on the left side and occupies the majority of the screen, by default. The four other components, the Layers, Materials, Blocks, and Luminaires tables, are grouped together in a vertical bar of list windows on
17
4
The Interface
The Lightscape Interface Elements
Menu bar
Toolbars
Graphic window
Status bar
the right side of the screen. You can reposition and resize all of these windows as required.
The Lightscape menu bar occupies the upper portion of the Graphic window. Directly below the menu bar is the default location for the displayed toolbars. A status bar at the bottom of the Graphic window communicates information as required. The title bar displays the name of the current file loaded in the Graphic window.
You can perform editing operations in a variety of ways: by using the pulldown menus on the Light­scape menu bar, by clicking the appropriate button on a toolbar, or by using the secondary mouse button to open a context menu.
Layers table
Materials table
Blocks table
Luminaires table
Graphic Window
You use the Graphic window to display and edit the geometry of the current model. In the Graphic window, you select objects by clicking them with the left mouse button.
In the Graphic window, Lightscape supports several orthogonal projection modes, as well as perspective projection. You can also use the interactive view tools to navigate through the model in each projec­tion quickly.
There are several display modes that control the way Lightscape displays the model. For example, the model can be displayed in solid or wireframe mode. For more information, see “Viewing the Model” on page 29.
18
Lightscape
Overview of the Interface
❚❘❘
The Graphic window normally holds only a single view of the model at any one time. However, during animation editing, Lightscape breaks the Graphic window into four concurrent views to aid in the creation and editing of the motion path.
Layers Table
The
Layers table
defined in the current model and indicates their state. A check mark to the left of the layer name indicates that the layer is on (active) and that the objects on that layer are currently being displayed in the Graphic window. You can double-click a layer name to toggle its state on and off.
contains a list of all the layers
Layers table
Current layer
Context menu
You can right-click the Layers table to display the Layers context menu, which contains functions appropriate to the layer selection set.
For information on using layers, see “Working with Layers” on page 82.
Materials Table
The
Materials table
currently available in the model. You assign mate­rials to surfaces in the model to define their appearance and how light energy incident on the surfaces behaves.
contains a list of all the materials
Material preview
A letter to the left of the layer name indicates it is the current layer. Any new objects you add to the model are added on the current layer.
Material with an assigned texture
A texture symbol next to the material name indicates that the material contains a texture map. If the symbol is colored, the texture is loaded and displayed in the Graphic window. A green indi­cates that the texture file could not be found.
19
4
The Interface
The material preview displays the currently selected material. For more information, see “Customizing Material Previews” on page 20.
Right-click the Materials table to display a context menu of functions for manipulating the materials in the table. Double-click any material name to activate the Material Properties dialog, which contains tools for editing the characteristics of the selected materials.
For more information on working with materials, see Chapter 7, “Using Materials.”
Customizing Material Previews
The material preview displays the material currently selected in the Materials table. You can resize the preview and toggle it on or off.
Changing the Sample Sphere Diameter
You can change the diameter of the sample sphere to make its size consistent with the objects in your model to which you will apply the material. This provides an accurate preview of materials that have procedural textures applied or a fixed tile size. The sphere diameter is measured in the units of your model. For more information about setting the model units, see “Setting Units Properties” on page
46.
To change the diameter of the sample sphere:
Right-click in the preview.
1.
Choose Diameter and select the number of units
2.
from the list.
Material preview with Fixed Size set to 1m x 1m.
Diameter of sample sphere set to 1m.
Diameter of sample sphere set to 10m.
Move the horizontal bar to resize the preview
If more than one material is selected, the
Note:
preview is gray.
To toggle the
preview
on or off:
Right-click the Materials table and choose Preview from the context menu.
20
Enabling Background and Reflection Images
You can enable the display of background and reflec­tion images in the material preview.
To
toggle these options on and off:
Right-click in the preview and select the appropriate opti on.
Lightscape
Overview of the Interface
❚❘❘
The Backgroundoption helps you view the effects of transparency and index of refraction by adding a multicolored image behind the preview sphere.
Background disabled.
Background enabled. The image makes it easier to see the transparent “glass” sphere.
The Reflection option displays reflective highlights by placing an image in front of the preview sphere that is reflected in its surface.
Reflection disabled.
Blocks Table
The
Blocks table
able in the model. A of objects (surfaces or other blocks) assigned a common name and an insertion point. Once you have defined a block, you can make repeated instances of it and place them into the model at a variety of locations, sizes, and orientations.
Blocks are available only during the Prepara-
Note:
tion stage.
contains a list of all the blocks avail-
in Lightscape is a grouping
block
Block preview
Reflection enabled. Reflection highlights are visible in the center of the sphere.
For information about setting the background and reflection images, see “Setting Preview Control Options” on page 50.
The block preview displays the currently selected block. For more information, see “Customizing Block and Luminaire Previews” on page 22.
You can double-click any block name to isolate the block for display and editing in the Graphic window. Right-click the Blocks table to display a context menu of funct ions for manipulating the block s in the table.
21
4
The Interface
For more information on blocks, see “Working with Blocks” on page 85.
Luminaires Table
The
Luminaires table
naires available in the model. A type of block used to represent light fixtures and includes a definition of that control how light energy is emitted from it. In the Preparation stage, double-click a luminaire name to isolate it for display and editing in the Graphic window. Open the Luminaire Properties dialog to edit photometric characteristics of the luminaire.
contains a list of all the lumi-
luminaire
is a special
photometric characteristics
Luminaire preview
Right-click the Luminaires table to display a context menu of functions for manipulating luminaires in the table.
For more information on using luminaires, see Chapter 8, “Artificial Lighting.”
Customizing Block and Luminaire Previews
The block and luminaire previews display the objects currently selected in the table. You can resize the preview and toggle it on or off.
Move the horizontal bar to resize the preview
The luminaire preview displays the currently selected luminaire. For more information, see “Customizing Block and Luminaire Previews” on page 22.
22
To toggle the preview on or off:
Right-click the Block or Luminaires table and choose Preview from the context menu.
Changing the View
Use the interactive view controls to change the view of the block or luminaire in the preview. You can select view controls from the toolbar, from the preview context menu, or by using hot keys.
The following view controls are available in
Note:
the preview: Orbit, Rotate, Zoom, Pan, Dolly, and Scroll.
Lightscape
Overview of the Interface
❚❘❘
To change the view using the toolbar:
Right-click in the preview, select View Control,
1.
and enable From Toolbars.
Click the appropriate button on the View Con-
2.
trol toolbar, then drag the cursor in the preview to control the view.
To change the view using the context menu:
Right-click in the preview, select View Control,
1.
and disable From Toolbars.
Right-click in the preview, select View Control,
2.
and enable the required option.
Drag the cursor in the preview to control the
3.
view.
For more information, see “Using Interactive View Controls” on page 30.
You can also press the following hot keys while moving the mouse in the preview to enable the inter­active view controls. For example, press P while moving the mouse to pan the view of the block.
To use:
Press:
Orbit O
Rotate R
Zoom Z
Pan P
Dolly D
Scroll S
Pressing a hot key will override the view
Note:
control enabled on the toolbar or preview context menu.
Changing the Display
You can use the shading options to control how a block or luminaire fixture is displayed in the preview. You can use the same shading as the model or set it independently.
To use the same shading as the model:
Right-click in the preview, select Shading, and
1.
enable From Toolbars.
In the Shading toolbar, select the required shad-
2.
ing button.
To customize the preview shading:
Right-click in the preview, select Shading, and
1.
disable From Toolbars.
Right-click in the preview, select Shading, and
2.
enable the required shading option.
The block or luminaire fixture is displayed in the selected shading mode.
For more information on these options, see “Controlling the Display” on page 35.
Changing Table Layouts
You can reposition and resize all of the tables as required. Use the Swap Layout option to revert to the previous position and size of the table.
To swap the table layout:
Right-click a table and choose Swap Layout, or double-click on the title bar.
23
4
The Interface
Interface Conventions
The following sections describe the interface conventions for using the mouse, context menus, and dialogs in Lightscape.
Using the Mouse
Lightscape is designed for use with a two-button mouse. The left button is the action button. The right button displays a context menu based on the current location or selec tion. (These sett ings assume your mouse button configuration is right-handed.)
When you move the mouse while pressing the left button in the Graphic window, one of several actions occurs, depending on the currently selected mouse mode:
Select mode
Query mode
Dynamic View mode
Special Selection mode.
In Select mode, use the mouse to select objects in the model. For more information, see “Selecting Objects” on page 38.
In Query mode, clicking an object in the Graphic window displays information about that object on the status bar. Layers and materials associated with the object are also highlighted in the appropriate tables. For more information, see “Using Selection Tools” on page 39.
In Dynamic view mode, selecting a view control such as Orbit or Rotate and dragging the mouse in the Graphic window allows you to change the display of the model dynamically. For more infor­mation, see “Using Interactive View Controls” on page 30.
In Special Selection mode, you use special opera­tions to carry out specific tasks. For example, you can use the Pick mode in the Transformation dialog to change the orientation of a luminaire. A special selection mode is usually started from a dialog that is related to a specific function.
Context Menus
In the Graphic window or one of the tables, you click the right (secondary) mouse button to display a context menu.
For example, if you right-click in the Graphic window when a surface is selected, a context menu of functions for the selected surface is displayed. Right­click one of the tables to display a context menu of functions for the selected objects or in the table list itself.
Dialogs
Certain operations display a dialog that you use to access various related options. Some dialogs close automatically after the operation is carried out. Other dialogs are persistent and stay open until you explicitly close them, allowing you to make addi­tional selections and repeat operations without having to reopen the dialog.
Persistent dialogs contain both an OK button and an Apply button. Click Apply to apply the changes in the dialog settings to the model without closing the dialog. Click OK to apply the changes and close the dialog.
You can close a dialog at any time by clicking the close button in the upper-right corner.
Dialogs may contain several pages. You can access the different pages by clicking the page tabs along the upper edge.
24
Lightscape
Using Toolbars
❚❘❘
Using Toolbars
In Lightscape, the toolbars provide quick access to many options that are located in the menus. Click the toolbar buttons to execute the related operations. The default toolbars contain the most commonly used operations and are usually docked above the Graphic window.
Each tool also has an associated tooltip, that displays its function when you place the cursor over the tool button.
Too lt ip
Showing or Hiding Toolbars
You can display or hide toolbars as required to customize your desktop.
To display a toolbar:
C h o os e To ol s | To ol ba rs .
1.
The Toolbars dialog appears.
Moving Toolbars
By default, toolbars are docked at the top of the Graphic window. A docked toolbar is attached to any edge of the Graphic window. A floating toolbar is located anywhere on the screen.
To move a toolbar:
Place the cursor over the edge of the toolbar,
1.
then click and drag it to another position.
Docked toolbars
Floating toolbar
To dock the toolbar, drag it to the edge of the
2.
Graphic window.
Double-click a toolbar to toggle its state. A red
2.
check mark next to the toolbar indicates that it is currently displayed.
The Standard Toolbar
Use the buttons on the Standard toolbar to access the online help features and to use the standard Windows® file functions.
Open
Undelete
New
Save
For more information, see “Using File Controls” on page 27.
Help Index
Print
Help
25
4
The Interface
The View Control Toolbar
Use the buttons on the View Control toolbar to adjust the view of your model. All view controls are interactive except View Setup and View Extents.
To use the interactive view controls, click the appro­priate button then drag the cursor in the Graphic window to control the view.
Zoom Window
Rotate
Orbit
Undo Zoom Window
Zoom
Pan
Dolly
Scroll
View Setup
Tilt
View Extents
For more information, see “Viewing the Model” on page 29.
The Projection Toolbar
Use the buttons on the Projection toolbar to display your model in perspective view or in one of six orthographic views.
Top
Left
Fron t
The Shading Toolbar
Use the buttons on the Shading toolbar to specify how the model is displayed.
Colored Wireframe
Solid
Hidden Line
Wireframe
Outlined
For more information, see “Controlling the Display” on page 35.
The Selection Toolbar
Use the buttons on the Selection toolbar to specify how the mouse is used when selecting objects in the Graphic window. For example, if you click the Lumi­naire button , only luminaires are selected when you click or drag the mouse in the Graphic window.
Selection
Area All Vertices
Query Select
Deselect Area All
Deselect All
Filter Dialog
Block
Accumulate
Pick
Perspective
Bottom
Right
Back
For more information, see “Viewing the Model” on page 29.
26
Pick Top Block
Select
Area Any Ver tex
Deselect Area Any
Select All
Luminaire
Surface Use Sele ction
Filt er
For more information, see “Selecting Objects” on page 38.
Lightscape
Using File Controls
❚❘❘
The Tables Toolbar
Use the buttons on the Tables toolbar to display or hide the corresponding tables. Clicking a button toggles the table display on or off.
Materials
Layers
Luminaires
Blocks
For more information on working with tables, see “Overview of the Interface” on page 17.
The Display Toolbar
Use the buttons on the Display toolbar to control the quality and speed of the display. In most cases, turning off a display option increases the display speed at the expense of image quality.
Culling
Double Buffer
Antialiasing
Blending
For more information, see “Controlling the Display” on page 35.
Te xt ur e s
Ray Tra ce Area
Enhanced
Ambient
The Transformation Toolbar
Use the buttons on the Transformation toolbar to control the placement of geometry in the model.
Rotate
Move
X Constraint
XY Constraint
Y Constraint
Z Constraint
YZ Constraint
ZX Constraint
Edit Drag Increments
Aim
Use Drag Increments
For more information, see “Transforming Objects” on page 43.
The Radiosity Processing Toolbar
Use the buttons on the Radiosity Processing toolbar to control the processing of your model.
ResetGoStop
Initiate
For more information on processing your model, see Chapter 11, “Radiosity Processing.”
Using File Controls
You can access the file controls and help functions, as well as an Undelete function, through the Standard toolbar. The file control and help functions are also available through the File and Help menus. The
27
4
The Interface
Undelete function is also available from the Edit menu.
Open
New
Save
Undelete
Help Index
Print
Help
You can use any of the following methods to access the file controls.
Menu:
Button:
Hot Key:
File | New Ctrl+N
File | Open Ctrl+O
File | Save Ctrl+S
Edit | Undelete Ctrl+Z
File | Print Ctrl+P
Help | Index
New
Select New to create a new, empty Lightscape model. If any data is in memory, it will be erased when the new model is created. In such cases, you are prompted to save the data if you have made changes since the last time you saved the model.
Open
Select Open to load an existing Lightscape model file. The file can be either a Preparation file (.lp) or a Solution file (.ls). If any data is in memory, it will be erased when the file is loaded. In such cases, you are prompted to save the data.
Choose Merge from the File menu (or press Ctrl+M) to combine two or more Preparation or Solution files. However, you cannot mix the file types.
Additionally, use the Scale option (available when loading Preparation files) to specify a numeric factor by which all objects in the file will be scaled.
Save
Select Save to save the current Lightscape model. If the model has not been saved previously, this function defaults to Save As and Lightscape prompts you for a filename and location. If your model was previously saved, the Save function over­writes the previous file. To preserve the previous file, select Save As from the File menu.
Undelete
The Undelete function offers one level of undo for destructive actions only. You can use the Unde­lete function immediately after deleting items in the Layers, Materials, Blocks, or Luminaires tables. You can also use Undelete after deleting surfaces or block/luminaire instances in the Graphic window.
The Undelete function restores the most recently deleted object, or objects, even after you perform view modifications such as changing the projection mode or using the interactive view controls. However, if, after deleting an object you per form any function that involves a change to the Lightscape database (such as renaming a material, adding a block instance, or saving the file), the buffer is emptied and you can no longer reverse the previous action. There is no Redo function.
The Undelete function is not related to the
Note:
Undo Zoom Window function in the View menu or the Undelete button in the Create Surface dialog.
Print
Select Print to print the current view of the model.
28
Lightscape
Viewing the Model
❚❘❘
Help Index
Select Help Index to display the index of the Help system. Clicking this button is equivalent to choosing Index from the Help menu.
Context Help
Select Context Help to enable quick help on any on-screen interface element. When you click the Context Help button, the pointer changes to a replica of the tool. Click any toolbar item, table, or the Graphic window to display information on that item. You must select the Context Help tool for each item on which you want information.
Viewing the Model
Lightscape offers the following options for manipu­lating the view of your model:
View Projection modes
Interactive View controls
View Setup
View E xtents
Align Background
Set Viewport Size
Display Original View
Saving and Loading Views.
Changing the View Projection
You can choose to view your model in Perspective view or in one of several orthographic views.
Top
Left
Front
You can use any of the following methods to access the view projection controls.
Menu:
Button:
Hot Key:
View |Projection | Perspective Shift+3
View | Projection | Top Shift+4
View | Projection | Bottom Shift+5
View | Projection | Left Shift+6
View | Projection | Right Shift+7
View | Projection | Front Shift+8
View | Projection | Back Shift+9
The Lightscape perspective camera model uses a viewer position, a focus point, and a picture plane to create the perspective views. Both the View Setup tool and the interactive view controls are based on these conventions, as illustrated in the following diagram.
You can set up a view camera by specifying the loca­tions for the viewer position, focus point, view angle, and picture plane with the View Setup controls. There are also interactive controls for changing your view of the model.
Perspective
Bottom
Right
Back
29
4
The Interface
Using Interactive View Controls
Use the interactive view controls to change the view of the model in the Graphic window.
Zoom Window
Rotate
Orbit
Zoom
Undo Zoom Window
You can use any of the following methods to access the interactive view controls.
Menu:
View | Interactive | Orbit Shift+O
View | Interactive | Rotate Shift+R
View | Interactive | Zoom Shift+Z
View | Interactive | Zoom Window
View | Interactive | Undo Zoom Window
View | Interactive | Pan Shift+P
View | Interactive | Dolly Shft+D
View | Interactive | Scroll Shift+S
View | Interac tive | Tilt Shift+T
When you select a view control, the left mouse button is used solely for changing the view interac­tively. Any movement with the mouse in the Graphic window will change the view, based on the view control selected.
Pan
Dolly
Button:
Tilt
Scroll
Hot Key:
Shift+W
Shift+U
To use the interactive view controls:
Choose View | Interactive and the appropriate
1.
interactive view control, or choose an interactive view control from the View Control toolbar.
To exit the view control mode and return to the
2.
previous left button mode, reselect that mode.
Press just the hot key (without pressing
Note:
Shift) to enable the view control for only as long as the hot key is pressed. Any action with the mouse in the display area changes the view. Once you release the hot key, the left mouse button returns its previous state.
You can only use view controls that apply to a specific view projection, as described in the following sections.
Orbit
Use Orbit to orbit around the model. The viewer position rotates around the focus point in all three axes. The direction of the mouse movement controls the angle of orbit.
Orbit is available in Perspective view only.
Rotate
Use Rotate to rotate the focus point around the viewer position. The direction of the mouse move­ment controls the angle of rotation.
Rotate is available in Perspective view only.
Zoom
Use Zoom to zoom in or out on the model. When zooming, the focal angle of the camera changes, while the viewer position and the focus point remain the same. This is similar to a zoom lens on a photographic camera. The size of the view frame on the picture plane is adjusted automatically.
30
Lightscape
Viewing the Model
❚❘❘
To use the Zoom view control:
To zoom in on the scene (decrease the field of
1.
view), drag the mouse upward in the Graphic win­dow.
To zoom out on the scene (increase the field of
2.
view), drag the mouse downward in the Graphic window.
In Perspective view, excessively zooming
Note:
out leads to distortions in the image (similar to a wide-angle lens on a camera).
Zoom is available in all projections.
Zoom Window
Use Zoom Window to zoom in to an area. Drag the cursor to draw a marquee in the Graphic w indow to zoom directly to that area.
Zoom Window is available in all projections.
Undo Zoom Window
Use Undo Zoom Window to restore the view to the one used before the last Zoom Window opera­tion. This option supports a maximum of ten levels of undo.
Pan
Use Pan to pan the model in the direction of the mouse movement. This has an effect similar to moving the point of view and focus point along a horizontal or vertical axis. The viewer position and the focus point are moved together in the direction opposite to the direction you are dragging, so that the model appears to move with the mouse.
Pan is available in Perspective view only.
To use the Dolly view control:
To move the viewer position forward, drag the
1.
mouse upward in the Graphic window.
To move the viewer position backward, drag the
2.
mouse downward in the Graphic window.
You cannot dolly past the focus point. The
Note:
dolly speed depends on the distance to the focus point.
Dolly is available in Perspective view only.
Scroll
Use Scroll in orthographic projections to cause the same effect as Pan in Perspective view.
In Perspective view, Scroll behaves differently. Unlike the other view options, Scroll does not alter the Perspective projection. Any lines that appeared parallel before scrolling remain parallel after scrolling. The result of a scroll is an off-center projection.
It is generally difficult to predict the behavior of an off-center projection. If your camera behaves strangely when zooming about a point not at the center of the window (for example), it has probably been scrolled.
In architectural photography, you often use a perspective correction lens to maintain parallel vertical lines in the image. To obtain this effect in Lightscape, first set a specific perspective view with the camera position and focus point at the same height, and then scroll the resulting view to adjust the image plane, as needed.
Scroll is available in all projections.
Dolly
Use Dolly to move the viewer position forward or backward along the view path.
31
4
The Interface
Tilt
Use Tilt to tilt the camera, rotating it around an axis perpendicular to the screen. You change the tilt view by dragging the mouse in a circular motion in the Graphic window. The model rotates in the same direction as the mouse movement.
Tilt is available in all projections.
Using View Setup
Use View Setup to define a specific camera view of your model.
To use View Setup:
Choose View | Setup, or click the View Setup
1.
button on the View Control toolbar.
The display changes to Top view, the view frustum is displayed (in red) over the model, and the View Setup dialog appears.
Viewer Position
Use this option to set the camera position. To set this option, select it and click the point at which to set the camera position in the Graphic window.
You can also enter the explicit location on the X, Y, and Z axes in the corresponding input boxes. These values are in the length units of the model. For more information, see “Setting Units Properties” on page
46.
Setting the viewer position by selecting a
Note:
point in the Graphic window does not set the Z (height) value. This value must be explicitly set in the Z input box.
Focus Point
Use this option to set the point at which the viewer is focusing. To set this option, select it and click the required focus point in the Graphic window. You can also enter the explicit location on the X, Y, and Z axes in the corresponding input boxes.
Setting the focus point by selecting a point
Note:
in the Graphic window does not set the Z (height) value. This value must be explicitly set in the Z input box.
Set the required options in the View Setup dia-
2.
log, and click OK. The options are explained in the following sections.
When using View Setup, you can also use
Note:
the following view buttons to adjust your view: Zoom, Zoom Window, Scroll, and Tilt.
32
Near Clipping Plane
Use this option to define the location of the near clipping plane. Objects in the model that are between the viewer position and the near clipping plane are not displayed in the Graphic window.
Set the near clipping plane by entering the required value in the input box or by adjusting the Near Clip Plane slider.
Far Clipping Plane
Use this option to define the location of the far clip­ping plane. Objects in the model that are beyond the far clipping plane are not displayed.
Lightscape
Viewing the Model
❚❘❘
Set the far clipping plane by entering the required value in the input box or by adjusting the Far Clip Plane slider.
Field of View
Use this option to adjust the view angle of the view frustum. This changes the size of the view frame in relation to the picture plane. The field of view is computed from the Focal Length and the Film Size. If you explicitly change the field of view, the focal length is adjusted automatically and the film size remains the same.
Change the field of view by entering the required value in the input box or by adjusting the Field of View slider.
View Tilt
Use this option to rotate the model around an axis perpendicular to the screen. Set the View Tilt option by adjusting the slider from -180° through 180°.
Film Size (mm)
Use this list to select the film size of the virtual camera. If you explicitly change the film size, the focal length is adjusted automatically, and the field of view remains the same.
To define a custom frame size, select Other
Note:
from the Film Size list and specify the frame width in the Frame Width box.
Focal Length (mm)
Use this option to set the focal length of the virtual camera. If you explicitly change the focal length, the field of view is adjusted automatically, and the film size remains the same.
Using View Extents
Use the View Extents option to display all the objects in the model.
To use View Extents:
Choose View | Extents or click the View Extents button on the View Control toolbar.
If you use the Perspective view, the focus point is set to the center of all visible objects and the model is viewed from the front.
Using Align Backgroun
You can use Align Background to load an image file as the background of the Graphic window so that you can align your model view with it.
This is important if you intend to composite the rendering you do in Lightscape with a background image file. For example, you may want to show a pro pos ed b uil din g mo del on an exi st ing st ree t, or s et an exterior background that you would see through a window. The background image can be offset on the screen to correspond to an appropriate location in the model.
To align a background image:
Set the Viewport Size to be in the same propor-
1.
tion as the final image resolution you want to render. For example, if your final image is to be 4000 x 3000 pixels, set the v iewport to 800 x 600. For more infor­mation, see “Setting Viewport Size” on page 34.
Use an image editing application to create a copy
2.
of the background image, scaled to fit within your viewport.
Choose View | Align Background.
3.
d
33
4
The Interface
The Align Background dialog appears.
Click Browse, select the image from the Open di-
4.
alog that appears, then click OK.
If the background image is to cover only part of
5.
the background, enter values in the Image Offset boxes to position it in relation to the viewport.
Use the view controls to position your model as
6.
required in relation to the background image.
Choose View | Save As to save the view file. For
7.
more information, see “Saving and Loading Views” on page 34.
Render the final image using the
8.
with the
command. For more information,
-alpha
lsray
utility
see Chapter 14, “Rendering,” and Appendix B, “Batch Processing Utilities.”
proportional to the required final rendering resolution.
To set the viewport size:
Choose View | Set Viewport Size.
1.
The Viewport Size dialog appears.
Choose an industry-standard image size from
2.
the Resolution list, or enter custom width and height values in the corresponding input boxes.
Displaying the Original View
In addition to stored view files, there is one built-in view, called the original view. Use this option to reset the view to the one that was in place when the file was loaded. When a file is saved, it is automatically saved with its current view.
To display the original view:
Choose View | Display Original View.
Composite your final rendering with the back-
9.
ground image in an image editing application.
Setting Viewport Size
The viewport is the area of the Graphic window that contains an image of the model. The default value is Full Window. Use the Set Viewport Size option to select a different image size.
When you are establishing views for your final renderings, you may want to set your viewport to be
34
Saving and Loading Views
You can save a specific view to a view file for use later in the project. For example, you may want to return quickly to a particular camera view or select a particular view when outputting an image.
To save a view:
Once you have set the view, save it by choosing
1.
Vie w | Save As .
The Save As dialog appears.
Lightscape
Controlling the Display
❚❘❘
Navigate to the appropriate directory, enter the
2.
name of the file in the filename box, and click Save.
The view file is saved with a .vw extension and it is added to the list of views.
View Menu
List of views
To load a saved view file:
Choose View | Open.
1.
Select the appropriate view file in the Open dia-
2.
log.
For more information on display options, see “Using the Display Options” on page 36.
Display Menu
Shading options
Display options
Click Open.
3.
You can also select the appropriate view file
Note:
from the list of views in the View menu.
Controlling the Display
You can use the display options to change how the model appears in the Graphic window. Use the shading modes to improve system performance while working with the model or to obtain more precise feedback in the appearance of the model.
Choosing Shading Options
You can use the Display menu or the Shading toolbar to display the model in various modes. A dot appears next to the currently selected mode in the Display menu, and the corresponding button on the Shading toolbar is enabled.
Colored Wireframe
Hidden Line
Wireframe
Solid
Outlined
35
4
The Interface
You can use any of the following methods to access the shading controls.
Menu:
Button:
Display | Wireframe
Display | Colored Wireframe
Display | Hidden Line
Display | Solid
Display | Outlined
Wireframe
Use this option to display only the edges of surfaces as white lines. Though white is the default wireframe color, you can change this color at any time.
To change the wireframe color:
Choose File | Properties.
1.
The Document Properties dialog appears.
On the Colors panel, use the color picker to
2.
choose the required wireframe color and click the left arrow to apply it to the Wireframe color box, or enter the HSV values directly in the corresponding boxes.
Hidden Line
Use this option to display the model similarly to Wireframe mode, except surfaces block (hide) the display of other surfaces behind them. All surface edges visible to the user are displayed in white.
The color of the wireframe in Hidden Line mode is the same as that in Wireframe mode. To change the wireframe color, see “Wireframe” on page 36.
In Hidden Line mode, the mesh structure
Note:
generated during radiosity processing (in the Solu­tion stage) is superimposed on the model.
Solid
Use this option to display the surfaces of the model in their appropriate material colors.
The display speed is influenced by the
Note:
number of surfaces in the model, as well as by the computer hardware. For complex models, it may be faster to change views in Wireframe mode and display the surfaces in Solid mode once the desired view is established.
Outlined
Use this option to display the surfaces of the model in their appropriate material colors, with the surface geometry outlined. All polygon surfaces are displayed in the material color and all polygon edges are displayed in black.
Click OK.
3.
For more information on changing the document properties, see “Setting Document Properties” on page 45.
Colored Wireframe
Use this option to display all surface edges of the model in their associated material color.
36
During the Solution stage, this option
Note:
displays the mesh structure. You can use Outlined mode to check the impact of process parameter settings.
Using the Display Options
Use the Display options to control the quality and speed of the display. You can select display options from the Display toolbar or by choosing the appro­priate option from the Display menu. Often,
Lightscape
Controlling the Display
❚❘❘
disabling a display option increases the display speed but decreases image quality.
Culling
Blending
Double Buffer
Antialiasing
Tex tu re s
Ray Trac e Area
Enhanced
Ambient
You can use any of the following methods to access the display options.
Menu:
Button:
Hot Key:
Display | Double Buffer
Display | Culling
Display | Blending
Display | Antialiasing
Display | Ambient
Display | Textures
Display | Enhanced
Display | Ray Trace Area Shift+Y
surfaces are displayed opaque, regardless of the material transparency.
Antialiasing
Use Antialiasing to display smoothed lines in Wireframe mode. When this option is disabled, lines may be jagged. Antialiasing for solid mode can only be used when rendering. For more information, see Chapter 14, “Rendering.”
Ambient
Use Ambient to approximate the effect of undistributed light energy in the environment during the Solution stage. This helps you visualize the model during the early stages of processing. For more information, see Chapter 11, “Radiosity Processing.”
Te xt u r es
Use Textures to display textures in the model.
Enhanced
Use Enhanced to display simple shading in the Preparation stage. This is only used in Solid or Outline mode.
Double Buffer
Use Double Buffer to
produce a smooth display
during interactive playback.
Culling
Use Culling to make surfaces oriented away from the viewer transparent. You can use this option to look “through” a wall from the outside of the model.
Blending
Use Blending to blend surfaces with trans­parent materials with those behind them, giving a transparent effect. When this option is disabled, all
Ray Trace Area
During the Solution stage, you can use the Ray Trace Area button to ray trace a section of your Graphic window, allowing you to preview a part of your scene. For more information, see “Ray Tracing an Area” on page 219.
Setting Ray Trace Area Options
You set the Ray Trace Area options before using the Ray Trace Area tool. Choose Ray Trace Area Options from the Display menu to display the Ray Trace Area Options dialog. For more information, see “Ray Tracing an Area” on page 219.
37
4
The Interface
Displaying Axes
Use the Show Axis option to display a set of X, Y, and Z axes, which indicate the current orientation of your model. The axes appear in the lower-left corner of the model. The X axis is displayed in red, the Y axis in green, and the Z axis in blue.
To display axes:
Choose Display | Show Axis to toggle the axes display on or off. A check mark next to the menu item indicates the axes are currently displayed.
from the Display menu. This option is only available in Perspective view.
Using Reload Textures
Choose this option to reload all texture image files into the materials that use them. You should select this function after you have modified image maps, changed their filenames, or changed the Fixed Tile Size option and settings in the Material Properties dialog. For more information, see Chapter 7, “Using Mater ials.”
Selecting Objects
Before you can perform an action on an object, you must select it. You can select single or multiple blocks, surfaces, or luminaires. You can also select objects inside a particular area or select objects based on a set of selection filters.
Using Auto-Redraw
Choose this option in the Display menu to redraw the model in the Graphic window after every change. If you do not need to view changes immedi­ately, you can improve performance by disabling this option so that changes in material editing or texture alignment do not cause an automatic redraw.
You can choose Display | Refresh or press F5 to explicitly cause a redraw when required.
Using Auto-Orbit
Choose this option to cause the model to continu­ously rotate around the focus point of the current view. Toggle Auto-Orbit on and off by selecting it
38
Selection filtersSelection tools
Selection options
You can use any of the following methods to access the selection options.
Menu:
Button:
Hot Key:
Edit | Selection | Select Shift+1
Edit | Selection | Query Select Shift+Q
Edit | Selection | Area Any
Shift+2
Ve r t e x
Edit | Selection | Area All Ver-
Shift+0
tices
Edit | Selection | Deselect Area
Shift+V
Any
Lightscape
Selecting Objects
❚❘❘
Menu:
Edit | Selection | Deselect Area
Button:
Hot Key:
Shift+C
All
Edit | Selection | Select All
Edit | Selection | Deselect All
Edit | Selection | Surface Shift+F
Edit | Selection | Block Shift+B
Edit | Selection | Luminaire Shift+L
Edit | Selection | Filter
Edit | Selection | Accumulate
Shift+A
Pick
Edit | Selection | Pick Top
Shift+X
Block
If the Selection toolbar is not visible, choose
Note:
Tools | Toolbars. In the Toolbars dialog that appears, double-click Selection, then click Close.
Using Selection Tools
Use the selection tools to select or deselect objects in your model. Only objects that meet the current filter criteria are selected or deselected. For example, if you choose the Block selection filter and then choose the Select All tool, all the blocks in your model are selected. The behavior of the Marquee Selection and Select All tools also depends upon the specified selection criteria. For more information, see “Defining Selection Filters” on page 41.
Select
Use Select to click objects to select them. When the Accumulate Pick mode is enabled, click a selected object to deselect it.
Query Select
Use Query Select to display information about an object when you select it. The layers and materials associated with the object are also highlighted in the appropriate tables.
Area Any Vertex
Use Area Any Vertex to drag a marquee around an area to select objects that have at least one vertex within the selected area.
Area All Vertices
Use Area All Vertices to drag a marquee around an area to select objects that have all vertices within the selected area.
Deselect Area Any
Use Deselect Area Any to drag a marquee around an area to deselect objects that have at least one vertex within the selected area.
Deselect Area All
Use Deselect Area All to drag a marquee around and area to deselect objects that have all vertices within the selected area.
Select All
Use Select All to select all objects in the model, including those not in the current view.
Query Select
Area Any Vertex
Select
Deselect Area All
Area All Vertices
Deselect Area Any
Deselect All
Select All
Deselect All
Use Deselect All to deselect all objects in the model, including those not in the current view.
39
4
The Interface
Using Selection Filters
Use the selection filters to select only certain types of objects when using the selection tools. You can use only one filter at a time. The default is Surface.
Block
Selection Filter Dialog
Surface
Luminaire
Use Selection Filter
Surface
Use Surface to select only surfaces.
Block
Use Block to select only blocks.
Luminaire
Use Luminaire to select only luminaires.
You can also define selection filters that take into account assigned materials, surface properties, and luminaire properties. For more information, see “Defining Selection Filters” on page 41.
Choosing Selection Options
Use the selection options to determine whether you will make single (exclusive) selections or multiple (additive) selections. If your model contains nested blocks, you can also use the top block mode to select only the top block in a hierarchy.
Accumulate Pick
Use Accumulate Pick to toggle between exclu­sive and additive selection. Enable this option to add each new selection to the current selection set. Disable this option to replace the current selection with the new selection.
Pick Top Block
In the case of nested blocks, you can use Pick Top Block to select the top block in a block hierarchy.
Selecting an Object
You can choose selection tools, filters, and options on the Selection toolbar or by choosing Edit | Selection and then selecting the appropriate option.
If the Selection toolbar is not visible, choose
Note:
Tools | Toolbars. In the Toolbars dialog that appears, double-click Selection, then click Close.
To select objects:
Choose a selection filter to specify the type of
1.
objects to select.
Choose a selection tool to specify the method of
2.
selecting objects.
Set the appropriate selection option.
3.
Click or drag your cursor in the Graphic w indow
4.
to select an object or objects.
The selected objects are highlighted.
To query objects:
Choose a selection filter to specify the type of
1.
objects to quer y.
40
Accumulate Pick
Pick Top Block
Choose the Query Select button from the Selec-
2.
tion toolbar, or choose Edit | Selection | Query.
To query the top block in a block hierarchy, en-
3.
able Pick Top Block.
Lightscape
Selecting Objects
❚❘❘
Click your cursor in the Graphic window to se-
4.
lect an object to query.
Information about the queried object is displayed on the status bar and the associated layers and materials are highlighted in the Layers and Materials tables.
Defining Selection Filters
You can use selection filters to further refine the selection process. Use surface selection filters to select only the surfaces assigned a specific material (or materials) and any specific processing parame­ters assigned. Use the luminaire selection filters to select luminaires that have specific processing parameters assigned. For more information, see “Luminaire Processing” on page 147 and “Setting the Surface Processing Parameters” on page 179.
Selection Filter Dialog
Use Selection Filter
The Selection Filter dialog appears and the selected materials are listed on the Surfaces panel.
Click a processing parameter to toggle its state.
3.
Use:
To:
Select surfaces that have this parameter enabled.
Select surfaces that have this parameter disabled.
Disregard this parameter for surface se­lection.
To use surface selection filters:
Right-click the material in the Materials table
1.
and choose Add to Selection Filter from the context menu. Shift-click to select several materials at once.
Choose Edit | Selection | Filter or click the Selec-
2.
tion Filter Dialog button on the toolbar.
If you have enabled Meshing, enter a mesh sub-
4.
division value in the Meshing box and select an op­tion from the list.
Select:
To:
== Select surfaces with mesh subdivision
equal to the specified value.
<> Select surfaces with mesh subdivision
greater than or less than (but not equal to) the specified value.
< Select surfaces with mesh subdivision
less than the specified value.
<= Select surfaces with mesh subdivision
less than or equal to the specified value.
41
4
The Interface
Select:
To:
> Select surfaces with mesh subdivision
greater than the specified value.
>= Select surfaces with mesh subdivision
greater than or equal to the specified val­ue.
To reset the parameters to the default settings,
5.
click Reset Parameters.
Enable Use Selection Filter or click the Use Selec-
6.
tion Filter button on the toolbar.
Select the Surface filter .
7.
To select all surfaces in the model that meet the
8.
specified criteria, use the Select All tool .
To select all surfaces that have at least one vertex
9.
in an area and that meet the specified criteria, use the Select Any Vertex tool .
To select all sur faces t hat have all of their vertices
10.
within an area and that meet the specified criteria, use the Select All Vertices tool .
To remove a material from the criteria list:
Choose Edit | Selection | Filter.
1.
The Selection Filter dialog appears.
On the Surfaces panel, double-click the material
2.
that you want to remove, or select it, right-click, and choose Remove from the context menu.
The selected material is removed from the list.
Click the Luminaires tab.
2.
Click a processing parameter to toggle its state.
3.
Use:
To:
Select luminaires that have this parame­ter enabled.
Select luminaires that have this parame­ter disabled.
Disregard this parameter for luminaire selection.
Enable Use Selection Filter or click the Use Selec-
4.
tion Filter button on the toolbar.
Select the Luminaires filter .
5.
To select all luminaires that meet the specified
6.
criteria, use the Select All tool .
To use luminaire selection filters:
Choose Edit | Selection | Filter.
1.
The Selection Filter dialog appears.
42
To select all luminaires that have at least one ver-
7.
tex in an area and that meet the specified criteria, use the Select Any Vertex tool .
To select all luminaires that have all of their ver-
8.
tices within an area and that meet the specified crite­ria, use the Select All Vertices tool .
Lightscape
Transforming Objects
❚❘❘
To disable selection filters:
Click the Use Selection Filter button on the toolbar, or choose Edit | Selection | Filter and disable Use Selection Filter.
The Select All, Select Any Vertex, and Select All Vertices tools are no longer limited by the surface or luminaire selection filters.
Transforming Objects
Use the Transformation tools to control the place­ment of geometry in the model. You can use the buttons on the Transformation toolbar to move (or rotate) objects by dragging them in the Graphic window, or you can use the options on the Transfor­mations dialog.
Rotate
Move
Constrain to X
Constrain to XY
Constrain to Y
Constrain to Z Aim
Constrain to YZ
Constrain to ZX
Menu:
Button:
Hot Key:
Edit | Constrain To Axis | Aim
If the Transformation toolbar is not visible,
Note:
choose Tools | Toolbars. On the Toolbars dialog that appears, double-click Transformation, then click Close.
You can use the “ ‘ ” key to cycle through the axes constraints. The current axis constraint will be selected on the toolbar.
Using the Transformation Toolbar
Use the Transformation toolbar to interactively move and rotate objects, select axes constraints, and use the Aim tool. You can perform additional trans­formations (scaling an object, for example) on the Transformation dialog. For more information, see “Using the Transformation Dialog” on page 45.
Move
Use Move to change the placement of selected objects in your model. You can limit movement to any axis (or any two axes) by clicking the appropriate axis constraint button.
You can use any of the following methods to access the transformation tools.
Menu:
Button:
Hot Key:
Edit | Move Shift+M
Edit | Rotate Shift+E
Edit | Constrain To Axis | X
Edit | Constrain To Axis | Y
Edit | Constrain To Axis | Z
Edit | Constrain To Axis | XY
Edit | Constrain To Axis | ZX
Edit | Constrain To Axis | YZ
Using the hot key (Shift+M) has the same
Note:
effect as clicking the button on the toolbar.
Rotate
Use Rotate to rotate selected objects. You can constrain rotation to any axis (or any two axes) by clicking the appropriate axis constraint button.
Using the hot key (Shift+N) has the same
Note:
effect as clicking the button on the toolbar.
Constrain to X
Use Constrain to X to limit the movement and rotation of objects to the X axis.
43
4
The Interface
Constrain to Y
Use Constrain to Y to limit the movement and rotation of objects to the Y axis.
Constrain to Z
Use Constrain to Z to limit the movement and rotation of objects to the Z axis.
Constrain to XY
Use Constrain to X Y to limit the movement and rotation of objects to the XY plane.
Constrain to ZX
Use Constrain to ZX to limit the movement and rotation of objects to the ZX plane.
Constrain to YZ
Use Constrain to YZ to limit the movement and rotation of objects to the YZ plane.
Aim
Use Aim in conjunction with Rotate to constrain the rotation of the block (or luminaire) to its local Z axis.
Using Drag Increments
You can use drag increments to move (or rotate) an object incrementally along one (or any two) axes in the Graphic window.
Edit Drag Increments
Use Drag Increments
You can customize the drag increment values for each axis and toggle them on or off. The drag incre­ments are in the model units. For more information, see “Setting Units Properties” on page 46.
To use drag increments:
Click the Edit Drag Increments button or
1.
choose Edit | Transformation and click the Drag In­crements tab.
The Drag Increments panel of the Transformation dialog appears.
To interactively move an object:
Select an object. For more information, see “Se-
1.
lecting Objects” on page 38.
Click Move .
2.
Once you have selected an object, you can
Note:
also right-click and choose Move.
Select the appropriate axis constraint. For exam-
3.
ple, to move the object along the X axis only, click Constrainto X .
Once you have selected an object, you can
Note:
also right-click and choose Constrain to Axis | X.
In the Graphic window, click and drag the object
4.
to the required position.
44
To set the number of incremental units an object
2.
can move along an axis, enter the appropriate value in the Move X, Y, or Z box.
To set the number of incremental degrees an ob-
3.
ject can rotate along an axis, enter the appropriate value in the Rotate (Deg) X, Y, or Z box.
Lightscape
Enable Use Drag Increments to use the Drag In-
4.
crements settings during interactive transforma­tions, or click the Use Drag Increments button on the toolbar.
Using the Transformation Dialog
You can use the Transformation dialog to move, rotate, and scale objects, transform the insertion points of blocks and luminaires, and set the drag increments for interactive transformations.
For more information, see “Using Drag Increments” on page 44.
To display the Transformation dialog:
Choose Edit | Transformation.
The Transformation dialog appears.
Setting Document Properties
Setting Display Properties
Use the Display properties to control how the model is displayed on your monitor.
Brightness
Use this option to control the brightness of the image displayed on your monitor or rendered. This option does not affect the actual lighting levels in the model.
Contrast
Use this option to control the contrast of the image displayed on your monitor or rendered.
Ambient
Use this option to choose the percentage of the available ambient light used when you enable ambi­ent approximation during the Solution stage. For more information on ambient approximation, see “Ambient” on page 37 and “Ambient Approxima­tion” on page 171.
❚❘❘
For more information about transforming specific objects, see “Working with Blocks” on page 85, “Working with Surfaces” on page 95, and “Editing Luminaires” on page 139.
Setting Document Properties
Properties are the general parameters and defaults stored with each model. You can modify Display, Units, Colors, Fog, Paths, and Display Interactivity properties. The following sections describe the property options in detail.
Luminaire Icon Size
Use this option to control the size of the icon repre­senting the energy distribution assigned to a lumi­naire. For example, to confirm the placement of small luminaires in large models, you may need to increase the icon size. By default, these icons corre­spond to the size of the luminaire.
To set the display properties:
Choose File | Properties.
1.
The Document Properties dialog appears.
Click the Display tab.
2.
45
4
The Interface
Set the Brightness, Contrast, Ambient, and Lu-
3.
minaire Icon Size options as required by using the sliders, or by entering values directly in the corre­sponding boxes.
Click OK.
4.
Setting Units Properties
Use the Units properties to determine the default units to work with in the model. The current length units are displayed on the status bar.
Length
Use this option to specify the units of length used in the model. You can choose either millimeters, centi­meters, meters, kilometers, inches, feet, or miles.
Changing the units does not change the size
Note:
of the model. For example, a surface that is 1 meter long will be 3.28 feet long if feet are the selected units.
Lighting
Use this option to specify the unit system to use for lighting. You can choose either International or American.
Time
Use this option to specify the time units to use for an animation setup. You can choose seconds, minutes, or hours.
To set the units properties:
Choose File | Properties.
1.
The Document Properties dialog appears.
Click the Units tab.
2.
Set the Length, Lighting, and Time options by
3.
choosing settings from the corresponding lists.
Click OK.
4.
Setting Color Properties
Use the Colors properties to set the default colors for various elements of the display.
Background
Use this option to set the color displayed in the back­ground of the Graphic window.
Wireframe
Use this option to set the color of the lines in Wire­frame display mode. For more information on display modes, see “Controlling the Display” on page 35.
Mesh
Use this option to set the color of the mesh in Outlined display mode. For more information on display modes, see “Controlling the Display” on page 35.
46
Lightscape
Setting Document Properties
❚❘❘
To set the colors properties:
Choose File | Properties.
1.
The Document Properties dialog appears.
Click the Colors tab.
2.
Use the color picker to set the required color.
3.
Apply the color to the Background, Wireframe,
4.
and/or Mesh settings by clicking the corresponding left-arrow buttons or by entering the color values in the corresponding boxes directly.
To reload an assigned color into the color picker
5.
for editing, click the right arrow button correspond­ing to the appropriate option.
Click OK.
6.
Setting Fog Properties
Use the Fog properties to provide better depth cueing by making items that are at a distance appear dimmer. Fog is only a display technique; it does not affect, nor is it affected by, the lighting of the scene.
Select:
To:
Fog Create a uniformly dense fog that be-
comes opaque at some distance, de­pending on the density setting. This is what fog usually looks like in reality.
Haze Create a fog that is similar to the fog
type but seems to get much denser in the distance, while leaving nearby ob­jects virtually unobscured.
Density
Use this option to set the density of the fog. The range is 0 to 1, with 1 representing the densest fog effect.
Fog Color
Use this option to select the color of the fog. You can choose the color (using HSV or RGB values) in the color picker.
To set the fog properties:
Choose File | Properties.
1.
The Document Properties dialog appears.
Click the Fog tab.
2.
Function
Use the Function list to select the fog type. You can choose Disabled, Linear, Fog, or Haze. The default setting is Disabled.
Select:
To:
Disabled Disable the use of fog in the model.
Linear Create fog that is clear at the near
plane and opaque at the far plane. The density increases linearly from the near plane to the far plane.
Choose the type of fog from the Function list.
3.
Use the Density slider to set the fog density, or
4.
enter a value directly in the Density box.
Use the color picker to set the Fog Color.
5.
Click OK.
6.
47
4
The Interface
Setting Paths Properties
The path lists are the list of directories Lightscape searches to find a file. Use the Paths properties to set the path lists for a document, a user, the system, or the environment.
You can specify Luminaire and Texture path lists, as well as remove and reorder the paths.
Directories For
Use the Directories For list to select the type of path list to edit. You can choose either Luminaire Distri­butions or Textures.
The paths are searched in the order that they appear, beginning at the top of the list. You can select an entry in the path list and use the up and down arrow buttons to change the ordering.
New
Use the New button to launch the Browse Directory dialog, which you use to select a path to add to the path lists.
Select an option in the path list tree.
4.
Select:
To:
Document Set the paths that are specific to the
particular document (project) with which you are working.
User Set the paths that are always
searched for all documents for a particular user.
System Set the paths that are always
searched for all documents for all users.
Environment Set the paths that are always
searched for all documents for all users in the Windows NT environ­ment.
Click New, navigate to the appropriate path in
5.
the Browse Directory dialog that appears, then click OK.
Remove
Use the Remove button to delete a selected path from the path list.
To set the paths properties:
Choose File | Properties.
1.
The Document Properties dialog appears.
Click the Paths tab.
2.
Select a list type from the Directories For list.
3.
48
The path is added to the selected list.
Lightscape
Setting Document Properties
❚❘❘
To reorder an item in a path list, select it and use
6.
the up and down arrow buttons.
To remove a path from a path list, select it and
7.
click Remove.
Click OK.
8.
Setting Display Interactivity Properties
Use the Display Interactivity properties to control the amount of redrawing required while working in your model. Navigating interactively through complex models with a large number of surfaces in real time requires more processing power than many desktop computers have. You can choose to decrease the quality of the interactive display to increase performance.
Interactive Speed
Use this option to control when a redraw of the screen occurs.
Enable:
Redraw on Mouse Release
All Redraws at Interactive Speed
You can also choose Display | Draw or press
Note:
F7 to redraw the Graphic window at full quality display at any time.
To:
Cause a redraw at full quality when you release the mouse button after interactively changing the model view.
Redraw according to the Draw Every Nth Face or Level of De­tail settings.
second surface, with a corresponding increase in display speed.
The default setting is 1 (display every surface).
In the Solution stage, adjusting the Draw Every Nth Face setting resets the value of Level of Detail to 100.
Enable Preview to preview your changes without exiting the dialog.
Level of Detail
Use this option to control the amount of detail displayed, rather than simply controlling the number of surfaces displayed. Use this option during the Solution stage to control display quality more selectively than with the Draw Every Nth Face option.
When the Level of Detail is set below 100, the quality of the image begins to degrade, as the system avoids redrawing distant objects and smaller polygons. At lower settings, more detail is dropped from the display.
The default setting is 100 (maximum level of detail).
Adjusting Level of Detail setting resets the value of the Draw Every Nth Face setting to 1.
Enable Preview to preview your changes without exiting the dialog.
Max Display Texture Size
Use this option to scale the size of the textures used for interactive display. This option does not affect the size of textures used for radiosity or ray tracing.
Draw Every Nth Face
Use this control to reduce the number of surfaces displayed. This can help to retain interactive display speeds when working with complex models (models with a large number of surfaces). For example, setting Draw Every Nth Face to 2 displays every
Select:
To:
Unlimited Display textures at full size.
256 x 256 Display textures at 256 x 256 pixels
per inch.
128 x 128 Display textures at 128 x 128 pixels
per inch.
49
4
The Interface
Select:
64 x 64 Display textures at 64 x 64 pixels
32 x 32 Display textures at 32 x 32 pixels
At lower settings, the texture is scaled down and is displayed as an accurate representation of the texture, with less detail. Reducing the size of the texture can significantly improve display speed.
To set the display interactivity properties:
Choose File | Properties.
1.
The Document Properties dialog appears.
Click the Display Interactivity tab.
2.
The Display Interactivity panel appears.
To:
per inch.
per inch.
Setting System Options
The system options are the general parameters and defaults stored with your Lightscape application. You can modify preview, drag and drop, and envi­ronment options. The following sections describe the system options in detail.
Setting Preview Control Options
Use the Preview Control options to customize the material, block, and luminaire previews.
Background Image
Use this option to specify the background image in the material preview.
Reflected Image
Use this option to specify the reflected image in the material preview.
Defaults
Use this option to restore the background and reflec­tion images to the default settings.
Enable an Interactive Speed mode.
3.
Choose either the Draw Every Nth Face or Level
4.
of Detail option, and specify a value by using the cor­responding slider or by entering a value directly in the appropriate box.
You can set the Level of Detail option in the
Note:
Solution stage only.
To choose a scaling factor for displayed textures,
5.
select an option from the Max. Display Texture Size list.
Click OK.
6.
50
Display Loaded Textures
Use this option to view assigned textures in the block and luminaire previews.
Lightscape
Setting System Options
❚❘❘
To set the preview options:
Choose Tools | Options.
1.
The Options dialog appears.
Click the Preview Control tab.
2.
To use a custom background or reflect ion image,
3.
click the appropriate Browse button, select the re­quired image file in the Open dialog that appears, and then click Open.
To restore the default background and reflection
4.
images, click the Defaults button.
To display textures in the block and luminaire
5.
previews, enable Display Loaded Textures.
Setting Drag and Drop Options
Use these options to control how Lightscape imports materials, blocks, and luminaires when using the drag and drop method.
IES Drop Destination
Use this option to specify the directory to which Lightscape saves IES files when you drag and drop them into the Photometric Web Editor.
For more information, see Chapter 8, “Artificial Lighting.”
Texture Drop Destination
Use this option to specify the directory to which Lightscape saves texture image files when you drag and drop them from LVu, for example.
For more information, see Chapter 7, “Using Materials.”
To set the drag and drop options:
Choose Tools | Options.
1.
The Options dialog appears.
Click the Drag and Drop tab.
2.
Click OK.
6.
If the background and reflection images are
Note:
not visible in the Materials table, right-click in the preview and enable Background and Reflection.
For information about using the previews, see “Customizing Material Previews” on page 20, and “Customizing Block and Luminaire Previews” on page 22.
51
4
The Interface
To cause a w arning to appear when importing an
3.
object or material with the same name as an existing object or material, enable Prompt Before Overwrit­ing Existing Materials, Blocks, and Luminaires.
To choose an IES or texture drop destination,
4.
click the appropriate Browse button, select the re­quired directory in the Open dialog that appears, and then click Open.
Click OK.
5.
Setting Environment Options
Use the Environment options to customize your Lightscape application environment.
Cross Hair Size
Use the Cross Hair Size slider to adjust the size of the crosshairs that appear when orienting luminaires, for example.
Recent File Lists
Use the Recent File Lists options to set the maximum number of files listed (for quick access) in the Light­scape menus.
Use:
To:
LS and LP Files Set the maximum number of
Preparation (.lp) and Solution (.ls) files listed in the File menu.
Animation Files Set the maximum number of
Animation (.la) files listed in the Animation menu.
Layer Files Set the maximum number of
layer state (.lay) files listed in the Layers table context menu.
View Files Set the maximum number of
view (.vw) files listed in the View menu.
To set the environment options:
Choose Tools | Options.
1.
The Options dialog appears.
Click the Environment tab.
2.
To set the size of the crosshairs, enter a value in
3.
the Cross Hair Size box or adjust the slider.
To automatically adjust dialogs that may have
4.
moved beyond your viewing area, enable Reposition Dialogs Which Are Off-Screen.
Enter the required values in the Recent File Lists
5.
boxes, then click OK.
52
Lightscape
Importing Geometry
How to import geometry from
modeling applications.
5
The first step in creating a lighting si mulation is to import a geometric model into
Lightscape. You can import models from a wide variety of CAD and modeling
applications.
Group objects into blocks and layers
Summary
In this chapter, you learn about:
Common import tasks
Importing DXF™ files
Importing DWG files
Importing 3D Studio® files
Importing a LightWave 3D™ scene
Exporting models from 3D Studio MAX® or 3D
Studio VIZ®
Common Import Tasks
When importing geometry from any modeling application, you must:
Specify the units of measurement
Verify the coordinate system
Overwrite or merge to the current project
Adjust the light intensity scale.
For the best results, you should build your
Note:
models with Lightscape in mind. Controlling polygon count and how surfaces are formed and intersect is important for achieving efficient processing and artifact-free results. For more infor­mation, see “Modeling Guidelines” on page 192.
Specifying Units of Measurement
The lighting in an area depends on the size of the area. For example, the light from a 60-watt bulb looks different in a room with a 6-foot high ceiling than in a room with a 6-meter high ceiling. There­fore, when you import or export a model, it is important to indicate the units of measurement the values in the incoming file represent.
53
5
Importing Geometry
The procedures for this task vary slightly depending on your modeling system. For information on importing DXF files, see “Specifying Units of Measurement” on page 57. For information on exporting from 3D Studio MAX or importing 3D Studio files, see “Specifying Units of Measurement” on page 73.
Measuring Distance
If you are not sure that you used the correct units when importing the model, measure a known distance in the model to confirm the scale of the model before you begin to work on it.
To measure the distance between two points:
Choose Tools | Measure Distance.
1.
The Measure Distance dialog appears.
selected instead. Consider the following example: you import a model using inches as the unit of measurement; you then meas ure a wall, and find that it measures 10 inches instead of 10 feet. It is apparent that you should have used feet when importing the model. Import the model again using the correct units.
After you import the model into Lightscape
Note:
you can change the units in which you want to work. This operation has no effect on the physical size of the model—it simply converts the existing dimensions to the new units selected. For example, a 10-foot wall becomes a 120-inch wall—not a 10­inch wall. To convert the working units, choose File | Properties, then select the units in the Docu­ment Properties dialog.
Converting Coordinate Systems
Lightscape uses a right-handed X Y Z Cartesian coordinate system. If your modeling application uses a different coordinate system than Lightscape, convert the coordinate system when importing the model.
To pick a point at the corner of a surface, enable
2.
Snap to Nearest Vertex.
In the model, click two points to measure the
3.
distance between them.
The distance between the two points appears in the Distance dialog.
Confirm that the measured distance makes sense given the scale of your model. If it does not, then you can usually determine which setting you should have
54
<
;
:
When viewed from the front, positive X is toward the right, positive Y is toward the back, and positive Z is upward.
To convert a coordinate system:
On a piece of paper, draw the axes of the import-
1.
ed system next to the axes of the Lightscape coordi-
Lightscape
Common Import Tasks
❚❘❘
nate system, and note the correspondence between the two systems.
\
Z
[
Z
[
\
The Lightscape coordinate system
Coordinate system of the imported model
In this example, X, Y, and, Z in the Lightscape coor­dinate system correspond to Y, Z, and, X in the coordinate system of the imported model.
In the Coordinate Transformation list of the im-
2.
port or export dialog, select the axes that correspond to the X, Y, and Z axes in Lightscape. In this example, you select Y, Z, X.
Grouping Objects into Blocks and Layers
When importing a model, you may want to group objects into blocks and layers to organize them and reduce file size.
The options available for creating blocks and layers vary slightly depending on your modeling system:
For information about DXF files, see “Grouping
Objects into Blocks” on page 59.
For information about 3DS files, see “Grouping En-
tities into Blocks” on page 67.
For information about 3D Studio MAX or 3D Stu-
dio VIZ, see “Grouping Objects in Blocks” on page
74.
Overwriting or Merging
In Lightscape, you can open only one file at a time. If a project is open when you import or open a file, you can either close the current project to make room for the incoming file or merge the incoming project to the current project.
To change the direction of an axis, enable Mirror
3.
Coordinates for that a xis. In this example, mi rror the Z axis.
In the Coordinate Transformation box, a minus (-) sign appears in front of Z, indicating that the X, Y, and Z axes in Lightscape correspond to the Y, -Z, and X axes in the imported model.
To create a single Lightscape project file from multiple files, import or open the first file, and then merge the others.
Geometry that exists in specific layers in the incoming model is appended to existing layers of the same name. New layers are added to the existing Layers table.
Block definitions in the incoming model overwrite blocks of the same name in the existing model. This changes all instances of that block.
If you have done preparation work on a
Note:
block in Lightscape (setting materials or orienta­tion, for example), you will lose that work if you merge a file with a block of the same name. To avoid this situation, you should either rename the
55
5
Importing Geometry
block in Lightscape or save it first to a block library that could then be loaded back into your model, if necessary.
To merge files:
Choose File | Merge.
1.
The Open dialog appears.
Navigate to the Lightscape Preparation file that
2.
you want to merge, then click Open.
The selected file is merged with the current Light­scape Preparation file.
You can also merge files imported from
Note:
other formats. See “Overwriting or Merging” on page 63, and “Overwriting or Merging” on page 69.
Adjusting Light Intensity
When you bring lights from your modeling program into Lightscape, you should adjust the Maximum Light Intensity Scale. This converts relative light intensities in the modeling package to physical units used by Lightscape. For more information, see “Importing Lights” on page 67 and “Exporting Lights” on page 75.
Supported Formats
Lightscape directly imports the DXF and DWG file formats, which are supported by most modeling packages.
Using Third-Party Applications
A number of third-party CAD software manufac­turers provide support for Lightscape export from their applications. For information on these programs, consult the respective suppliers.
Importing DXF Files
The DXF file format was designed by Autodesk® and is now considered an AEC industry standard for the exchange of geometric data. Most commercial CAD and modeling applications can export to DXF files. This method is useful for models created in modeling applications that output the DXF file format and do not support the DWG format.
Lightscape currently imports most of the DXF enti­ties that can be converted to polygons.
ACIS® solids, lights, and cameras are not
Note:
supported by the DXF file format. To import these entities, use the DWG or 3DS file format. For more information, see “Importing DWG Files” on page 62 and “Importing .3DS files” on page 65.
To import a DXF file:
In Lightscape, choose File | Import | DXF.
1.
The Import DXF dialog appears.
Do one of the following:
2.
Enter the filename in the Name box
In addition, you can import and export files from 3D Studio MAX, 3D Studio VIZ, and Newtek Light­Wave 3D using the plug-ins included with Lightscape. These plug-ins are installed when you first install Lightscape.
56
Click Browse, navigate to the appropriate file in the
Open dialog that appears, and then click Open.
Modify the options (described in the following
3.
sections) on the dialog as required, or use the default settings.
Lightscape
Click OK.
4.
Overwriting or Merging
When you import a DXF file, you can either over­write an open Preparation file with the incoming file or merge the incoming geometry to the open file.
Overwrite
Select Overwrite to create a new Lightscape model with the same name as the DXF file. Make sure you save your work before importing a new file using the Overwrite option.
Merge
Select Merge to add the objects in the selected DXF file to the current model. The default properties of the current model are maintained.
Geometry that exists in specific layers in the incoming model is appended to existing layers of the same name. New layers are added to the existing Layers table.
Importing DXF Files
If you modify your original model in
Note:
AutoCAD and merge the altered layers to the model in Lightscape, the imported surfaces do not overwrite the existing ones. As a result, the modi­fied layers will contain the old and new versions of the geometry. To avoid this situation, either delete or rename the affected layers in Lightscape before merging the modified DXF file.
Block definitions in the incoming model overwrite blocks of the same name in the existing model. This changes all instances of that block.
If you have done preparation work on a
Note:
block in Lightscape (setting materials or orienta­tion, for example), you will lose that work if you merge a DXF file with a block of the same name. To avoid this situation, you should either rename the block or save it first to a block library that could then be merged with the DXF file.
Specifying Units of Measurement
DXF files do not explicitly indicate what units were used (for example, inches, feet, or meters) or their values. Because the effect of lighting in a model depends on the dimensions of the model, it i s impor­tant to indicate what units were used when loading a DXF file.
❚❘❘
The Import DXF Dialog
57
5
Importing Geometry
To specify units of measurement:
In the Import DXF dialog, select a unit from the
1.
File Units list.
If the units in the model do not represent whole
2.
physical units, se t a scaling factor. For example, if the model has a scale of 1 unit to 500 meters, select meters as the unit and 500 as the scale factor.
When you import the model, the size of your model appears and you are prompted to confirm that it makes sense. If it seems wrong, click Cancel, and Import it again using the correct units.
If you are not sure of the size of the entire model, you should check the size of a smaller area after you import the model into Lightscape. For more infor­mation, see “Measuring Distance” on page 54.
Translating Geometry: Capping
Capping controls how the system converts circles and closed polylines with no width.
Enable Capping to close the top and the base of objects that have thickness.
Polygon imported with capping disabled
Polygon imported with capping enabled
If the entities have no thickness, enable Capping to convert them into surfaces—for example, enable Capping to convert a circle into a disc. If Capping is disabled, circles and closed polylines with no width and no thickness are not imported.
Circle in a DXF file Circle imported with
capping enabled
Translating Geometry: Smoothing Groups
Curved surfaces in Lightscape are represented by polygonal facets. If Smoothing Groups is enabled, Lightscape converts thick 2D polylines and 3D polygon and polyface meshes to quadrilaterals in a smoothing group. If facets are part of a smoothing group, Lightscape can create a smooth curved appearance between these facets when they are displayed and rendered.
58
Lightscape automatically creates smoothing groups for extruded arcs and circles, as well as for 3D poly­gon meshes with a smooth surface type, regardless of if the Smoothing Groups option is enabled or not.
Lightscape
Importing DXF Files
❚❘❘
Setting the Angle Between Normals
Use the Angle Between Normals to establish a threshold at which adjacent facets in a smoothing group should be rendered with sharp or smoothed edges. If the angle between the normals (vector perpendicular to the facet) of the adjacent facets incident on a vertex is larger than the value of the Angle Between Normals, the sharp edge is preserved for that vertex.
Angle Between Normals of the polygons is 45°
Appearance if smoothing angle is set to less than 45°
Appearance if smoothing angle is set to greater than 45
Smoothing only affects the appearance between the edges of adjacent polygons—it will not smooth the profile of objects. To control the smoothness of the profile, adjust the number of arc or curve segments.
You can also create smoothing groups and
Note:
adjust smoothing after you import your model. For more information, see “Smoothing Surfaces” on page 98.
Number of Arc Segments
Use the Number of Arc Segments option to control the number of straight line segments into which the
system divides arcs, circles, and arc segments in 2D polylines.
Smoother profile: Circle imported with Number of Arc Segments set to 12.
Coarser profile: Circle imported with Number of Arc Segments set to 6.
Arcs are divided into a number of segments propor­tional to their subtended angle. For example, an arc
spanning 180° is di vide d into half as ma ny seg ments
as a circle.
Arc imported with Number of Arc Segments set to 12.
Arc imported with Number of Arc Segments set to 6.
Grouping Objects into Blocks
When you import a DXF file, the layering and block structure of the DXF format is preserved.
In addition, you can organize top-level entities (enti­ties not already included in a block) by grouping them into blocks, as required.
59
5
Importing Geometry
As Is
Select this option to create no additional blocks.
As One Block
Select this option to group all top-level entities in a single block. When you select this option, a Name box appears where you enter the block name.
By Color Index
Select this option to group top-level entities according to their DXF color index. The block name is COLORddd, where ddd is the color index.
By Layer
Select this option to group top-level entities according to their DXF layer. The block name is the name of the DXF layer.
By Entity
Select this option to create a block for each DXF entity. (Once it is imported into Lightscape, each entity may contain one or more polygons.)
The block name is PREFIXdd, where PREFIX is the name of the entity in uppercase letters—for example, CIRCLE—and dd is a unique number assigned to each entity.
By default, when you import a DXF file, Lightscape assigns materials to surfaces based on the color numbers in the DXF file. If an item does not have a color number, Lightscape uses the color assigned to the layer containing the item.
To automatically replace these simple color materials with more robust materials, create a material map and then use it when importing the DXF file. For example, you can map a material called “oak” onto every surface that is drawn with color 1.
By using the material map technique, you can avoid redefining all the materials each time you reload a DXF file. The actual colors you use when building the model in your CAD application are not impor­tant. What is important is to remember that each color number you use represents a specific material in Lightscape. All objects that are the same material should be constructed using the same color number.
Creating Material Maps
The first time you work on a model, you should define all the materials you initially want to use and then create the material map. Any subsequent DXF files you load for the same model, or other models, can use the material map to automatically assign the materials defined in the earlier model.
Converting XYZ Coordinates
Although Lightscape uses the same coordinate system as standard AutoCAD DXF, you may need to transform the coordinates when importing data from other modelers’ versions of the DXF file format. For more information, see “Converting Coordinate Systems” on page 54.
Mapping Materials
Use material maps to associate a color number in the DXF file to a material definition in Lightscape.
60
To create a material map:
Create or load the Lightscape materials you want
1.
to use in your model.
Choose Tools | Material Map.
2.
The Material Map dialog appears.
On the left side of the Material Map dialog, select
3.
a material name.
Lightscape
Importing DXF Files
❚❘❘
On the right side of the Material Map dialog, se-
4.
lect the color index that you want to assign to it.
Click Assign.
5.
The material name appears next to the index number on the right side of the dialog.
Click Save, and then enter a filename and loca-
6.
tion to save the material map.
To use a material map when importing a DXF file:
In the Import DXF dialog, click the Browse but-
1.
ton next to the Material Map box.
The Open dialog appears.
Navigate to the location of the material library
2.
you want to use, select the appropriate file, and then click Open.
Material maps are saved in .mm files.
Note:
When you import the DXF file, Lightscape material definitions replace all the color indices in the DXF file.
Using Block and Luminaire Libraries
When you import a DXF file, you can map pre­existing Lightscape block and luminaire definitions to incoming DXF blocks of the same name.
Saving blocks to a block library ensures that each time you load a DXF file, the geometry does not need to be prepared again in the subsequent Prepa­ration stage.
For information on working with luminaires, see Chapter 8, “Artificial Lighting.” For information on working with blocks, see Chapter 6, “Refining Geometry.”
To use block libraries:
In the Import DXF dialog, click the Add button
1.
next to the Block and Luminaires Libraries box.
The Open dialog appears.
Navigate to the location of the block library you
2.
want to use, select the appropriate file, and then click Open.
The selected block library is added to the list.
To add another block or luminaire library to the
3.
list, click Add again.
When you import the DXF file, the system searches the selected block libraries and replaces any block in the DXF file with a block or luminaire of the same name stored in the libraries. If the block is in two libraries, the system uses the first occurence.
Using Orientation Blocks
Use orientation blocks to automate the orientation of surfaces during the importing process.
When you import the model, the insertion point of an orientation block is converted to a focus point, and all associated surfaces in the model are oriented based on that focus point. This reduces the amount
61
5
Importing Geometry
of orientation work required once the model is imported into Lightscape.
FOC_OUT FOC_IN FOC_IN
For more information on surface orientation, see Chapter 6, “Refining Geometry.”
To use orientation blocks:
In AutoCAD, create a block and give it one of the following names:
Choose:
To:
FOC_IN Set surface normals to point toward
the insertion point of the block.
FOC_OUT Set surface normals to point away
from the insertion point of the block.
only the surfaces that are part of the specific block into which the focus point is inserted. Surfaces that are part of other sub-blocks are not affected.
A focus point in a block takes precedence over a fo-
cus point in a layer. For example, if a block with a fo­cus point is added to a layer that has a focus point, the system orients the surfaces in the block in rela­tionship to the focus point in the block and not to the focus point in the layer. However, it orients all other surfaces in the layer in relationship to the focus point of the layer.
Importing DWG Files
DWG is the native file format for AutoCAD drawing files.
To import a DWG file:
In Lightscape, choose File | Import | DWG.
1.
The Import DWG dialog appears.
When you import the model, the block’s insertion point is converted to a focus point, but the block’s geometry is not imported.
Lightscape associates surfaces with a focus point using the following rules:
Each layer can contain a single focus point. The sys-
tem orients all independent surfaces in that layer in relationship to the inserted focus point block, either toward it if the block is called FOC_IN or away from it if the block is called FOC_OUT.
A block can contain a focus point. The system ori-
ents all surfaces in the block in relationship to that focus point. In nested blocks, the focus point affects
62
Do one of the following:
2.
Enter the filename in the Name box.
Click Browse, navigate to the appropriate file in the
Open dialog that appears, then click Open.
Use the Name list to select recently-
Note:
imported files.
Lightscape
Importing DWG Files
❚❘❘
Modify the options (described in the following
3.
sections) on the dialog as required, or use the default settings.
Click OK.
4.
The DWG file is imported into Lightscape.
Overwriting or Merging
When you import a DWG file, you can either over­write the current Preparation file with the incoming file or merge the incoming geometry with the open file.
Overwrite
Select Overwrite to create a new Lightscape model with the same name as the DWG file. Make sure you save your work before importing a new file using the Overwrite option.
Merge
Select Merge to add the objects in the selected DWG file to the current model. The default properties of the current model are maintained.
Geometry that exists in specific layers in the incoming model is appended to existing layers of the same name. New layers are added to the existing Layers table.
Specifying Units of Measurement
DWG files do not explicitly indicate what units were used (for example, inches, feet, or meters) or their values. Because the effect of lighting in a model depends on the dimensions of the model, it is impor­tant to indicate what units were used when loading a DWG file.
To specify units of measurement:
In the Import DWG dialog, selec t a unit from the
1.
File Units list.
If the units in the model do not represent whole
2.
physical units, se t a scaling factor. For example, if the model has a scale of 1 unit to 500 meters, select meters as the unit and 500 as the scale factor.
When you import the model, the size of your model appears and you are prompted to confirm that it makes sense. If it seems wrong, click Cancel, and Import it again using the correct units.
If you are not sure of the size of the entire model, you should check the size of a smaller area after you import the model into Lightscape. For more infor­mation, see “Measuring Distance” on page 54.
Grouping Objects into Blocks
When you import a DWG file, the layering and block structure of the DWG format is preserved.
In addition, you can organize top-level entities (enti­ties not already included in a block) by grouping them into blocks, if required.
As Is
Select this option to create no additional blocks.
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5
Importing Geometry
By Entity
Select this option to create a block for each DWG entity. However, faces will be imported as surfaces (not grouped into blocks).
Setting Geometry Options
Use these options to control how layers and geom­etry are imported into Lightscape.
Skip Off and Frozen Layers
Enable this option if you do not want to import layers that are turned off or frozen.
Cap Closed Entities
Enable this option to close the top and the base of entities that have thickness. Entities that have no thickness will be converted to surfaces when imported.
Number of Arc Segments
Use this option to set the number of straight line segments into which the system divides arcs, circles, and arc segments in 2D polylines.
Arcs are divided into a number of segments propor­tional to their subtended angle. For example, an arc
spanning 180° is divide d into half as ma ny segments
as a circle.
group, Lightscape can create a smooth curved appearance between these facets when they are displayed and rendered. For more information, see “Translating Geometry: Smoothing Groups” on page 58.
Angle Between Normals
If Smoothing Groups is enabled, use this option to establish a threshold at which adjacent facets in a smoothing group should be rendered with sharp or smoothed edges. If the angle between normals (vector perpendicular to the facet) of the adjacent facets incident on a vertex is larger than the value of the Angle Between Normals, the sharp edge is preserved for that vertex.
ACIS Surface Deviation
Use this option to set the amount of surface devia­tion when importing ACIS geometry.
Using Block and Luminaire Libraries
When you import a DWG file, you can map pre­existing Lightscape block and luminaire definitions to incoming DWG blocks of the same name.
Saving blocks to a block library ensures that each time you load a DWG file, the geometry does not need to be prepared again in the subsequent Prepa­ration stage.
For information on working with luminaires, see Chapter 8, “Artificial Lighting.” For information on working with blocks, see Chapter 6, “Refining Geometry.”
Smoothing Groups
Enable this option to convert thick 2D polylines and 3D polygon and polyface meshes to quadrilaterals in a smoothing group. If facets are part of a smoothing
64
Lightscape
Importing 3DS files
❚❘❘
To use block and luminaire libraries:
Click the Blocks, Luminaires, and Materials tab
1.
in the Import DWG dialog.
Click the Add button next to the Block and Lu-
2.
minaires Libraries box.
The Open dialog appears.
Navigate to the location of the library you want
3.
to use, select the appropriate file, and then click Open.
The selected library is added to the list.
To add another block or luminaire library to the
4.
list, click Add again.
When you import the DWG file, the system searches the selected block libraries and replaces any block in the DWG file with a block or luminaire of the same name stored in the libraries. If the block is in two libraries, the system uses the first occurence.
To use a material map:
Click the Blocks, Luminaires, and Materials tab
1.
in the Import DWG dialog.
Click the Material Map Browse button, navigate
2.
to the appropriate file in the Open dialog that ap­pears, and then click Open.
Material maps are saved in .mm files.
Note:
When you import the DWG file, Lightscape material definitions replace all the color indices in the DWG file.
Converting Lights
The Light Intensity Scale controls the intensit y of the converted light. The DWG intensity is multiplied by the value displayed in the Light Intensity Scale box. The result is the intensity of the converted light in candelas.
Using a Material Map
Use material maps to associate a color number in the DWG file with a material definition in Lightscape. For more information about creating material maps, see “Mapping Materials” on page 60.
Importing 3DS files
3D Studio is a modeling and rendering package from Autodesk that has its own file format for saving scenes. Lightscape imports this format by creating a polygonal mesh based on the objects stored in the 3D Studio file. You can output this file format from Autocad by using the 3DSOUT command.
65
5
Importing Geometry
Use the 3DS file format to import:
Elements that you cannot export in DXF format,
such as ACIS solids and lights.
Models created in 3D Studio version 2.0 or earlier.
The .3ds file format differs from the .max file
Note:
format created by 3D Studio MAX and 3D Studio VIZ. For models created in 3D Studio MAX or 3D Studio VIZ, you should use the LS2MAX plug-in. For more information, see “Exporting from 3D Studio MAX or 3D Studio VIZ to Lightscape” on page 72.
To import a .3DS file:
Choose File | Import | 3DS.
1.
The Import 3D Studio dialog appears.
Do one of the following:
2.
Type the filename in the Name box
Click Browse, navigate to the appropriate file in the
Open dialog that appears, and then click Open.
Select one of the following from the list next to
3.
the Browse button:
Select:
To:
Overwrite Replace the current model.
Merge Add the imported geometry to the
current model.
For more information, see “Overwriting or Merging” on page 63.
Select the units of your model. For more infor-
4.
mation, see “Specifying Units of Measurement” on page 73.
Modify the options (described in the following
5.
sections) on the dialog as required, or use the default settings.
Click OK.
6.
Import 3D Studio dialog
66
The model is imported.
Block Creation list
Layer Creation list
Maximum Light Intensity Scale
Lightscape
Importing 3DS files
❚❘❘
Grouping Entities into Blocks
Select one of the following options from the Block Creation list to organize entities into blocks:
Select:
None Create no blocks. Each entity is a sur-
Single Group all entities in a single block.
Mesh Create a block for each mesh entity.
To:
face. This is the default method.
Grouping Entities into Layers
Select one of the following options from the Layer Creation list to organize all entities into layers:
Select:
Single Group all entit ies in a single layer. You
Mesh Create a layer for each mesh item. The
To:
can name the layer or use the default name.
name of the layer is the same as the name of the entity in 3D Studio. This is the default creation mode.
Use the Maximum Light Intensity Scale to convert relative light intensities in 3D Studio files to physical units used by Lightscape.
Lighting results in 3D Studio and Lightscape
Note:
are almost certain to be different due to their lighting algorithms. For information on adjusting lights, see Chapter 8, “Artificial Lighting.”
Coordinate Translation
3D Studio uses the same coordinate system as Light­scape (X, Y, Z). However, if you want to mirror geometry, you can change the coordinate system when importing the 3D Studio file into Lightscape. For more information, see “Converting Coordinate Systems” on page 54.
Importing Materials
Each 3D Studio material is converted into a Light­scape material definition using the following 3D Studio material attributes: diffuse color, transpar­ency, shininess, shininess strength, shading type, and self-illumination.
Importing Lights
When importing lights from a 3D Studio file, the following conversions occur:
The existing color is converted to a corresponding
light filter in Lightscape.
Circular and rectangular spotlights are converted
to standard circular spotlights.
The “no shadow casting” flag is preserved (if it had
been set).
The light intensity multiplier is used to scale the lu-
minous intensity.
Lightscape preserves the texture mapping coordi­nates set in 3D Studio, but it only converts texture map 1 associated to the diffuse color. You can only use texture maps in supported Lightscape formats. For more information, see Chapter 7, “Using Materials.”
Enable Don’t Read Texture Data to import materials without textures.
When importing 3DS files, texture align-
Note:
ment is not preserved. If you have 3D Studio MAX or 3D Studio VIZ, import the 3DS file into 3D Studio MAX or 3D Studio VI Z and use the plug-in to expor t the file. This will preserve full texture alignment.
67
5
Importing Geometry
Importing Animation
You can only import camera animation from a 3D Studio file. Lightscape uses Catmull-Rom cubic Bézier spline construction between provided posi­tion points. It linearly inter polates other infor mation (field of view and target point). Lightscape does not currently support 3D Studio spline modifiers, such as bias and tension.
A single 3D Studio file can have several animation tracks. In such cases, Lightscape creates separate .la files, named filename1.la, filename2.la, and so on, where filename is the name of the 3D Studio file. You can only generate animation files with the stand­alone command line utility 3ds2lp. Animation infor­mation is ignored from within the Lightscape application. For more information, see Chapter 15, “Animation,” and Appendix B, “Batch Processing Utilities.”
Import Keyframe Instances
This controls whether the Keyframe section of the 3DS file is used to import instances of geometry in the 3D Editor section of the 3ds file. If it is enabled, an instance is imported for each instance in the Keyframe. If any geometry in the 3D Editor is not referenced in the Keyframe, it will also be instanced once. If it is not checked, the geometry is imported as is without using the Keyframe. In most cases, you should enable Import Keyframe Instances.
Importing Background and Fog
If the background in the 3D Studio file is a solid color, that color is used for the background in Light­scape. If the background is white, it is converted to gray in Lightscape so that white lines are visible.
To change the line color in Lightscape, choose File | Properties, and adjust the Wireframe color on the Color panel. For more information, see Chapter 4, “The Interface.”
If fog is set in 3D Studio, the fog settings are imported but turned off in Lightscape. For informa­tion on setting fog in Lightscape, see “Setting Fog Properties” on page 47.
Other background information, such as texture mapping or environmental effects, is not imported.
Stop on Translation Error
When importing files, some translation errors may occur that could minimally affect the data in the file. You can ignore these error messages when you import a file or you can select the Stop on Transla­tion Errors option to have the import process stop when it encounters an error.
File Was Produced for/by 3DS MAX
There is a subtle difference in the way 3D Studio and 3D Studio MAX handle lights linked to cameras. This option tells the importer which way to interpret the data to produce the same result.
Importing a LightWave Scene
You can import a LightWave scene into your Light­scape Preparation file.
68
Lightscape
Importing a LightWave Scene
❚❘❘
To import a LightWave scene:
Choose File | Import | LightWave.
1.
The Import LightWave Scene dialog appears.
Do one of the following:
2.
Enter the filename in the Name box
Click Browse, navigate to the appropriate file in the
Open dialog that appears, and then click Open.
The root directory of the file you typed is automati­cally entered in the Content Directory box.
If the information in the Content Directory box
3.
is not correct, enter the correct information.
Modify the options (described in the following
4.
sections) on the dialog as required, or use the default settings.
Click OK.
5.
The LightWave scene is imported.
the incoming file or merge the incoming geometry to the open file.
Overwrite
Select Overwrite to create a new Lightscape model with the same name as the LightWave file. You should save your work before importing a new file using the Overwrite option.
Merge
Select Merge to load the LightWave scene into the current Lightscape model. Selecting Merge may modify existing Lightscape blocks or materials.
Specify Units of Measurement
Because the effect of lighting in a model depends on the size of the model, it is important to indicate what units were used when the LightWave scene was created. The Mirror Coordinates and Coordinate Transformation settings default to the settings used by LightWave.
To specify units of measurement:
In the Import LightWave Scene dialog, select a
1.
unit from the File Units list.
Overwriting or Merging
When you import a LightWave file, you can either overwrite an open Lightscape Preparation file w ith
If the units in the model do not represent whole
2.
physical units, se t a scaling factor. For example, if the
69
5
Importing Geometry
model has a scale of 1 unit to 500 meters, select meters as the unit and 500 as the scale factor.
When you import the model, the size of your model appears and you are prompted to confirm that it makes sense. If it seems wrong, click Cancel, and Import it again using the correct units.
Converting Textures
Enable the required options for importing textures, as follows.
Don’t Read Texture Data
Enable this option to import materials without textures.
Grouping Objects into Blocks
Select one of the following options to organize objects into blocks.
Object
Select this option to create a block for each Light­Wave object. An instance of each object is placed in the Lightscape model for each instance in the Light­Wave sce ne .
Single
Select this option to created a single block containing all instances of all LightWave objects. Each instance of each LightWave object is expanded in the block. No other blocks are created.
You can enter a block name in the Block Creation Name box. If you do not enter a name, the name of the LightWave scene is used by default.
Average Texture Color
Enable this option to set the material color to the average color of the texture. To use the surface color from LightWave, disable this option.
Relative Texture Paths
Enable this option to set the texture path and use relative path names for textures. To leave the texture path unchanged and use absolute paths for textures, disable this option.
70
None
Select this option to create no blocks. Each instance of each LightWave object is expanded in the Light­scape model.
Grouping Objects into Layers
Select one of the following options to organize objects into layers.
Lightscape
Importing a LightWave Scene
❚❘❘
Instance
Select this option to create a layer for each instance of each LightWave object.
Object
Select thi s option to create a layer for each LightWave object. All instances of the same object are placed in the same layer.
Single
Select this option to create a single layer. All objects are placed in this layer. You can enter a layer name in the Layer Creation Name box. If you do not enter a name, the name of the LightWave scene is used by default.
Converting Lights
Choose the options for converting lights, as described in the following sections. The scaling intensity and matching intensity methods are mutu­ally exclusive—you must choose one or the other.
The default distance is 2.5 meters (approximately 8 feet), which is an estimate for typical interior models. If you use targeted spotlights, you can enter the average distance between the lights and their targets.
Use Attenuation
If you use range attenuation in your lights, enable this option to estimate the brightness of the light based on the range attenuation. This method matches the light intensity at 40% of the distance to the range limit.
If you enable this option, all lights with range atten­uation will be converted using this method and all other lights will be converted using either the scaling or matching intensity methods. This method also properly inverts the brightness of lights imported from Lightscape solutions.
Preserve Spotlight Angles
Enable this option to set the beam angle to the Light­Wave cone angle. Disable this option to set the cone angle for a converted spotlight to the angle where the LightWave spotlight illuminates at one-half inten­sity. This matches the illumination of a Lightscape spotlight at the beam angle.
Maximum Light Intensity Scale
Enable this option to multiply the value you enter by the LightWave intensity. The result becomes the intensity of the converted light in candelas.
Light Intensity at a Distance
Enable this option to calculate the brightness of a light by matching the apparent intensity of the Light­Wave light to that in Lightscape at the specified distance. This can provide a good estimate of the general brightness of a LightWave scene.
If you want Lightscape to illuminate a scene the sam e way as LightWave, disable this option since the converted LightWave spotlights will have signifi­cantly different intensity distributions. Enable this option when you want to specify the spotlight angles that Lightscape uses in LightWave.
71
5
Importing Geometry
Handling Error Messages
Select a method for handling non-fatal errors in the Error Handling list. Fatal errors will always abort the import.
Select:
To:
Prompt Choose between ignoring this error or
aborting the import. You can also choose to ignore all errors.
Abort Abort the import with an error mes-
sage.
Ignore Ignore the error. No error message is
displayed.
Importing Sunlight
You can use a LightWave Distant or Spot light to set up daylight for the imported model. You can import daylight in either of two ways.
Lightscape calculates a date, time, and north direc­tion that positions the sun to shine in the same direction as the LightWave light. If you do not have Lightscape calculate the date, time, and north direc­tion, it sets the values you designate and overrides the sun position and luminance to match the Light­Wave li gh t.
Click the Daylight tab on the LightWave Scene
1.
dialog.
The Daylight panel appears.
Select a LightWave light to represent the sun.
2.
Notice that the remaining boxes in the dialog are en­abled.
Select the location on the Earth where the model
3.
is to be set. You can choose one of the cities in the combo box, or you can directly input the latitude, longitude, and time zone in those input fields. If Lat­itude appears in red, then the light is shining down too much to be the sun at that latitude. If you do not
correct the error, the importer will override the solar position to place the sun at the desired location.
Enable Daylight Savings to calculate the time of
4.
day during daylight savings time.
It is usually possible to duplicate the sun’s posi-
5.
tion during the morning or afternoon, and between the summer and winter solstice. Choose which date and time you want the importer to use if there is a choice.
Click the Recalculate button. A north direction
6.
and time will be calculated that matches the sun’s lo­cation with the direction of the selected lights.
You can enter either a north direction or a date
7.
that you want to use for daylight. If you enter a value that is not valid for the selected light, the name of the value appears in red. If you do not correct the value, the importer will override the solar position to place the sun at the desired location.
When you import the model into Light-
Note:
scape, you can also adjust these settings using the Daylight Setup dialog. For more information on working with daylight, see Chapter 10, “Daylight.”
Exporting from 3D Studio MAX or 3D Studio VIZ to Lightscape
Use the MAX2LP plug-in to export your models from 3D Studio MAX or 3D Studio VIZ for use in Lightscape. You can also import final radiosity solu­tions created in Lightscape back into 3D Studio MAX or 3D Studio VIZ.
To export from 3D Studio MAX or 3D Studio VIZ:
In 3D Studio MAX or 3D Studio VIZ, choose
1.
File | Export.
The Select File to Export dialog appears.
Select a name and location for the exported file.
2.
If you enter a new name for the exported file, you must type the filename and file extension.
72
Lightscape
Exporting from 3D Studio MAX or 3D Studio VIZ to Lightscape
❚❘❘
Select one of the following from the Save As Type
3.
list:
Select:
To:
.lp Export a project file.
.blk Export blocks.
.lay Export layers.
.df Export a parameter file.
.vw Export a view file.
The corresponding Export dialog appears.
To export only selected objects:
In 3D Studio MAX or 3D Studio VIZ, select the
1.
objects to export.
Choose File | Export.
2.
In the Export Lightscape Preparation File dia-
3.
log, enable Selected Objects.
Specifying Units of Measurement
The effect of lighting in an area depends on the size of the area.
For this reason, it is important to indicate the units of measurement when you export a model.
To specify units of measurement:
In the Export Lightscape Preparation File dia-
1.
log, select a unit from the Master Units list.
Export Lightscape Preparation File dialog in 3D Studio MAX or 3D Studio VIZ
Modify the options (described in the following
4.
sections) on the dialog as required, or use the default settings.
Click OK.
5.
Exporting Selected Objects
You can export the entire scene or only selected objects.
If the units in the model do not represent whole
2.
physical units, se t a scaling factor. For example, if the model has a scale of 1 unit to 500 meters, select meters as the unit and 500 as the scale factor.
The size of the model appears in red. If the measure­ments are reasonable, you selected the correct units. If they are not, select another unit.
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5
Importing Geometry
You can check the measurements again once in Lightscape using the Measure Distance tool. For more information, see “Measuring Distance” on page 54.
Grouping Objects in Blocks
To specify how blocks are created, select a Block Creation method from the list.
Object
Select this option to create a block for each object. The name of each block is taken from the name of the first node that uses the object. Instances become block instances in Lightscape. This reduces the size of the exported file because an object’s geometry is exported only once. If different instances of a single object use different materials, a new block is created so the proper material can be applied to the instance.
Group
Select this option to create a block for each group. For objects that are not in a group, a block is created for each object.
Use this option to group lights with the
Note:
geometry that represents their fixtures. This makes moving and changing lights easier in Lightscape.
Single
Select this option to create a single block for the entire model. Type the name of the block in the Name box, or use the default name.
None
No blocks are created. All the meshes of all the objects are created directly in the model.
Grouping Objects in Layers
Use layers to organize the objects you export. Select a Layer Creation method from the list.
Instance
Select this option to create a layer for each object instance, including lights. All surfaces in an object instance are placed in the same layer. The name of the layer is the same as the name of the node containing the object instance. Use this setting if you plan to import the Lightscape solution back into 3D Studio MAX or 3D Studio VIZ, so that the importer can reconstruct the original objects.
Object
Select this option to create a layer for each object. All surfaces in all instances of the object are placed in the same layer. The name of the layer is the name of the first node that uses the object.
Group
Select this option to create a layer for each group. All surfaces in all instances belonging to a group are placed in the same layer. For objects that are not in a group, a layer is created for each object. The name of the layer is the same as the name of the first node that uses the object.
Single
Select this option to create a single layer and place all surfaces on that layer. Enter a name for the single layer in the Name box, or use the default name.
74
Lightscape
Exporting from 3D Studio MAX or 3D Studio VIZ to Lightscape
❚❘❘
Material
Select this option to create a layer for each material. Surfaces are assigned to layers based on their material.
Exporting Lights
When exporting lights from 3D Studio MAX or 3D Studio VIZ, the following conversions occur:
The light’s color in 3D Studio MAX or 3D Studio
VIZ is converted to a corresponding light filter in Lightscape.
Circular and rectangular spotlights are converted
to standard circular spotlights.
The “no shadow casting” flag is preserved.
The light intensity multiplier in 3D Studio MAX or
3D Studio VIZ is used to scale the luminous intensi­ty.
Use the light export options in the Export dialog to determine how lights are converted.
Light Intensity at Distance
Enable this option to convert lights by matching the intensity at a specified distance. Enter the distance in the corresponding box.
Average Target Distance
Enable this option to convert lights by matching the intensity at the average distance between targeted spotlights and their targets. The average distance is displayed in the box to the right. This option is not available if there are no targeted spotlights in the model.
Use Attenuation
Enable this option to convert lights with range attenuation.
Preserve Spotlight Angles
Enable this option to select how spotlight beam and field angles are converted.
When this option is enabled, the beam angle in Lightscape is set to the hotspot angle. Enable this option only if you want to specify the beam angle to use in Lightscape when you create spotlights in 3D Studio MAX or 3D Studio VIZ.
Maximum Light Intensity Scale
Enable this option to convert relative light intensities in 3D Studio MAX or 3D Studio VIZ files to physical units in Lightscape. By default, the scale ranges from 0 to 2500 cd (about the intensity of a 100-watt incan­descent fixture). For example, a light with 0.5 maximum intensity in 3D Studio MAX or 3D Studio VIZ converts to 1250 cd in Lightscape. To modify the scale, enable the Maximum Light Intensity Scale option and type a value in the corresponding box.
When this option is disabled, the beam angle in Lightscape is set to the angle where the 3D Studio MAX or 3D Studio VIZ intensity is one-half of the spotlight intensity.
Imported light sources are not generally
Note:
based on physical principles. You may have to adjust the lighting in Lightscape to obtain an acceptable result. For more information, see Chapter 8, “Artificial Lighting.”
Exporting Materials
Each 3D Studio MAX or 3D Studio VIZ material is converted into a Lightscape material definition using the following 3D Studio MAX or 3D Studio
75
5
Importing Geometry
VIZ material attributes: diffuse color, transparency, shininess, shininess strength, shading type, and self­illumination.
Lightscape does not support bump maps and retains only diffuse settings of textures.
Lightscape preserves the texture mapping coordi­nates set in 3D Studio MAX or 3D Studio VIZ, but it only converts texture map 1 associated to the diffuse color. You can use only texture maps in supported Lightscape formats.
Use the texture export options in the Export dialog to determine how textures are exported.
Don’t Save Texture Data
Enable this option to prevent textures from being exported with materials.
Average Texture Color
This option controls the color used for texture mapped materials:
Exporting Animation
You can export multiple frames in a 3D Studio MAX or 3D Studio VIZ model to generate multiple Light­scape Preparation files.
The name of each file is created from the Preparation filename followed by the frame number.
The Animation panel of the Export Lightscape Preparation File dialog in 3D Studio MAX
Disable this option to use the diffuse color of the
material.
Enable this option to use the average color of the
diffuse map.
Relative Texture Paths
Enable this option to save the texture path. Disable the option to save only the texture filename. The texture path list contains the directories in the Bitmaps panel of the Configure Paths dialog in 3D Studio MAX or 3D Studio VIZ. When you enable this option, the directories containing textures are added to the texture path list. This information is important in Lightscape if you reference the same bitmaps.
76
Current Frame
Enable this option to export only the current frame.
Active Segment
Enable this option to export each selected frame in the active animation segment.
Range
Enable this option to export each selected frame in the given range. The format of values in the range depends on the current time configuration.
Frame s
Enable this option to export the selected frames. Single frames or frame ranges are separated by a comma. To specify a range, type two frame numbers
Lightscape
separated by minus sign (-). These values are always in frames and do not depend on the current time configuration. All files are exported in ascending frame order, and each file is only written once, even if it appears multiple times in the list.
Every Nth Frame
In this box, specify the number of frames between exported frames. This box is available only when Active Segment or Range is enabled.
Exporting Daylight Settings
You can set daylight parameters in Lightscape or you can set daylight parameters when exporting your model for 3D Studio MAX or 3D Studio VIZ. Enter the parameters directly, or choose a light to repre­sent sunlight in your model. Choose from spotlights, either free or targeted, and directional lights.
Enable these settings if your model has exterior elements or if the model is an interior space with windows or openings.
Use the Daylight panel in the Export dialog to export daylight settings.
Exporting from 3D Studio MAX or 3D Studio VIZ to Lightscape
When you import the model into Light-
Note:
scape, you can also adjust these settings using the Daylight Setup dialog. For more information on working with daylight, see Chapter 10, “Daylight.”
Light
Select one of the following options from the Light list:
The light you want to use for the sun. This option
only displays spotlights and directional lights. If you select a light and enable the Recalculate option, the direction of the sun is based on the direction of the selected light. If the parameters cannot be calculat­ed, a label highlighted in red will indicate which val­ue is out of range. The sun position and brightness in Lightscape will match the chosen light, whether or not it can really exist.
No Daylight. Daylight processing is disabled in
Lightscape. If you enter daylight parameters, they are exported and used if you enable the Daylight op­tion in the Process Parameters dialog in Lightscape.
Use Daylight. When you import the model into
Lightscape, daylight processing is enabled, and day­light is set up according to the parameters you type in the Export Lightscape Preparation File dialog.
❚❘❘
The Daylight panel of the Export Lightscape Preparation File dialog in 3D Studio MAX
Location
Use the location list to select a city where the model is located. You can also type the latitude and longi­tude in the corresponding boxes.
Latitude and Longitude
Type the latitude and longitude where the model is located in the appropriate boxes. When the daylight parameters are calculated, latitude may be displayed in red if the latitude is too close to the poles for the chosen light to give the sun direction. These are set automatically when you select a location.
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5
Importing Geometry
Time Zone
Select the time zone where the model is located. This is set automatically when you choose a location. The time zone is used to convert between sun time and local time.
Daylight Savings
Enable this option to use daylight savings for converting between sun time and local time. This is not automatically set when you change dates.
Exterior
Enable this option to indicate that the model has exterior elements.
12/22 to 6/22 and 6/22 to 12/22
Usually, when calculating dates, two possible dates can be chosen between the two solstices. This option determines within which solstice the date falls.
AM and PM
These options determine which time is chosen. AM chooses the time before the sun reaches its highest point, and PM the time after it reaches the highest point. Because of local variations between sun time and local time, these times may not be in the morning or afternoon, respectively.
Month and Day
Enter the month and day for the date you want daylight. If your selected light places the sun too high in the sky for a date that you enter, the date appears in red to warn you that the sun position in the Prep­aration file will be overridden. If you want to correct the date, change it to a date where the sun rises higher in the sky. You can also move the location to a place where the sun rises higher in the sky.
North
Enter the direction of north in degrees clockwise from the positive Y axis. If your selected light places
the sun too high in the sky for a direction that you enter, the direction appears in red to warn you that the sun position in the Preparation file will be over­ridden. If you want to correct the direction, change it toward the light. You can also move the location to a place where the sun rises higher in the sky at that direction.
Time
Enter the time of day for the daylight calculation. This will not cause other parameters to be calcu­lated. Usually, when calculating time, two times can be chosen, either in the morning or afternoon.
Recalculate
Enable this option for the system to compute daylight parameters based on location, date, and north change. Disable this option to adjust the setting manually.
Override Solar Luminance
If this option is enabled, the brightness of the selected light can override the calculated brightness of the sun. If this option is disabled, the brightness of the selected light is not exported, but it may be used to calculate cloud coverage.
Sky
You can set the Sky to Clear, Partly Cloudy, or Cloudy. This affects the brightness of the sun. Enable Use Light to use the brightness of the selected light to calculate the cloud coverage. This option chooses the coverage that makes the calculated sun’s bright­ness closest to the light.
Exporting Windows and Openings
Use the Windows panel to identify windows and openings in your model. Use the material on a surface to indicate whether a surface is a window or
78
Lightscape
Exporting from 3D Studio MAX or 3D Studio VIZ to Lightscape
❚❘❘
opening. In Lightscape, daylight enters the model through these types of surfaces.
You can use several materials for windows but only one material for openings.
The Windows panel of the Export Lightscape Preparation File dialog in 3D Studio MAX
To identify windows and openings:
From the Windows list, select the materials you
1.
assigned to windows. (Press Ctrl and click a material to select several materials.)
When you open the model in Lightscape, surfaces containing these materials are marked as windows.
To deselect all window materials, click Select
Note:
None.
Exporting Views
The active view is always exported; however, you can use the Views panel to export additional views. Additional views are saved in the same directory as the Preparation file. Each view is saved in a Light­scape view file (.vw) and is named after its camera.
The Views panel of the Export Lightscape Preparation File dialog in 3D Studio MAX
To export additional views:
In the Save To File box, verify the name and loca-
1.
tion of the view file to export. By default, the filena­me is the same as the camera name, and the files are stored in the directory with the Preparation file. To save the view files to a different location, click Browse, navigate to a location, and then type a new name in the Save To File box.
Select the material you assigned to openings
2.
from the Openings list.
When you open the model in Lightscape, surfaces containing these materials are marked as openings.
Do one of the following to select the views to ex-
2.
port:
Select a camera from the Views list. Press Ctrl while
clicking to select several views.
Click Select All to select all cameras in the Views
list.
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5
Importing Geometry
Click Select None to export only the active view.
If you are exporting Preparation files for
Note:
multiple frames, a view is exported for each camera in each frame. The frame number is appended to the end of the filename for each camera. If any of the view files to be exported will overwrite another file, a single message is displayed, and you can choose to abort or continue the export.
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Lightscape
Refining Geometry
How to work with layers,
6
Use layers and blocks to organize the geometry in your model. You can also add
and position new blocks and surfaces in your model.
blocks, and surfaces.
Summary
In this chapter, you learn about:
Wor ki ng w i th la ye rs
Working with blocks
Modifying blocks
Working with block instances
Working with surfaces.
About Refining Geometry
In general, Lightscape is not a modeling tool, but it does provide you with a number of specific modeling features that are useful for refining geom­etry in an imported model. It also provides you with tools for adding and positioning objects and lumi­naires within a model.
Because the structure of the model changes when you start the radiosity processing, the types of
modeling operations you may undertake differ from the Preparation to the Solution stage.
Preparation Model Structure
When you import your model into a Lightscape Preparation file, your model consists of surfaces, blocks, and layers. You can store blocks and lumi­naires in libraries and import them into your models. Lightscape includes an extensive set of libraries of blocks, luminaires, and materials that you can use.
A surface is any regular planar triangle or convex
quadrilateral. You assign materials and other at­tributes to surfaces.
A block is a group of entities (surfaces and/or other
blocks) that has a specific name and an insertion (origin) point. A block can be inserted, or instanced, repeatedly in the model in various positions and ori­entations. All instances of a block, however, refer to
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6
Refining Geometry
the same geometric description. If you make a change to the geometry or any attribute of a block, every instance of that block in the model inherits the change. Light fixtures are represented by a special type of block called a luminaire, which is a block to which you assigned photometric properties. Blocks and luminaires can be nested, meaning a block may contain other blocks within it.
Layers are used to manage the large number of
blocks and surfaces that can exist in a model. Use layers to break models into logical groupings. For example, you can associate all surfaces that make up a particular room with a particular layer. Layers can be turned on or off, allowing you to store multiple versions of the same model. For example, you can store two alternate furniture layouts for a room on separate layers.
Solution Model Structure
During the Solution stage, Lightscape alters the structure to optimize it for radiosity processing. Blocks are exploded into individual surfaces and you can no longer manipulate the geometry, though you can delete surfaces.
Working with Layers
Use layers to organize the surfaces and blocks in your model. Show or hide layers to work on a subset of your model.
Layers have two purposes:
You can facilitate the process of preparing surfaces
for processing by selectively turning layers on or off.
You can use layers as a way of storing various alter-
natives to a design solution. For example, if you want to test various luminaire layouts in a room, you can set up alternatives on distinct layers. You can then initiate and run various solutions using the alternate layer options.
Using the Layers Table
The Layers table contains a list of all the layers defined in the current model and indicates their state.
To display the Layers table:
Click the Layers table button on the Tables toolbar.
To change the geometry, you must open the original Preparation file (.lp), make the changes, and then regenerate another Solution file (.ls).
During the Solution stage, materials and layers behave in the same way as they do during the Prepa­ration stage.
For more information on the recommended work­flow, see Chapter 3, “Workflow.” For more information on creating a Solution file, see Chapter 11, “Radiosity Processing.”
82
Layers table button
If the Tables toolbar is not displayed, choose
Note:
Edit | Tables | Layers, or choose Tools | Toolbars, and select Tables from the dialog that appears.
Lightscape
Working with Layers
❚❘❘
The Layers table appears.
A check mark to the left of the layer name indi­cates that the layer is on (active) and that the objects on that layer are currently displayed in the Graphic window. You can double-click a layer name to toggle its state on and off.
A letter to the left of the layer name indicates it is the current layer. Any new objects you add to the model are added on the current layer.
Bringing Layers into Your Model
Many modeling and CAD packages support layers. When you import a model, you can maintain the layer structure or create a new one. For information on grouping objects into layers when importing a model, see Chapter 5, “Importing Geometry.”
To create a new layer:
Right-click the Layers table and choose Create.
1.
A blinking cursor appears at the beginning of the new layer.
Type a name and press Enter.
2.
The new layer appears in the list. You can now add objects to the layer.
Turning Layers On or Off
Turn layers on or off to selectively display and process different portions of your model.
To turn layers on or off:
In the Layers table, select the layer.
1.
Right-click the Layers table and choose one of
2.
the following:
Select:
To:
Toggle Turn the layer on or off as required.
You can also double-click a layer in the table to toggle it on or off.
On Display the selected layer and include
it in processing.
Off Hide the selected layer and exclude it
from processing.
All On Display all layers and include them in
processing.
All Off Hide all layers and exclude them from
processing. Use this option when you want to show only a few layers in a large model. First turn off all the lay­ers, then turn on the ones you want to work on.
Changing the Layer of an Object
To assign an object to a different layer, make that layer current then assign the object to the current layer.
To change the layer of an object:
In the Layers table, select the layer to make cur-
1.
rent.
Right-click the Layers table and choose Make
2.
Current.
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6
Refining Geometry
The letter C appears next to the current layer.
In the Graphic window, select the surface(s) or
3.
block(s) that you want to assign to the current layer.
Right-click and choose Change to
4.
Current Layer.
The selected blocks or surfaces are assigned to the current layer.
Renaming Layers
You may rename a layer to give it a name that is meaningful to you.
To rename a layer:
In the Layers table, select a layer.
1.
Right-click the Layers table and choose Rename.
2.
The name of the selected layer is highlighted and a blinking text cursor appears at the end of the high­lighted text.
Type a new name and press Enter.
3.
The new name appears in the Layers table.
To delete a layer:
In the Layers table, select the layer(s). To select
1.
multiple layers, use Ctrl-click or Shift-click.
Right-click the Layers table and choose Delete.
2.
The selected layer is deleted.
To restore the deleted layers, choose Edit | Undo
3.
immediately after deleting the layers.
Saving and Loading Layer States
You can save the state—on, off, or current—of the layers in your model in a Layer State file. Use layer states as a quick way to switch between different design solutions.
To save a Layer State file:
Right-click the Layers table and choose Save
1.
State.
The Save As dialog appears.
Navigate to the directory where you want to save the Layer State file, and enter a name in the File Name box, or select an existing Layer State file. Layer states are stored in .lay files.
Click Save.
2.
The current state of the layers in your project is saved in the specified Layer State file.
To load a Layer State file:
Right-click the Layers table and choose Load
1.
State.
The Open dialog appears.
Deleting Layers
De lete t he l ayer s you no l onge r nee d. A ny su rf aces or block instances on the layer are also deleted.
84
Navigate to the appropriate directory, select a
2.
Layer State file and click Open. Layer states are stored in .lay files.
Lightscape
Click Open.
3.
The layers in your project are turned on and off according to information in the selected Layer State file. Files that have been loaded and saved recently also appear as shortcuts in the context menu list.
Working with Blocks
A block is a group of surfaces and/or other blocks. It has a specific name and an insertion point. A block can be inserted, or instanced, repeatedly in the model in various positions and orientations. All instances of a block refer to the same geometric description. If you make a change to the geometry, material, or any attribute of a block, every instance of that block inherits the change.
Use blocks to reduce the amount of time required to prepare a model. For example, if your model consists of various repetitive elements and you model these elements as blocks, then you need only prepare the surfaces once. All instances of that block will inherit the results. In addition, you can isolate blocks for display and editing, making their preparation easier and more interactive.
Working with Blocks
Using the Blocks Table
The Blocks table lists all the block definitions in your model. You can insert multiple instances of each block definition in your scene.
To display the Blocks table:
Click the Blocks table button on the Tables toolbar.
Blocks table button
If the Tables toolbar is not displayed, choose
Note:
Too ls | Toolbar s, a nd s elec t Tabl es fr om t he d ial og that appears.
The Blocks table appears:.
❚❘❘
Light fixtures are represented by a special type of block called luminaires. A luminaire is a block to which you assigned photometric properties. With few exceptions, the operations you can perform on regular blocks also apply to luminaires. To learn about the operations that are specific to luminaires, see Chapter 8, “Artificial Lighting.”
Blocks exist only in Lightscape Preparation files. They are exploded into surfaces in Solution files
0
The block preview displays the currently selected block. Use the interactive view controls to change the view of the block. For more information, see “Customizing Block and Luminaire Previews” on page 22.
You can double-click a block name to isolate the block for display and editing in the Graphic window.
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6
Refining Geometry
Blocks Table Context Menu
Right-click the Blocks table to display a context menu.
Use:
To:
Isolate Place the block in isolate mode.
Return to Full Model
End Isolate mode and display the full model.
Query Instanc-esHighlight instances of the select-
ed block in the Graphic window and display block information on the status bar.
Rename Rename the selected block defini-
tion.
Change to Cur­rent Layer
Define as Lu­minaire
Assign the selected block defini­tion to the current layer.
Define a block as a luminaire. See “Creating a Luminaire from a Block” on page 132.
Create Single Instance
Create an instance of the selected block definition positioned at the origin.
Use:
To:
Delete Delete the selected block defini-
tion.
Duplicate Make a copy of the selected block
definition.
Load Load a block definition from a
block library.
Save Save a block definition to a block
library.
Save All Save all the block definitions in
the table to a block library.
Preview Toggle the block preview on or
off.
Swap Layout Revert to the previous position
and size of the Blocks table. (You can also swap layouts by double­clicking on the table’s title bar.)
Importing Block Definitions with Your Model
When you import your model from a modeling package, you can group surfaces into blocks. For example, when you import an AutoCAD model, by default, the original block structure is preserved. When you import from 3D Studio MAX, by default, each object becomes a block. Depending on your modeling package, you can choose from various options for creating blocks when you import geom­etry. For more information see Chapter 5, “Importing Geometr y.”
Creating New Blocks
If your modeling application does not support or export the block structure, you can either create blocks or you can import blocks and luminaires from a library.
86
Lightscape
Working with Blocks
❚❘❘
Create new block definitions by grouping surfaces into blocks.
You can also create a new block definition
Note:
from an existing block instance. See “Renaming a Block Instance” on page 88.
To create a new block from surfaces:
In the Graphic window, select the surfaces to in-
1.
clude in the block.
Right-click and choose Create Block from the
2.
menu that appears.
If the selected surfaces are already part of a
Note:
block, the Create Block command does not appear in the menu. To include these surfaces in a new block, you must first remove them from the existing block by exploding it. For more informa­tion see “Removing Blocks” on page 87.
Enter a name in the Create Block dialog, and
3.
click OK.
The selected surfaces are grouped into a block, and the new block appears in the Blocks table. A single instance of the new block is inserted on the Current layer in the current position. (The display remains the same but the surfaces selected are now grouped as the new block.)
To duplicate a block:
In the Blocks table, right-click the block that you
1.
want to copy and select Duplicate from the menu that appears.
A copy of the block appears in the table.
Rename the new block, and modify its geometr y
2.
and surface properties, if needed.
Removing Blocks
There are three ways to remove blocks you no longer need:
Delete the block definition to remove it and all its
instances from the model
Delete individual instances in the model
Explode blocks instances to convert them into in-
dependent surfaces.
To delete a block definition:
In the Blocks table, select the block.
1.
Right-click the Blocks table and choose Delete.
2.
The selected blocks are deleted from the Blocks table and all instances of the block are removed from the model.
By default, the insertion point of the block is set to the origin point of the model (0,0,0). For informa­tion on moving the insertion point, see “Moving a Block Definition’s Insertion Point” on page 90.
As in AutoCAD, the surfaces in the block retain their layers except surfaces on layer 0. These surfaces inherit the layer on which the block instance is inserted.
Duplicating a Block Definition
If you want to create a block that is similar to a block in your scene, you can duplicate the existing block, then rename and edit the copy.
To delete a block instance:
In the Graphic window, select the block in-
1.
stance.
Press the Delete key or right-click and choose
2.
Delete.
The block instance is removed from your model.
To explode a block instance:
In the Graphic window, select the block in-
1.
stance.
Right-click and choose Explode from the menu
2.
that appears.
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6
Refining Geometry
The block instance is converted into independent surfaces.
Renaming a Block Definition
You can rename a block definition to give it a name that is meaning ful to you, or to prevent it from being overwritten when you load another block with the same name.
In some cases, it may be useful to overwrite the block. For more information, see “Replacing All Instances of One Block with Instances of Another Block” on page 89.
To rename a block definition:
In the Blocks table, select a block.
1.
Right-click the Blocks table and choose Rename.
2.
The name of the selected block is highlighted and a blinking text cursor appears at the end of the high­lighted text.
Type a new name and press Enter.
3.
The new name appears in the Blocks table.
The New Block dialog appears.
3.
Enter a name for the new block definition.
4.
Lightscape creates a new block definition based on the selected instance and makes the selected instance an instance of the new block.
Querying Blocks
Use the Query Instances command to highlight every instance of a block in the Graphic window and to display the block’s properties on the status bar. You can also query individual instances.
To query a block definition:
In the Blocks table, click a block to select it. Or,
1.
press Ctrl and click to select several blocks to query.
Right-click the Blocks table and choose Query
2.
Instances.
Renaming a Block Instance
You can rename a block instance by creating a new block from the instance that you want to rename. This is useful if you have one block that you want to differentiate in some way from all the other instances. For example, you might want one chair to have a different color fabric than the others.
To rename a block instance:
In the Graphic w indow, select the block instance
1.
that you want to rename.
Right-click the Graphic window, and choose
2.
New Block.
88
Every instance of the block(s) is highlighted in green in the Graphic window.
If you queried a single block definition, the status bar displays its name and the number of instances on the active layers. If you queried multiple blocks, no information appears on the status bar.
To query a block instance:
On the toolbar, click the Block button , and
1.
then the Query Select button .
In the Graphic window, click the block that you
2.
want to query.
The block’s definition, location and layer name are displayed on the status bar.
Lightscape
Modifying Block Definitions
❚❘❘
Loading Blocks from Libraries
You can store blocks in libraries and use them repeatedly in different models. Lightscape provides you with an extensive set of block libraries that you can use or modify.
To save blocks to a library:
In the Blocks table, select the blocks you want to
1.
save.
Right-click the Blocks table and choose Save.
2.
The Save As dialog appears.
Select a block library from the list, or enter the
3.
name of a new block library in the File Name box. Blocks are saved as .blk files.
Click OK to save the block to the block library
4.
file.
You can also save all blocks in the Blocks
Note:
table by right-clicking the Blocks table and choosing Save All.
To load blocks from a library:
Right-click the Blocks table and choose Load.
1.
The Open dialog appears.
Navigate to the location of the block library you
2.
want to load, select the appropriate file, and click Open.
Replacing All Instances of One Block with Instances of Another Block
When you load a block from a library, it overwrites any existing block of the same name already in the Blocks table. All instances of the overwritten block become instances of the newly loaded block. This can be a very powerful technique for replacing all instances of one block or luminaire with another for testing alternatives or for quickly replacing an “unprepared” block from your CAD system with a “prepared” block stored in a Lightscape library. In fact, the block used in your CAD system can be a simple placeholder block that you insert to represent the position of blocks or luminaires in Lightscape.
To replace every instance of one block with another:
In the Blocks table, rename the block that you
1.
want to replace using the name of the block that will replace it.
Load the new block from a block library.
2.
When prompted to overwrite existing blocks,
3.
click Yes.
In your model, every instance of the overwritten block is replaced with an instance of the newly loaded block.
Blocks libraries are saved as .blk files.
Note:
The Available Blocks dialog appears.
Select a block or click Select All to select all the
3.
blocks in the library.
Click OK to load the selected blocks into the
4.
Blocks table.
Modifying Block Definitions
When you change a block definition, you are changing all instances of that block that you have already added to your model. This is true of all surface attributes (materials, processing controls, for example). You can also change the geometry, insertion point, and scale of a block definition.
89
6
Refining Geometry
Changing the Geometry of a Block Definition
To change a block’s geometry, you can either modify the block definition in Isolate mode or modify an instance of the block in your model. In either case, the block definition and all its instances are modified.
To modify a block’s geometry, delete or transform the surfaces that make up the block. For more infor­mation, see “Working with Surfaces” on page 95.
Moving a Block Definition’s Insertion Point
The insertion point represents the origin of the block’s local coordinate system. When you insert a block instance in a model, it is placed with reference to its insertion point. The insertion point is also the center of rotation of the block in the model.
To move a block’s insertion point:
Do one of the following to isolate the block:
1.
Double-click a block in the Blocks table
Select a block in the Blocks table, right-click the
Blocks table, and choose Isolate.
The block appears alone in the Graphic window.
Select the isolated block in the Graphic window,
2.
right-click, then choose Transformation.
The block’s insertion point and the Transformation dialog appears.
Click the Insertion Point tab.
3.
Select one of the options in the Values list.
4.
Select:
To:
Absolute Move the insertion point to those co-
ordinates specified by X, Y, Z. For ex­ample, entering 2 in the X box moves the insertion point to a spot 2 units to the right of the scene origin.
You can also click Geometric Center to move the block’s insertion point to the center of the block’s geometry.
Relative Move the ins ertion point by a relative
amount specified by X, Y, Z. For ex­ample, entering 2 in the X box moves the inser tion point 2 units to the ri ght of its current position.
Drag Move the insertion point to a new
position in any orthographic view. You can constrain cursor movement by entering values in the X, Y, and Z boxes.
Pick Move the insertion point to the point
you select in the Graphic window.
Enable Snap to Nearest Vertex to move the insertion point to the ver­tex nearest the point you select.
90
Lightscape
Working with Block Instances
❚❘❘
Once the insertion point is properly positioned,
5.
click OK.
Right-click the Graphic window and choose Re-
6.
turn to Full Model.
If you have already inserted instances of a
Note:
block into your model, you should be careful about changing the insertion point of the block defini­tion because it will cause the relocation of all instances of that block. Typically, you position the insertion point when you first create the block. See “Creating New Blocks” on page 86.
Scaling a Block Definition
To change the size or proportions of a block defini­tion, scale it along the X, Y, and Z axes. Blocks are scaled relative to their insertion point.
You can also scale each instance separately.
Note:
See “Scaling Block Instances” on page 95.
To scale a block:
Do one of the following to isolate the block:
1.
Double-click a block in the Blocks table
Select a block in the Blocks table, right-click the
Blocks table, and choose Isolate.
The block appears alone in the Graphic window.
In the Relative Scale Factor X, Y, and Z boxes, en-
4.
ter a multiplier value, and click Apply.
For example, enter a value of 2 in the X b ox to double the size of the block in the X direction. Enter a value of 0.5 to shrink the block to half its size.
Once the block is properly scaled, click OK.
5.
Right-click the Graphic window and choose Re-
6.
turn to Full Model.
All instances of the block are scaled.
Working with Block Instances
You create block instances from the blocks in your Blocks table. You can select and duplicate block instances. You can also move, scale, or rotate a block instance independently of the other instances of the same definition. However, if you change the geom­etry or surface properties of a block instance, the block definition and all instances of that block are also modified.
Selecting Block Instances
Use the Selection tools to select block instances in your model. For more information, see “Selecting Objects” on page 38.
Right-click the Graphic window and choose
2.
Transformation.
The Transformation dialog appears.
Click the Scale tab.
3.
To select a block instance:
On the toolbar, click the Block button and
1.
then the Select button .
Click the block instance in the Graphic window.
2.
Adding Block Instances in Your Model
Once a block definition appears in the Blocks table, you can add an instance of that block in your model. You can also replace surfaces with block instances. The new instance is added to the current layer.
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6
Refining Geometry
To place a block instance in a model:
Make sure the current layer is the layer on which
1.
you want to place the block. (To make a layer cur­rent, select it in the Layers table, right-click, and choose Make Current.)
In the Blocks table, select a block.
2.
Do one of the following to place an instance of
3.
the selected block in the model:
Drag and drop a block from the Blocks table to the
Graphic window. An instance of the block appears at the coordinates where you drop it.
Right-click the Blocks table and choose Create Sin-
gle Instance. An instance of the block appears at the origin (0, 0, 0). From here you will probably want to move it to another position.
To replace a surface with a block instance:
Select the surfaces that you want to replace with
1.
a block instance.
Right-click the Graphic window, and choose Re-
2.
place with Block/Luminaire.
Right-click the Graphic w indow and choose Du-
2.
plicate.
A copy of the selected block is created and placed on top of the original. Move the copy to see both the copy and the original.
Creating Arrays of Blocks
Using one instance of a block as a starting point, you can create an array of blocks along the X, Y, or Z axis. These blocks are all instances of the initial block definition.
To create an array of blocks:
Drag a block from the Blocks table to the re-
1.
quired position in the Graphic window.
Right-click the Graphic window and choose
2.
Multiple Duplicate.
The Add Multiple Instances dialog appears.
The Replace with Block/Luminaire dialog appears.
Select a block from the list, then click OK.
3.
The selected surfaces are replaced with an instance of the selected block.
Duplicating a Block Instance
Use the Duplicate command to create a single dupli­cate of a block instance in your model.
To create a single copy of a block instance:
In the Graphic window, select the block you
1.
want to copy.
92
In the Number X, Y, and Z boxes, enter the num-
3.
ber of instances (including the original) to create along the each axis.
In the Spacing X, Y, and Z boxes, enter the dis-
4.
tance between each instance along the correspond­ing axis.
Lightscape
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