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
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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.”
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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
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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.
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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.
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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
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