Example Trees
Complete Radiance code for Example Trees
#### beginning of rad file "tree_basic.rad"
#
# Example Trees Rad File (The Geometry)
#
# 950523.kmm
#
#### Sky and ground
#
!gensky 3 21 16 +s -a 44
skyfunc glow skyglow
0
0
4 .8 .8 1 0
skyfunc glow groundglow
0
0
4 1.6 1.0 0.5 0
skyglow source sky
0
0
4 0 0 1 180
groundglow source ground
0
0
4 0 0 -1 180
void plastic groundColor
0
0
5 0.228885 0.610361 0.366217 0 .1
groundColor polygon ground
0
0
12
50 50 0
-50 50 0
-50 -50 0
50 -50 0
#
#### End sky and ground
# The Actual Trees:
#
# Notes:
# The value after -s is a scaling factor
# The three values after -t are the x, y, and z Radiance coordinates for the
# origin of the tree trunk. (To convert DW coords to Radiance, change
# the sign of the the y coordinate.)
# The value after -rz is a rotation of the tree. Vary the number from tree
# to tree to make your trees look a little different from each other.
#
void instance pine_tree_1
9 /usr/local/lib/ray/tree.oct -s 1 -t 0 0 0 -rz 23
0
0
void instance poplar_tree_1
9 /usr/local/lib/ray/poplar.oct -s 5 -t -25 -25 0 -rz -14
0
0
##### end of rad file "tree_basic.rad"
### beginning of rif file "tree_basic.rif"
#
# Trees Instancing Rif File (The view and rendering parameters)
#
# Note: There is nothing special here related to trees, and the view isn't great,
# but these parameters do work OK with the tree_basic.rad file shown above.
#
# 9505015.kmm
#
# For Radiance renderings of DesignWorkshop models
#
##### General Notes #######################################################
#
# Command file for running Radiance using the "rad" command
# with view extracted from DesignWorkshop (DW) exported x.rpict.sh
#
# and with zone of interest x min, x max; y min, y max; z min, z max
# determined manually in DW for the DW scene
#
# Be sure to set the correct base name for your scene
# in four places: OCTREE= (.oct), scene= (.rad), picture= , and ambfile= (.amb)
# replacing the word "project" with the base filename for your project
#
# To actually execute a rendering on a unix system, use a command line like
#
# nice rad project.rif &
#
##### Project Specific Notes #####
#
# (Put your own working notes in here.)
#
##### Functional Content ##################################################
#
#
##### REQUIRED CHANGES section (1-7) #####
#
# 1) Set name base file name correctly for "scene".
#
scene= tree_basic.rad
#
# 2) Uncomment and set name base file name correctly for "materials" file,
# if you are using one.
#
# materials= project.mat
#
# 3) Set name base file name correctly for "octree".
#
OCTREE= tree_basic.oct
#
# 4) Set name base file name correctly for "picture", the base name for output images.
#
PICTURE= tree_basic
#
# 5) Paste in your own view parameters, using the values from the
# DW export file project.rpict.sh
#
view= -vtv -vp 60 -100 100 -vd -29.7343 51.5014 -50 -vu 0 0 1 -vh 85 -vv 85 -vs 0 -vl 0
#
# 6) Read dimensions from DW model to set zone of interest, interior or exterior.
# Note: the y axis is reversed in direction in the Radiance coordinate system
# (as compared to the DesignWorkshop coordinate system)
# so switch the sign of y max and y min values (only)
#
# (i.e., in DesignWorkshop, max Y is in the far south, but in Radiance, max Y is in the far north)
#
ZONE= exterior -50 50 -50 50 0 50
#
# 7) When doing repeated refinement of large scenes,
# uncomment the ambient file setting below for efficiency
# and set name base file name correctly for "ambfile".
# (See Radiance documentation for details.)
#
AMBFILE= tree_basic.amb
#
#
##### OPTIONAL CHANGES section #####
#
# "resolution" sets the dimensions in pixels of the final rendering.
# Our default is 512.
#
RESOLUTION= 512
#
# "quality" can be set low, medium, or high. Our default is medium.
#
QUALITY= medium
#
# "detail" can be set low, medium, or high. Our default is medium.
#
DETAIL= medium
#
# Increasing "variability" will smooth the lighting in a scene
# but will substantially increase rendering times.
# Our default is medium.
#
VARIABILITY= medium
#
# "indirect" defines the number of indirect bounces for lighting calculations.
# 0 gives shading without interreflections.
# A number greater than 2 will be slow with diminishing returns.
# Our default of 2 provides good interior renderings.
#
INDIRECT= 0
#
# "report" defines the interval for periodic status reports,
# by default set here to every "2" minutes, and the name for the "error file"
# used for these reports, by default set here to "progress"
#
REPORT= 2 progress
#
# Set "penumbras" to T for softer lights, at the expense of much slower renderings.
#
#########
#
# *OPTIONAL* ADDITIONAL VIEW CONTROLS
#
# There are several standard view identifiers defined by rad, which you can
# use to define orthographic and axonometric projections. These standard views
# are specified by strings of the form "[x]?[y]?[z]?[vlah]?". (That is,
# an x or X followed by a y or Y followed by a z or Z followed by an
# optional v, l, a or h.) The letters indicate the desired view position,
# where upper case X means maximum X, lower case means minimum and so on.
# The final letter is the view type, where 'v' is perspective (the
# default), 'l' is parallel, 'a' is angular fisheye, and 'h' is
# hemispherical fisheye. A perspective view from maximum X, minimum Y
# would be "Xy" or "Xyv". A parallel view from maximum Z would be "Zl".
# If "ZONE" is an interior zone, the standard views will be inside
# the perimeter. If it is an exterior zone, the standard views will be outside.
#
# Note: To calculate several views at once of the same model, add another
# "view= " line for each. Rad will automatically produce an image for
# each view, reusing as much information as possible for maximum efficiency.
# You can do this with the standard views specified below, or with a series of
# perspective views exported for DesignWorkshop, for instance for animations.)
#
# Standard Views -- Uncomment each view line to render that view in addition to any others.
# (scrambled around to see which forms work --950513.kmm)
# view= Zl # plan view, looking straight down (from max Z of "zone" if interior)
# view= yl # south elevation, looking straight north (from min y of "zone" if interior)
# view= Xl # east elevation, looking straight west (from max X of "zone" if interior)
# view= Yl # north elevation, looking straight south (from max Y of "zone" if interior)
# view= xl # west elevation, looking straight east (from min x of "zone" if interior)
# view= xyZl # SWaxn -- axonometric from southwest and above
# view= XyZl # SWaxn -- axonometric from southeast and above
# view= xYZl # NWaxn -- axonometric from northwest and above
# view= XYZl # NEaxn -- axonometric from northeast and above
#
#########
#
PENUMBRAS= F
#
# "up" defines the axis to consider vertical. This should not
# be changed while using DesignWorkshop models.
#
UP= Z
#
# end of rif file "tree_basic.rif"