Design Integration Laboratory

Architecture 410/510 - Matthews

Instancing Radiance Trees


Simple rendering of Radiance trees 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"



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