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A luminaire is the equivalent of a lamp and its fixture. All artificial lighting in
Artificial Lighting
How to create and modify
8
luminaires.
your model comes from luminaires.
Summary
In this chapter, you learn about:
•
Using the Luminaires table
• Adding luminaires to your scene
•
Setting photometric properties
• Placing luminaires in your model
• Editing existing luminaires
• Setting luminaire processing parameters.
About Luminaires
Luminaires represent both the physical appearance and the photometric properties of a lighting fixture. A luminaire is simply a block that has been assigned photometric properties. Luminaire blocks and regular blocks are moved, scaled, and rotated in the same ways.
Luminaires and blocks can be saved together in block libraries (.blk files).
Using the Luminaires Table
All luminaires available in your scene are listed in the
Luminaires table.
129
8 Artificial Lighting
To display the Luminaires table:
Click the Luminaires table button on the Tables toolbar, or choose Edit | Tables | Luminaires.
Note: If the Tables toolbar is not displayed, choose
Tools | Toolbars, and select Tables from the Toolbars dialog that appears.
Luminaires Table Context Menu
Right-click the Luminaires table to display the context menu.
Luminaires table button
The Luminaires table appears.
Luminaire preview
Selected luminaire
The icon next to each luminaire represents the source type and luminous intensity distribution (LID) of the luminaire selected. The luminaire preview displays the luminaire currently selected in the Luminaires table. Use the interactive view controls to change the view of the luminaire in the preview. For more information, see “Customizing Block and Luminaire
Previews” on page 22.
Double-click any luminaire name to activate the
Luminaire Properties dialog, which contains tools for editing the photometric characteristics of the selected
luminaire. See “Setting Photometric Properties” on page 132.
The following options are available:
Use: To:
Isolate
Return to Full
Model
Query
Instances
Place the Luminaire in Isolate mode and display the Luminaires
Properties dialog.
End Isolate mode and display the full model.
Highlight instances of the selected luminaire in the Graphic window, and display luminaire information on the status bar.
Rename
Change to
Current Layer
Luminaire
Processing
Rename the selected luminaire definition.
Move the selected luminaire definition to the current layer.
Display the Luminaire Processing dialog for the selected luminaire definition.
Photometrics Display the Luminaire Properties dialog for the selected luminaire definition.
130
Lightscape
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Table of contents
- 111 Summary
- 111 About Material Properties
- 113 Using the Materials Table
- 117 Workflow
- 118 Adding Materials to a Scene
- 119 Editing Material Properties
- 129 Assigning Materials to Surfaces
- 130 Aligning Textures
- 137 Summary
- 137 About Luminaires
- 137 Using the Luminaires Table
- 139 Adding Luminaires
- 140 Setting Photometric Properties
- 147 Placing Luminaires in a Model
- 147 Editing Luminaires
- 155 Setting Luminaire Surface Properties
- 155 Luminaire Processing
- 157 Summary
- 157 Using Photometric Data
- 159 Creating and Editing Photometric Webs
- 161 Customized Photometric Web Example
- 163 IES Standard File Format
- 163 Using LID Conversion Utilities
- 167 Summary
- 167 About Sunlight
- 167 About Skylight
- 168 Using Daylight in Exterior Models
- 169 Interior Model Considerations
- 170 Illuminating Your Model with Daylight
- 174 Enabling Daylight in Radiosity Processing
- 177 Summary
- 177 About Radiosity Processing
- 179 Processing Workflow
- 180 Setting the Processing Parameters
- 187 Setting the Surface Processing Parameters
- 189 Initiating the Model
- 190 Processing the Radiosity Solution
- 192 Changing Materials and Luminaires
- 192 Meshing Examples
- 195 Reducing Meshing Artifacts
- 199 Testing for Artifacts
- 200 Modeling Guidelines
- 203 Summary
- 203 About Lighting Analysis
- 203 Displaying Light Distribution
- 206 Analyzing Lighting Statistics
- 207 Controlling Analysis Grids
- 208 Using Workplanes
- 211 Summary
- 211 About Mesh to Texture
- 212 Using Mesh to Texture
- 218 Mesh to Texture Examples
- 221 Summary
- 221 About Rendering in Lightscape
- 222 Creating Images
- 225 Rendering Multiple Views
- 227 Ray Tracing an Area
- 228 Rendering Large Jobs
- 228 Rendering Across a Network
- 229 Summary
- 229 About Animation
- 230 Defining the Camera Path
- 235 Setting Camera Orientation
- 239 Varying the Camera Speed
- 244 Saving Animation Files
- 245 Playing Back Animations
- 246 Using Animation Files
- 249 Summary
- 249 Exporting Panoramic Images
- 253 Exporting VRML Files
- 256 Importing Solution Files into Modeling Packages
- 257 Overview
- 257 Light: The Physical World
- 259 Color: The Perceived World
- 261 Constraints of Output Devices
- 263 Summary
- 263 Processing Radiosity Solutions Using LSRAD
- 266 Ray Tracing Solution Files Using LSRAY
- 271 Rendering Files Using LSRENDER
- 275 Converting Radiosity Meshes to Textures Using LSM2T
- 279 Converting Solution Files to VRML Files Using LS2VRML
- 281 Merging Lightscape Files Using LSMERGE
- 282 Converting DXF Files to Preparation Files Using DXF2LP
- 284 Converting 3DS Files to Preparation Files Using 3DS2LP
- 285 Raytracing Solution Files Using LSRAYF
- 289 Deleting Unused Layers and Materials Using LSPURGE
- 290 About Batch Files
- 290 Creating Batch Files
- 295 Summary
- 295 About LSnet
- 296 Using LSnet
- 309 Introduction
- 309 Light and Materials
- 313 Reflection Model for Radiosity
- 313 Reflection Model for OpenGL Display
- 313 Ray Tracing Reflection Models
- 325 Viewing Utilities
- 325 Using LSViewer
- 328 Using LVu