advertisement
Photometrics
How to create and modify IES files
9
and photometric webs.
You can use photometric webs to create custom luminous intensity distributions
(LIDs) . Use IES files to import manufacturer’s lighting specifications into your model.
Summary
In this chapter, you learn about:
•
Using photometric data
• Creating and editing photometric webs
•
The IES standard file format
• Using LID conversion utilities.
Using Photometric Data
You can interactively model any luminous intensity distribution (LID) for a luminaire using the Photometric Web editor. You can load and view photometric data files provided by various manufacturers into the photometric definition. You can also create your own using the Photometric Web editor.
About Photometric Webs
Photometric webs are used to represent general
LIDs. You can use LIDs in the definition of all three types of light sources: point, linear, and area sources.
To describe the directional distribution of the light emitted by a source, Lightscape approximates the source by a point light placed at its photometric center. With this approximation, the distribution is characterized as a function of the outgoing direction only. The luminous intensity of the source for a predetermined set of horizontal and vertical angles is provided, and the system can compute the luminous intensity along an arbitrary direction by interpolation.
149
9 Photometrics
This graphical representation of 3D lighting distribution is widely used in the lighting industry to describe the photometric characteristics of both lamps and luminaires. Lighting manufacturers often make this data available to design professionals for use in lighting analysis programs.
Goniometric Diagrams
Photometric data is often depicted using a goniometric diagram.
This type of diagram visually represents how the luminous intensity of a source varies with the vertical angle. However, the horizontal angle is fixed and, unless the distribution is axially symmetric, more than one goniometric diagram may be needed to describe the complete distribution. the photometric center, measured along a line leaving the center in the specified direction.
Goniometric diagram converted to a photometric web
Example 1: Isotropic Distribution
A sphere centered around the origin is a representation of an isotropic distribution. All the points in the diagram are equidistant from the center and therefore light is emitted equally in all directions.
Goniometric diagram
Lightscape extends the goniometric diagram to three dimensions, so that the dependencies of the luminous intensity on both the vertical and horizontal angles can be examined simultaneously. The center of the photometric web represents the center of the luminaire.
The luminous intensity in any given direction is proportional to the distance between this web and
Isotropic distribution
Example 2: Ellipsoidal Distribution
In this example, the points in the negative Z direction are the same distance from the origin as the corresponding points in the positive Z direction, so the same amount of light shines upward and downward. No point has a very large X or Y component,
150
Lightscape
advertisement
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
Related manuals
advertisement
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