Ambient exclude transfomed materialin instances

some UV stuff here and hopefully not too many mistakes...

http://web.mac.com/geotrupes/iWeb/Main%20site/RadBlog/3690C181-7F9F-43AD
-B5B2-A5D239AD503E.html

G.

···

________________________________

From: radiance-general-bounces@radiance-online.org
[mailto:radiance-general-bounces@radiance-online.org] On Behalf Of Jack
de Valpine
Sent: 03 April 2007 18:10
To: Radiance general discussion
Subject: Re: [Radiance-general] Ambient exclude transfomed materialin
instances

Hi Iebele,

To use local u,v coordinate mapping (Lu,Lv) you need to use obj2mesh
rather than obj2rad.

Here is the process for making a mesh element:

Define mats.tree.rad using simple materials first as an example. The
names of the materials must correspond to the names of the materials
indicated for the .obj geometry (take a look in the .mtl file to get the
names).

mats.tree.rad:

void plastic Bark
0
0
5 1 1 1 0 0

void plastic Leaf
0
0
5 1 1 1 0 0

Generate tree.rtm as follows:

obj2mesh -a mats.tree.rad tree.obj > tree.rtm

Creat tree.mesh.rad as follows:

tree.mesh.rad:

void mesh tree
1 tree.rtm
0
0

Test you mesh:

objview tree.mesh.rad

Now lets apply more complex materials using local u,v coordinate
mapping. To do this you need the following image data:

1. bark.pic
2. aspect ratio for bark.pic (y/x), lets call it <arB>
3. leaf.pic
4. aspect ration for leaf.pic (y/x), lets call it <arL>
5. leaf.matte.pic - this is the alpha/matte channel for the leaf.
The correct way to setup the matte is for white to represent the leaf
and black to represent what is not the leaf. This means that you may
have to invert the matte the comes from xfrog.

  Now lets create the complex materials in mats.tree.rad

  mats.tree.rad:

  #BARK definition
  void colorpict bark.tile
  7 red green blue Bark.pic . frac(Lu) frac(Lv)*<arB>
  0
  0
  
  bark.tile plastic Bark
  0
  0
  5 1 1 1 0 0
  
  #LEAF definition
  void colorpict leaf.tile
  7 red green blue Bark.pic . frac(Lu) frac(Lv)*<arL>
  0
  0
  
  leaf.tile plastic leaf.map
  0
  0
  5 1 1 1 0 0
  
  leaf mixpict Leaf
  7 leaf.map void green leaf.matte.pic . frac(Lu) frac(Lv)*<arL>
  0
  0

  Now recompile your mesh:

  obj2mesh -a mats.tree.rad tree.obj > tree.rtm

  Now view it:

  objview tree.mesh.rad

You should add Bark and Leaf to your ambient exclude file/list if you do
not want them in the ambient calculation. You can use tree.mesh.rad
along with replmarks, xform or some other method to deploy the tree
object in the scene.

This should work fine. Let me know if you have any questions.

-Jack

Gregory J. Ward wrote:

Hi Iebele,

I can't be much help on this, as I'm not familiar with the model, but
the general idea with local coordinates is that you don't have to do the
mapping yourself. It's supposedly handled by the mesh generation
software, and isn't affected by transformations as a global coordinate
mapping would be.

I hope this is a helpful clue, as it's about all I have to offer.
-Greg

From: iebele <info@iebele.nl> <mailto:info@iebele.nl>
Date: April 3, 2007 8:39:12 AM PDT

Thanks Greg an Jack for your excellent and very helpfull suggestions.

I now have succesfully converted the .obj file to rad, using obj2rad (
polytrans did indeed work with Xfrog obj-files, but meshlab did not
accept these files Lars ).

However I can't get the mapping right. I've tried a lot, but with no
succes. Would you please share with me an example of the materials you
use for the bark and the leaves?

I just don't really understand when and how to use Lu and Lv or
frac(Lu) and frac(Lv) in the colorpict modifier and how these can ever
be placed in a reasonable way on each triangle in the output of
obj2rad, which in my case is like :

leaf_col_leaf2 polygon leaf22836.60976
0
0
9
        -0.250204 0.195593 13.838
         -1.00383 -0.956752 13.8816
         -1.21881 -0.19178 13.5622

I never really understood the meaning of texture-coordinates, but at
this time I feel that is what is missing here.

Is there a difference in using obj2rad and obj2mesh for this purpose ? I
tried both but with the some odd results concerning the coordinate
mapping.

-Iebele

_______________________________________________
Radiance-general mailing list
Radiance-general@radiance-online.org
http://www.radiance-online.org/mailman/listinfo/radiance-general

--
# Jack de Valpine
# president
#
# visarc incorporated
# http://www.visarc.com
#
# channeling technology for superior design and construction
____________________________________________________________
Electronic mail messages entering and leaving Arup business
systems are scanned for acceptability of content and viruses

Hi Giulio,

I just checked out your RadBlog. There are some nice tips, tricks and hints here.

Best,

-Jack

Giulio Antonutto wrote:

···

some UV stuff here and hopefully not too many mistakes...

http://web.mac.com/geotrupes/iWeb/Main%20site/RadBlog/3690C181-7F9F-43AD-B5B2-A5D239AD503E.html

G.

------------------------------------------------------------------------

*From:* radiance-general-bounces@radiance-online.org [mailto:radiance-general-bounces@radiance-online.org] *On Behalf Of *Jack de Valpine
*Sent:* 03 April 2007 18:10
*To:* Radiance general discussion
*Subject:* Re: [Radiance-general] Ambient exclude transfomed materialin instances

Hi Iebele,

To use local u,v coordinate mapping (Lu,Lv) you need to use obj2mesh rather than obj2rad.

Here is the process for making a mesh element:

Define mats.tree.rad using simple materials first as an example. The names of the materials must correspond to the names of the materials indicated for the .obj geometry (take a look in the .mtl file to get the names).

mats.tree.rad:

void plastic Bark
0
5 1 1 1 0 0

void plastic Leaf
0
5 1 1 1 0 0

Generate tree.rtm as follows:

obj2mesh -a mats.tree.rad tree.obj > tree.rtm

Creat tree.mesh.rad as follows:

tree.mesh.rad:

void mesh tree
1 tree.rtm
0

Test you mesh:

objview tree.mesh.rad

Now lets apply more complex materials using local u,v coordinate mapping. To do this you need the following image data:

   1. bark.pic
   2. aspect ratio for bark.pic (y/x), lets call it <arB>
   3. leaf.pic
   4. aspect ration for leaf.pic (y/x), lets call it <arL>
   5. leaf.matte.pic - this is the alpha/matte channel for the leaf.
      The correct way to setup the matte is for white to represent
      the leaf and black to represent what is not the leaf. This means
      that you may have to invert the matte the comes from xfrog.

    Now lets create the complex materials in mats.tree.rad

    mats.tree.rad:

    #BARK definition
    void colorpict bark.tile
    7 red green blue Bark.pic . frac(Lu) frac(Lv)*<arB>
    0

    bark.tile plastic Bark
    0
    5 1 1 1 0 0

    #LEAF definition
    void colorpict leaf.tile
    7 red green blue Bark.pic . frac(Lu) frac(Lv)*<arL>
    0

    leaf.tile plastic leaf.map
    0
    5 1 1 1 0 0

    leaf mixpict Leaf
    7 leaf.map void green leaf.matte.pic . frac(Lu) frac(Lv)*<arL>
    0

    Now recompile your mesh:

    obj2mesh -a mats.tree.rad tree.obj > tree.rtm

    Now view it:

    objview tree.mesh.rad

You should add Bark and Leaf to your ambient exclude file/list if you do not want them in the ambient calculation. You can use tree.mesh.rad along with replmarks, xform or some other method to deploy the tree object in the scene.

This should work fine. Let me know if you have any questions.

-Jack

Gregory J. Ward wrote:

Hi Iebele,

I can't be much help on this, as I'm not familiar with the model, but the general idea with local coordinates is that you don't have to do the mapping yourself. It's supposedly handled by the mesh generation software, and isn't affected by transformations as a global coordinate mapping would be.

I hope this is a helpful clue, as it's about all I have to offer.
-Greg

From: iebele <info@iebele.nl> <mailto:info@iebele.nl>
Date: April 3, 2007 8:39:12 AM PDT

Thanks Greg an Jack for your excellent and very helpfull suggestions.

I now have succesfully converted the .obj file to rad, using obj2rad ( polytrans did indeed work with Xfrog obj-files, but meshlab did not accept these files Lars ).

However I can't get the mapping right. I've tried a lot, but with no succes. Would you please share with me an example of the materials you use for the bark and the leaves?

I just don't really understand when and how to use Lu and Lv or frac(Lu) and frac(Lv) in the colorpict modifier and how these can ever be placed in a reasonable way on each triangle in the output of obj2rad, which in my case is like :

leaf_col_leaf2 polygon leaf22836.60976
0
9
        -0.250204 0.195593 13.838
         -1.00383 -0.956752 13.8816
         -1.21881 -0.19178 13.5622

I never really understood the meaning of texture-coordinates, but at this time I feel that is what is missing here.

Is there a difference in using obj2rad and obj2mesh for this purpose ? I tried both but with the some odd results concerning the coordinate mapping.

-Iebele

_______________________________________________
Radiance-general mailing list
Radiance-general@radiance-online.org <mailto:Radiance-general@radiance-online.org>
http://www.radiance-online.org/mailman/listinfo/radiance-general

--
# Jack de Valpine
# president
#
# visarc incorporated
# http://www.visarc.com
#
# channeling technology for superior design and construction
____________________________________________________________
Electronic mail messages entering and leaving Arup business
systems are scanned for acceptability of content and viruses
  ------------------------------------------------------------------------

_______________________________________________
Radiance-general mailing list
Radiance-general@radiance-online.org
http://www.radiance-online.org/mailman/listinfo/radiance-general
  
--
# Jack de Valpine
# president
#
# visarc incorporated
# http://www.visarc.com
#
# channeling technology for superior design and construction