applied material to all faces of a genbox

I was thinking of horizon views instead of variable skies. After all a perfect blue or evenly gray sky is entirely plausible but a flat landscape without vegetation and neighboring buildings is rare for most architectural projects . Actual window views of landscape and setting is an instrinstic part of architecture. I've used simple tree models for near field modulation of window shading. But the horizon beyond is seldom a simple line (of course basic adjacent building blocks are required for accuracy) But instead could one method be photographing the 'view' and map it perhaps directly to the window with a mkillum type function and transparency?? Ideally the sky model distribution would be filtered through by a visible bitmap of the 'view'. HDR luminance might serve since logically near and midfield horizon objects could 'mask' or alter the sky distribution with more accuracy with added bonus of an actual view.
sky dist--->windowmap filter (near field obstructions)--->windowglass--->room

Maybe Im re-inventing the wheel- So my question: what function could i use to do what I described (and is my reasoning sensible?)

steve

···

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

From: [email protected]
Subject: Re: [Radiance-general] applied material to all faces of a genbox
Date: Sat, 24 May 2008 17:05:40 +0100
To: [email protected]

On 24 May 2008, at 12:04, steve michel wrote:

BTW Matiu Carr's Image mapping has a snippet of the picture.cal
function code. This documentation is helpful but I found out the
latest picture.cal packaged with radiance3.8 file has commented
lines in picture.cal describing what each item does in the function.

Now Im wondering if there is a valid way of mapping a panaromic pic
for a view through those wonderful daylight views we love so much.

Simon Crone wrote 'skymap.cal' to map panoramic sky images to the
sky hemisphere. You can download examples (and the .cal file) here:

Index of pub/libraries/

The doc shows mapping on a tube with cyl.cal as way of doing just
that. But that might interfere with skyglow and ruin the lux
readings? Would a HDR mage mapped to the sky itself with sky
luminance values 'indexed' to the bitmap's rgb values achieve a
more accurate result??

See Paul Debevec's work on HDR lighting:

http://www.debevec.org/probes/

Regards,
Thomas

_______________________________________________
Radiance-general mailing list
[email protected]
http://www.radiance-online.org/mailman/listinfo/radiance-general

_________________________________________________________________
If you like crossword puzzles, then you'll love Flexicon, a game which combines four overlapping crossword puzzles into one!
http://g.msn.ca/ca55/208

I was thinking of horizon views instead of variable skies.

[...]

sky dist--->windowmap filter (near field obstructions)--->windowglass--->room

Maybe Im re-inventing the wheel- So my question: what function could i use to do what I described (and is my reasoning sensible?)

As long as you are inside of a building the 'illum' material should
do what you want:

1) Use 'mkillum' to create the 'illum' distribution for the window.
2) Create an image texture material for the window.
3) Change the 'illum' material created by 'mkillum' to use the texture
    as alternate material.
4) Render picture

If you have a photo of the outside scene that matches your viewpoint
you might eventually get convincing results. You will still have a
problem with adjusting the exposure or brightness of the outside view
to the appropriate exposure for the inside. In reality you wouldn't
be able to see outside and inside at the same time.

You could also use a post process to blend the image of the interior
with a view of the skydome/panoramic sky. Use the brightness of the
windows or a specially created mask to switch between foreground and
background image.

And then there's always Photoshop ...

Regards,
Thomas

···

On 26 May 2008, at 02:43, steve michel wrote:

It occured to me that since cyl.cal already exist, could mkillum the sky/ground light distribution be applied to the cylinder of a panaromic view? That would eliminate having to match the viewpoint angle with the picture. As you no doubt see, I want to avoid 'forking' renders and get the accuracy and presentation in one render.

steve

···

From: [email protected]> Subject: Re: [Radiance-general] applied material to all faces of a genbox> Date: Mon, 26 May 2008 10:49:56 +0100> To: [email protected]> > > On 26 May 2008, at 02:43, steve michel wrote:> > > I was thinking of horizon views instead of variable skies.> > [...]> > > sky dist--->windowmap filter (near field obstructions)--- > > >windowglass--->room> >> > Maybe Im re-inventing the wheel- So my question: what function > > could i use to do what I described (and is my reasoning sensible?)> > As long as you are inside of a building the 'illum' material should> do what you want:> > 1) Use 'mkillum' to create the 'illum' distribution for the window.> 2) Create an image texture material for the window.> 3) Change the 'illum' material created by 'mkillum' to use the texture> as alternate material.> 4) Render picture> > If you have a photo of the outside scene that matches your viewpoint> you might eventually get convincing results. You will still have a> problem with adjusting the exposure or brightness of the outside view> to the appropriate exposure for the inside. In reality you wouldn't> be able to see outside and inside at the same time.> > You could also use a post process to blend the image of the interior> with a view of the skydome/panoramic sky. Use the brightness of the> windows or a specially created mask to switch between foreground and> background image.> > And then there's always Photoshop ...> > Regards,> Thomas> > > _______________________________________________> Radiance-general mailing list> [email protected]> http://www.radiance-online.org/mailman/listinfo/radiance-general

_________________________________________________________________