render with rview

About the second question : I would not use the rview command to get an idea about the internal lighting. Rview is more used to get an idea about the viewpoint and direction, so you can select a good one before you start with the real rendering using the rpict-command. Rview is also convenient to get a fast check on your space, to see if it is fully closed, ... But if you really want to get a good impression about the internal lighting, rpict will give a more accurate impression of what it would look like. important : use the right sky and try to get a good idea about the surface-parameters ( RGB, reflectance en roughness) because if these are incorrect, the result ( pic- or tif-file) will not give a good image of the lighted space. see the Radiance Reference Manuel for the rpict-parameters before you try to render the structure.

Hope this helps a bit,

kind regards,

Birger Van den Brande

···

From: [email protected]
Reply-To: [email protected]
To: [email protected]
Subject: Radiance-general Digest, Vol 1, Issue 497
Date: 16 Mar 2004 03:01:24 -0800

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Today's Topics:

   1. Mkillum usage? with stained glass.... (John Sutherland)

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Message: 1
Date: Tue, 16 Mar 2004 01:05:11 -0000
From: "John Sutherland" <[email protected]>
Subject: [Radiance-general] Mkillum usage? with stained glass....
To: <[email protected]>
Message-ID: <000601c40af2$bbbe22a0$5d00a8c0@cumberland>
Content-Type: text/plain; charset="us-ascii"

I'm recreating a medieval chapter house from ruins in radiance for my
thesis at uni. Im using the mkillum lighting technique on the windows,
but I have some questions which I need to ask to be sure I'm approaching
the problem correctly..

Firstly - Ive read a lot about the mkillum approach, so for stained
glass I'm guessing I create an object that is textured glass material,
and have the mkillum secondary source behind it? Shining through. This
presumably will project the colours of the glass into the room?

Secondly - You can see mkillum sources from the rear side, I'm guessing
you turn them off for renders of the outside of buildings looking at the
windows?

Secondly - I'm really interested in the internal lighting, how bright
the inside will be at different times of day etc. When I render
internally with no av settings (rview), and set e to 1 is it bringing
the environment into a range that we can see? What im saying is, how do
I know what settings to use to get the most realistic representation of
what it would have been like to the human eye? I know this is a tricky
problem considering that the human eye adjusts to light. How can I
approach this problem?

Many thanks

(im new to this mailing list so go easy on me)

John Sutherland
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