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Lightscape Tutorial 1: Introduction Last Modified: 2003 02
01
This tutorial provides an introduction to the interface and some of the basic
features of Lightscape. It addresses the analysis of daylight in a
space. In subsequent tutorials, electric lighting features will be introduced.
The EVDS lab has 15 copies of Lightscape.
Part I -Export a Form-z Geometric Model for Use in
Lightscape
Note : Students using the prepared assignment files (chapel, display
space, reading room, or reception) may proceed directly to Part III.
You only need to know the way to import geometry files if you are bringing
in a geometry file (e.g., students in the integration studio or
those who choose to model a project of their own).
Lightscape was created for analysis of lighting of spaces for which
the geometry has already been created in another program. A variety
of programs, such as Form-Z and 3D Studio may be used to create
spatial geometries. However, certain precautions must be taken. For
example, the geometry model should include only a single interior volume.
If a surface, such as a floor, runs continuously from one space
to another, light may "bleed" from one space to another due to
Lightscape's mathematical modelling of the light transfer between
surfaces.
The data files for the tutorials may be obtained from the computer
"ariel" on the EVDS network. You will probably have to use the
Windows search utility to locate this computer. The files are
in the directory "617 tutorial files" which, in turn, is in folder "jlcourses"
The beginning point of this tutorial will be importing a geometry model from
Form-z. A Lightscape file with this geometry already
imported is also included in the tutorial files (see Part III).
| 1. Create a directory for your tutorial work. |
The directory may be in your share of drive "x" or on a zip disk.
NEVER keep your data files on a single device (e.g., floppy, zip disk,
or server area). ALWAYS back up your work, at least on a daily basis. |
| 2. Copy the file "tut1.fmz" to the directory just created. |
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| 3. Launch Form-z and open the file "tut1fmz.fmz" - it is a simple office
space. |
Note that the "glass" in each window is a 2D entity (has no depth); this
is critical in terms of modeling the glass property in Lightscape.
The model has an upper "daylighting aperture," which contributes the most
to illumination further from the window wall. This reduces the geometric
fall-off in illumination with increasing distance from the window, which
in turn helps to reduce glare. The tilted ceiling is a solution that allows
a higher window head in buildings with service zones above the ceiling.
The lower "view aperture" has the primary function of providing a view, although
it is the greatest contributor to illumination adjacent to the window.
Note that there are no exterior or interior shades to control sunlight, the
most serious source of glare associated with daylighting. |
| 4. Select "File-Save As" to save a copy of "tut1fmz.fmz" to your tutorial
1 directory.
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| Set File Format to 3DStudio |
File Format is the last item in the dialogue
When you click Save, a "3DS Export Options" box appears |
| for "Grouping Method" select "Single Group" (the default). Click OK. |
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Part II -Import the Form-z Geometric Model for Use in
Lightscape
Note: If you have any difficulty importing the geometry file, you
may proceed to part III and use the "raw" Lightscape ".lp" geometry
file that is provided with the tutorial files.
Launch Lightscape. Note that an extensive on-line help facility is
available (last menu item on the right). Note that allowing the cursor to
linger on an icon will result in its name popping up in a "balloon."
| 1. Invoke "File-Import-3D Studio . . ."
"File Units" should be set to "Meters"
Scale Factor to "0.01"
"Block Creation" at "None"
"Layer Creation" at "Mesh"
"Maximum Light" at "2500" |
An "Import 3D Studio" dialogue box appears.
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| 2. Use "Browse" to locate the ".3ds" file you exported from
Form-z.
Select "open" once you have located and selected the file.
If the model is at the right size (3.3 x 4.3 x 4 Meters), click "yes"
If the model is not at the right size(scaled incorrectly), click "no," adjust
the scale factor and repeat until OK. |
A Lightscape caution statement appears
A wire-frame display of the model will appear (see below). NOTE that the
wireframe model will appear quite different from the Form-z wireframe, because
the 3DStudio format breaks all polygons into triangles. |
| 3. Invoke "File-Save" to give your new Lightscape file an appropriate
name and save it in your tutorial directory. |
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Part III - Prepare Material Definitions and Assignments
Note: If you have difficulty assigning properties and want to try
using the lighting modeling immediately, you may proceed to part IV and use
the "developed" Lightscape ".lp" geometry file (tut1 lp dev) that
is provided with the tutorial files.
Lightscape uses two file extensions ".lp" (preparation files) and ".ls" (solution
files). Roughly, "lp" files contain the data to set up a simulation
and "ls" files contain the results of simulations. The use interface
appears the same when you move from one file mode to another (after initiating
simulation), so this can be confusing. Features such as geometry cannot
be changed in ".ls" files.
The "tut1 lp raw" file in Lightscape format is available in folder 617
tutorial files within folder jlcourses on EVDS network computer
"ariel" - you will probably have to use the Windows search utility
to locate this computer.
Note the four palettes that appear to the right of the viewport - "Layers,"
Materials," "Blocks" and "Luminaires"
In the "Luminaires" palette (bottom right), "light_1" appears. This is a
general light inherited from Form-z; all light sources
in these tutorials should be specified within Lightscape, so
it should be deleted . Left-click on "light_1" to select it and
right-click in the "Luminaires" palette to call up the related menu. In the
"luminaires" select delete. The "Luminaires" palette should now be clear
of light sources.
Note that each Form-z entity has been assigned to a layer (make them
invisible or visible by double-clicking on the red arrows to the left of
each entry in the "Layers" palette).
You will now create a new material (drywall).
| 1. Place the cursor over the "Materials" palette and RIGHT click (click
on the right mouse button) to call up the menu for the "Materials" palette.
Select "Create" in the menu. |
The convention for WINDOWS is that RIGHT-clicking calls up menus on a
"context-sensitive" basis (the menu that will appear will vary depending
on the area of the display on which the cursor is placed). LEFT-clicking
is used to make selections.
A new material will be created identified by "Itemxx" where "xx" is a number. |
| 2. LEFT click on "Itemxx" to select it if it is not already selected |
Selected elements are highlighted |
| 3. RIGHT click to call up the "Materials" palette menu
select "Edit Properties..."
For "Material Name," replace "Itemxx" with "Drywall1" |
A "Materials" palette menu will appear. Note the "Rename" function
in the menu.
a "Material Properties for Itemxx" dialogue box will appear
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| 4. Under tab "Physics", click on the downward arrow to the right of
the"Templates" heading
Scroll down to "Paint Flat" and release to select it
Click OK in the "Material Properties" dialogue box in which you are working.
Click "No" to "rename the existing material" as the dialogue says. |
This finalizes creation of the new material called "Drywall1" |
| 5. Repeat the above steps to create a material called "Glass70" (for
glass with 70 percent transmittance).
Set the "Template" to glass and then move the slider opposite "Transparency"
to set transparency to 0.70. |
More correctly, "transparency" is referred to as
transmittance - the fraction of visible light that will pass through the
glazing. This term will be discussed further in class. |
You will now assign "Drywall1" to the surfaces in the office example (this
material will be used for all surfaces, for the sake of simplicity).
| 1. Double-click entries in the "Layers" palette until only the solid
office envelope is displayed |
(i.e., make sure that the two rectangles for window glass are turned
off - these should be "Object6" and "Object7") |
| 2. Invoke "Edit-Selection-Surface" |
Note that selection will affect surfaces, blocks, or luminaires [light
fixtures] depending on the setting you choose. |
| 3. Invoke "Edit-Selection-Select All" |
The surfaces of the office should all be highlighted (coloured red).
Note: If you ever have difficulty using "Select," make sure that the "Select"
arrow (see below) is highlighted.
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| 4. RIGHT-click in the viewport
LEFT-click to select "Assign Material..."
Click on "Drywall1" to select it and then click OK once "Drywall1" is
highlighted" |
A command menu appears in response to the "context-sensitive" operation.
The first command in the menu is "Assign Material..."
An "Assign Material" dialogue box appears.
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5. Click on "Query Select" with the cursor and then click on any surface
of the office (other than a window). |
You will now check your material assignment.
In the second row of the toolbar, the first tool from the left is an arrow
("Select"); the next tool, the arrow with the question mark is "Query Select".
The surface will be highlighted and a summary of the properties will appear
across the bottom (this should include "Material=Drywall1") |
You will now assign "Glass70" to the glass surfaces in the office example
(this will be used for all surfaces, for the sake of simplicity).
| 1. Double-click entries in the "Layers" palette until only the two rectangles
for window glass are turned on |
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| 2. Invoke "Edit-Selection-Select All" |
The window glass rectangles should be highlighted.
The icon shown below also invokes the select all function.
 |
| 3. Now you will invoke the "Assign Material" command.
Right-click in the viewport. |
The first command in the list is "Assign Material..." |
| 4. Left-click on "Assign Material"
Click on "Glass70" to select it and then click OK once "Glass70" is highlighted" |
An "Assign Material" dialogue box appears.
Because these elements are transparent, there is an additional step; they
should be assigned a special light-processing characteristic that makes the
transparency active. |
| 5. Right-click in the viewport
Left-click on "Surface Processing Control"
Click in the check box beside "Occluding" to de-activate it.
Click in the check box beside "Window" to activate it.
Click "Apply" and then OK. |
The third command in the menu that appears is "Surface Processing Control..."
(see step 4 in the previous table for an image of this menu).
A "Surface Processing" dialogue box appears.
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| 6. Use the "layers" palette to make all parts of the model visible. |
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Part IV - Prepare the Daylight Availability Conditions
Daylight availability is affected by geographic position, time and
date, and sky condition. You will now set these parameters.
| 1. Invoke "Light-Daylight..."
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A "Daylight Setup" dialogue box will appear. There are "tabs" to select
"Sun and Sky," "Processing," "Place", and "Time" options.
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| 2. Under "Processing," all options should be selected (checked) except
"Ray Trace Direct Illumination" |
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| 3. Under "Sun and Sky," leave "Sky conditions" at "Clear" (0.00) and
the sky and sun colours at the default. |
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| 4. Under "Place," use the scroll list to select Calgary. Leave "North"
at "0" (but note that this feature allows you to experiment with rotation
of the building on the site |
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| 5. Under "Time," pick
month 6,
day 21,
1000 (morning).
Ensure that the time zone is "Mountain - 7"
Click "Apply" and then OK. |
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This is a good point to save your ".lp" file, and then save it under a new
name for experimentation with simulations.
IMPORTANT: Save the "preparation file" (preparation files have a ".lp"
extension) for future use; once processing is initiated, Lightscape
converts preparation files to "solution files" (".ls" extension). Surface
properties and other features cannot be altered in solution files, nor can
solution files be converted back to preparation files.
Part V - Run a Simulation - Interior Only
| 1. Invoke "Process-Parameters..."
Leave settings at defaults, except the following parameters in the "Process"
area of the dialogue box (lower left of dialogue box):
Select "Daylight (sunlight + sky light").
Make sure that "Daylight through windows and openings only" is selected. |
A "Process Parameters" dialogue box appears.
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| 2. Click on "Wizard"
Leave "Quality" at 3 |
A "Quality" dialogue box appears.
There is a tradeoff between quality and processing time. |
| 3. Click "Next"
Select "yes" for "Do you want to consider daylighting in your solution?"
Leave the FIRST of the three lower statements selected.
Click "Next," "Finish" and "OK," exiting the "Wizard" dialogue box. |
A "Daylight" dialogue box appears.
You haven't set up any other source of light! |
| 4. Invoke "Process-Initiate |
The next step will initiate the simulation.
When the simulation begins, the iteration number (the number of the light
transfer being considered) will be shown in the lower dialogue bar of the
viewport, along with the percent of the light energy distributed.
It will take about a minute to go through 30 iterations and distribute about
20 percent of the light energy. At around this point, invoke "Process-Stop,"
so you can view the results. |
| 5. Invoke "Process-Go" |
The simulation will begin. Let it run for another 30 seconds or
so.
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| 6. As noted in step 4, invoke "Process-Stop"
Invoke "Display-Solid" (or click on the corresponding icon in the last cluster
on the right - use the help balloons to find it) |
You may have to wait a few seconds for completion of the iteration
in progress.
Note that you may continue the simulation by invoking "Process-Go"
You will now see the illuminated interior of the space through the window.
The outdoor surfaces are black, because the simulation was specified as an
interior study.
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| 7. Invoke "Display-Outlined" (or click on the corresponding icon in the
last cluster on the right - use the help balloons to find it). |
You will now see the variable mesh used to calculate the light transfers.
Lightscape uses these variable meshes ("adaptive gridding"), rather than
a constant grid, to improve on the usual tradeoff between accuracy
and speed. |
Part V - Run a Simulation - Interior and Exterior
| 1. Invoke "Process-Reset" |
This will reset the light distribution to 0, so you can begin a new study. |
| 2. Invoke "Process-Parameters..." |
The "Process Parameters" dialogue box will appear. |
| 3. Leave settings at defaults, except the following parameters in the
"Process" area of the dialogue box.:
Select "Daylight (sunlight + sky light").
Make sure that "Daylight through windows and openings only" is selected. |
This ensures that light enters the space only through intended apertures
(e. g., it doesn't leak through inadvertently created cracks between walls), |
| 4. Click on "Wizard"
Leave "Quality" at 3. |
A "Quality" dialogue box appears. |
| 5. Click "Next"
Select "yes" for "Do you want to consider daylighting in your solution?"
Select the THIRD of the three lower statements selected.
Click "Next," "Finish" and "OK," exiting the "Wizard" dialogue box. |
A "Daylight" dialogue box appears.
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| 6. Invoke "Process-Go" |
The simulation will begin. It will take about a few seconds to go through
30 iterations and distribute about 99 percent of the light energy. At around
this point, invoke "Process-Stop," so you can view the results. |
| 7. Invoke "Process-Stop"
Invoke "Display-Solid." |
The screen will appear entirely black, because outdoor light levels are so
high that you must now adjust the "brightness" balance (more accurately,
the luminance balance, as brightness is the subjective property). |
| 8. Invoke "File-Properties"
If not selected, select the "Display" tab.
Set "Brightness" to about 90 to 100 (by clicking on "apply", you may evaluate
the changes in scale). |
A "Document Properties" dialogue box appears.
The interior AND exterior surfaces of the office are now visible.
It was necessary to adjust the display properties of the office model
in order to view it properly! |
Part VI - Run a Simulation - Tools for Viewing
Tools for control of view type are located in the upper toolbar (fourth cluster
from the left). You have been working in perspective view. Try the front
view and then revert to perspective.
You can always return to the original view by invoking "Display-Original"
- you can see the whole model by selecting "View-Extents" (in the cluster
of icons second from right in the top toolbar).
It is also useful to be able to move around the space. The "motion" tools
are located in the fifth cluster from the left.
| 1. "Orbit" allows you to rotate the model.
Select the tool (see figure).
In the viewport, click and drag up or down or from side to side. |
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| 2. "Rotate" allows you to rotate the model about your viewing position.
Click and drag up or down or from side to side. |
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| 3. "Zoom" allows you to move the view closer or further away.
Click and drag up for larger or down for smaller. |
The fourth tool is "zoom window" - a tool you will have used in other CAD
programs |
| 4. "Pan" allows you to move the view from side to side or up and down.
Click and drag up or down or from side to side. |
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| 5. "Dolly" allows you to move in or out.
Click and drag up for in or down for out.
Try moving "inside" the office. |
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| 6. "Scroll" moves the view relative to the viewport.
Click and drag up or down or from side to side. |
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| 7. "Tilt" creates the effect of tilting your head.
Click and drag. |
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Congratulations, you have now completed the first Lightscape tutorial!
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