Rayfront Materials
Once you have imported materials into Rayfront it
is necessary to assign materials to the surfaces to be able to render
a picture. Because the program is calculating the light reflected off
or transmitted / refracted through objects it needs to know the reflection
/ transmission / refraction properties of ALL surfaces in the model. Fortunately
this is a simple exercise to do for lighting studies. We need to assign
glass where there is glass and then use the standard lighting study versions
of "white" in order to assign appropriate surfaces to our daylight
model. This is reflectivity of 0.7 on the ceiling, 0.5 on the walls and
0.3 on the floor. We typically assign a little colour to the glass in
order to be able to see it. But we try to keep the total transmissivity
at 0.85.
First we click the assign/edit materials button:

Materials:
The window that opens looks like this (except there are no materials defined
when we first open it and all the objects in the top left hand corner
have "Default material" attached.

Click the <library> button to select a library from which to "add
to selection" some materials that will appear in the top right window
for later attaching to objects ion the building.

The libraries that are available are: archicad, greys, metals, and then
a bunch of in-house materials including simple colours, a range of glasses
of different transparency, real materials, simple colour models of materials,
translucent materials and "wood" colours.
Patterns:
In the very top corner of the assign/edit materials
box there is a pull-down menu permitting one to select between material
definitions which are basically colour, reflectance and transmissivity
andpatterns which are systematic variations
in colour across a surface such as black and white tiles:
,
Textures:
Textures can also be found
as a third option in the drop down menu top right of the assign/edit materialswindow.
They are variations in surface such as dustiness and a greater degree
of roughness than can be defined in the simple materials.
As can be seen by the matrix arrangement of the left
hand area of the assign/edit materials window, each object in a building
can be assigned a combination of a material definiton, a pattern definition
and a texture definition.
<NEW>
At bottom right of the assign/edit window there are
a number of buttons that help manage and extend this material definition
process. First is the ability to create a "New" definition of
a material, pattern or texture. Then we have the ability to Clone an existing
material, pattern or texture in order to create another. Or we could <edit>
and existing definition, delete a definition form our current file and
finally to <Store> our set of materials, patterns or textures in
a new project specific library.
<LIBRARIES>
The publishers of the program Design Workshop have
published the Radiance Materials notes of Kevin Matthews. His notes and
notes from Veronika Summerauer and colleagues at ETHZ Switzerland and
Matiu Carr of Auckland University all done in the early 1990's form the
basis for the following materials definitions.
It should be remembered that unlike other computer
graphics programs Radiance, the rendering engine that Rayfront provides
a front end to, uses procedural materials and textures, rather than pasting
innappropriate pictures onto surfaces to provide the appearance of materials.
Radiance has three different levels of material creation:
- the material physics itself using standard Radiance
material definitions such as "glass", "plastic",
"metal", trans(lucent) etc to define the colour and surface
finish, raflectivity, surface roughness (diffusion) and transmissivity.
- the surface patterns defined by functions like "brightfunc"
which modify the colour appearance systematically so that marbling and
wood grain may be successfully modelled by formula
- the surface textures defined by functions like "texfunc"
which modify the surface roughness systematically so that corrugations,
water ripples and even brick grout may be represented by formula..
A truly successful material is often a combination of these three. The
following notes refer to the Matthews / ETHZ materials and functions and
guide the user on the combinations that may be successful.
TEXTURES
Note: the materials often have to be rotated to match the orientation
of the face that they are to be applied to. Thus, they have transformations
(Radiance function xform) applied after they have been defined. Essentially
when defined they are orientated orthogonally in the xy plane. Rotations
are needed about the x, y and z axis and scale factors to match the scale
of the material to the scale of the object (so a wall is not one brick
long and two bricks high, say!). If you edit the material definition itself
you gain access to these -rx -ry -rz and -s operations. Remember you need
to be viewing the scene in the interactive viewer with the irradiance
button (not radiance)
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Material Definitions
Material Type |
Textures |
Patterns |
Materials (and settings) |
|
Description
|
(Select)
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(Select)
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Create NEW
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Concrete |
dusty_wide |
|
plastic
reflectivity
RGB 0.687541 0.710201 0.717113
Specularity 0
Roughness 0 |
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Stucco |
dusty_tight |
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plastic
reflectivity
RGB 0.592111 0.592111 0.592111
Specularity 0
Roughness 0 |
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Corrugated Metal |
dusty_med |
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metal
reflectivity
RGB 0.5 0.5 0.5
Specularity 0.3
Roughness 0.2 |
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corrugated |
|
Set
up the sine-wave texture function:
One parameter, A1 = number of cycles per unit distance
[A1 controls size, yes, but apparently not cycles/unit] Here the
size = 0.3.
Note the non-standard order of xcor, zcor, ycor. This order applies
the wave
to the top and south faces, but not to the west face of a block.
xcor zcor ycor --starting direction --corrug'ed south but not west
zcor xcor ycor --same effect as original |
|
Galvanized Steel - Lighter -
(Metal railings) |
dusty_med |
|
metal
reflectivity
RGB 0.7 0.7 0.7
Specularity 0.3
Roughness 0.2 |
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Galvanized Steel - Darker - (Metal_treads)
|
dusty_med |
|
metal
reflectivity
RGB 0.5 0.5 0.5
Specularity 0.3
Roughness 0.2 |
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Galvanized Steel - (Medium
metal_stair_joists )
|
dusty_med |
|
metal
reflectivity
RGB 0.6 0.6 0.6
Specularity 0.3
Roughness 0.2 |
|
| Medium Metal Trim |
dusty_med |
|
metal
reflectivity
RGB 0.5 0.5 0.5
Specularity 0.3
Roughness 0.2 |
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Painted Concrete |
dusty_wide |
|
plastic
reflectivity
RGB 0.687541 0.710201 0.717113
Specularity 0
Roughness 0 |
|
Concrete Paving - with joint lines |
tile_texture |
tile_colour |
plastic
reflectivity
RGB 1 1 1
Specularity 0
Roughness 0 |
clay tiles with grout, compound material
definition
clay_tiles.mat (From Auckland)
a fairly useful clay_tile texture. The tiles are "wobbled"
and have colour variation. The mortar colour is white, the
tile colour is mainly orange-red.
grout width= 0.04; tile dimensions=1.0 x 1.0; wobble=0.1; noise=0; |
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| Quick Grass |
dusty_tight_deep |
|
plastic
reflectivity
RGB 0.15 0.6 0.2
Specularity 0
Roughness 0 |
|
| Concrete Details |
dusty_wide |
|
plastic
reflectivity
RGB 0.687541 0.710201 0.717113
Specularity 0
Roughness 0 |
|
| Corrugated Glazing |
dusty_med |
|
glass
transmissivity
RGB 0.687541 0.710201 0.717113 |
corrugated roofing compound material
definition, rev--950509.kmm
Set up the sine-wave texture function:
One parameter, A1 = number of cycles per unit distance
[A1 controls size, yes, but apparently not cycles/unit] Here the
size = 0.3.
Note the non-standard order of xcor, zcor, ycor. This order applies
the wave
to the top and south faces, but not to the west face of a block.
xcor zcor ycor --starting direction --corrug'ed south but not west
zcor xcor ycor --same effect as original
Extra parameters? |
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Glass Block
|
ripply
|
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dielectric
transmissivity
RGB 0.72 0.72 0.72
Specularity 1.5
Roughness 0
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wobbly texfunc
using texfunc "/disk3/home/matthews/materials/water_ripple.cal"
changed A1, A2, and A3 from 1 to 0.3, and A4 from 0.2 to 0.3
Note: This works best if the geometry of the glass blocks
is built
in a certain way, using one block for the outer surface of the glass
block,
and using a smaller inner block (with chamfered corners) for the inner
cavity surface of the block.
|
|
| Brick |
dusty |
bricks |
plastic
reflectivity
RGB 0.4 .13 .05
Specularity 0
Roughness 0 .2 |
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brick_tex |
|
brick parameters:
Texture:
A-grout width B-modular height C-modular width D-row offset E-brick
brightness F-mortar brightness
.03 .286 .76 .383 -0.8 0.3
Pattern:
0.03 0.286 0.76 0.383 0.6 0.4
|
|
Wood Flooring |
dusty |
wood_floor_pattern |
plastic
reflectivity
RGB .2 .2 .2
Specularity 0.02
Roughness 0.05 |
|
|
|
|
detailed wood flooring
first, vary the reflectance with a noise function
Ò-s 2Ó is the spacing (2 feet) and Ò.15Ó
is the degree of dirtyness (15%)
|
|
Procedural Wood Grain - light colour |
dusty_med |
wood_grain_pattern |
plastic
reflectivity
RGB .5 .3 .2
Specularity 0.002
Roughness 0.001
|
|
wood_grain_texture |
|
|
wood
compound material definition
wood_grain - pattern
Set up the trigonometric pattern function:
One parameter, A1 = magnitude of the pattern (from 0 to 1)
xgrain ygrain zgrain
size was -s 0.05
wood_grain - texture
Set up the trigonometric texture function:
One parameter, A1 = depth of the texture (?) (from 0 to 1)
size was -s 0.05
|
|
Procedural Wood Grain - medium brown
colour
|
dusty_med
|
wood_grain_pattern
|
plastic
reflectivity
RGB .3 .15 .05
Specularity 0.001
Roughness 0.0
|
|
|
wood_grain_texture
|
|
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wood compound material definition
wood_grain - pattern
Set up the trigonometric pattern function:
One parameter, A1 = magnitude of the pattern (from 0 to 1)
xgrain ygrain zgrain
size was -s 0.05
wood_grain - texture
Set up the trigonometric texture function:
One parameter, A1 = depth of the texture (?) (from 0 to 1)
size was -s 0.05
|
|
Floor Tile
|
tile_texture
|
tile_colour
|
plastic
reflectivity
RGB 1 1 1
Specularity 0
Roughness 0
|
clay tiles with grout, compound material definition
clay_tiles.mat (From Auckland)
a fairly useful clay_tile texture. The tiles are "wobbled"
and have colour variation. The mortar colour is white, the
tile colour is mainly orange-red.
grout width= 0.04; tile dimensions=1.0 x 1.0; wobble=0.1; noise=0;
grout width= 0.04; tile dimensions=1.0 x 1.0, color wobble=0.05;
noise=0;
color of grout=1, 1, 1; color of tile .39, .28, .12
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#
Shared Dusty Functions: many of the materials use these "dusty"
functions to apply the Radiance dirt.cal function to give a certain 'natural',
noisy texture.
#
dusty_wide texture (scale 2, depth 0.25)
#
dusty_med texture (scale 1, depth 0.25)
#
dusty_tight (scale 0.2, depth 0.25)
#
dusty_tight_deep (scale 0.2, depth 0.4)
#
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