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You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More

Complex Model - Introduction

Building a More Complex Model - Introduction

Time Estimate: 2 - 2.5 hours

This tutorial, formerly called "Auditorium," will illustrate the process of creating a small auditorium space (with a stage), lighting it, and
generating a color rendering of the environment. Several new modeling skills will be covered, as well as ways to organize the project
with the Project Manager tool.

Problem Statement

This exercise assumes basic AGi32 skills, which may be learned from the
Getting Started Series of online videos. (Under the Learning AGi32
heading.) In this exercise, we create a more complex interior model using
the Room and Object tools. The lighting scheme illustrates the use of three
separate luminaire groups - house lighting, wall lighting, and stage lighting
- and AGi32's ability to isolate them individually. This example further
illustrates the use of AGi32's automatic calculation point placement ability,
as well as luminaire dimming and the visualization of texture and color
changes.

Important: For this project, you will need to download the AGi32 Samples files. You can download them from here. Scroll down to
AGi32 Sample Files - Version 15/16 (or whatever is the latest version). Information and instructions regarding the Sample Files: After
you click on the Downloads button, select Save (rather than Run). Next, locate the saved file and right click on it. Select Run As
Administrator. Follow the installation dialogs. All Sample Files are installed in your personal Windows folder (e.g., My
Documents\AGi32). (Note the other items that are available on the web page for download.) There will be two folders of sample files:
AGi32 Sample Files and CAD Sample Files.

Tutorial Summary

Step 1 – Create the Primary Room Shape

Step 2 – Add Stepped Floor and Stage as an Extruded Object

Step 3 – Add Extruded Ceiling Elements

Step 4- Add Curved Surfaces at Sides of Stage

Step 5 – Use the Surface Edit Command to Modify Texture and Color on a Few Surfaces

Step 6 – Define Luminaires

Step 7 – Place the Luminaires

Step 8 – Add Calc Points on Seating and Stage

Step 9 – Use Project Manager to Organize the Model

Step 10 - Use Scene Manager to Switch and Dim Luminaires

Step 11 – Calculate House Lighting and Isolate

Step 12 – Calculate Stage and Wall Lighting

Conclusion
AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 1

Building a More Complex Model - Step 1

Step 1 - Create the Primary Room Shape

We will create the auditorium using a Polygon Room with a flat ceiling. This room type allows us to specify virtually any shape
perimeter, including arcs and niches. For this tutorial, we will begin with a 2-dimensional CAD background which can be used to
“extrude” the basic room shape.

First, we will import the file to use as the template. The CAD file that we need is one of several Sample Files that are used in the
tutorials. If you have not already done so, you will need to download the Sample Files from the AGi32 website. (See the Introduction
page of this tutorial for download and installation instructions.)

After you have downloaded and installed the Sample Files onto your computer, return to AGi32.

Click on the File-Import button on the Common Toolbar near the


upper-left corner of the screen, or click on File in the Main Menu
bar (upper-left corner of screen) and select Import.

From the Import dialog, navigate to the CAD Sample Files folder and select
the file called “Tutorial-Auditorium.dwg” . Click on the file name then the Ok
button.

When the Import File dialog appears, click on the "CAD Viewer"
button (black with white writing) to see the file being imported. Next,
make sure that units of Feet are specified in both cells following
“Units Specified In CAD File:” and “Units Will Be Converted To:”.
Click the Ok button.
The secondary import window will appear, indicating that the import into AGi32 was
successful. Click the Ok button to see the imported CAD drawing that will become the
Auditorium Room.

Before we proceed, enable Snap and set the value to 2.5. This setting
can be changed any time without affecting whatever you are doing
in the model.

Now move your mouse around the imported drawing, which moves
the cross hairs, and look at the lower-left corner of the screen to see
the coordinates of the cross hairs. The three coordinates in the
corner represent the values of the X,Y,Z coordinates, in that order.
Verify that the imported polygon is 100 feet wide (the X plane) and
132.5 feet long (the Y plane).

We are now ready to create the Auditorium’s main room from the
imported CAD background. Select the Room - Polygon Flat
command from the Rooms/Objects toolkit.

From within the Room - Polygon - Flat dialog:

1. Enter a Label of Auditorium.

2. Enter a Wall Height of 35 feet.

3. Change the Ceiling Reflectance to 0.10 (10%).

4. Change Wall Color to: Red – 113, Green – 103, Blue – 95. Notice that this sets the wall
reflectance to 0.41.

5. Select the Create Polygon From Existing Drawing Entities radio button.

6. Uncheck the box for Specify Calculation Points for Room. We will place
our calc points later.

7. Click OK.

The pick box now appears instead of the cross hairs. Look to the Command
Line in the lower left to see what AGi32 is waiting for you to do next.
AGi32 is waiting for you to select the polygon from which to create the
Room we just specified. Click anywhere on the wireframe of the imported
polygon. You will now see that the lines of the polygon are thicker and a
dialog box has popped up indicating that AGi32 recognized the polygon and
is prepared to apply the Room - Polygon - Flat settings to this polygon.

Click “Accept Polygon” (not “Accept Polygon And Repeat”).

From the imported polygon, AGi32 has now created the Auditorium Room
with the properties entered in the Room - Polygon - Flat dialog.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 2

Building a More Complex Model - Step 2

Step 2 - Add Stepped Floor and Stage as an Extruded Object

Click on the Elevation Looking West button from the main toolbar
and select the elevation plane to be at X=100 by clicking anywhere
along the coordinate X=100. You should now recognize the room
shape as viewed from the side.

Change the Snap value to 0.5. (On the bottom toolbar.)

Enable Ortho (next to Snap).

Select the Object-Polygon-Vertical Extrusion command from the Rooms/Objects Toolkit


(or Menu: Add - Object - Polygon - Vertical Extrusion). The dialog shown below will
appear.

Enter a Label : Floor

Enter a Depth of 100 feet

Click on the "..." button to select a texture.


In the Textures dialog, select the Carpet category.

Next, scroll down and select the texture called carpt402.

Apply a Fixed Size = 8.

Click OK to exit the Textures dialog.

Click OK again to exit the Object dialog and return to Model Mode.

Create the floor from the lower left-hand corner in a counterclockwise direction using the following coordinates. (All
coordinates given in X, Y, Z; the X is always 100 in this elevation view.) You can type in the coordinates in you prefer;
enter X,Y,Z followed by the Enter key for each point. (Commas between values, but no spaces.) You do not need to place
the cursor in the text cell (lower-right corner of the screen; it will go there automatically. If you make a mistake using the
mouse or the keyboard, use the Ctrl-Z keystroke to move back by one vertex. Right click your mouse or hit Enter on your
keyboard to close the polygon after the last point entry.
1. (100, 0, 7)

2. (100, 0, 0)

3. (100, 104.5, 0)

4. (100, 104.5, -0.5)

5. (100, 132.5, -0.5)

6. (100, 132.5, 5)

7. (100, 112.5, 5)

8. (100, 112.5, 0)

9. (100, 105, 0)

10. (100, 105, 0.5)

11. (100, 100, 0.5)

12. (100, 100, 1)

13. (100, 92.5, 1)

14. (100, 92.5, 1.5)

15. (100, 85, 1.5)

16. (100, 85, 2)

17. (100, 77.5, 2)

18. (100, 77.5, 2.5)

19. (100, 70, 2.5)

20. (100, 70, 3)


21. (100, 62.5, 3)

22. (100, 62.5, 3.5)

23. (100, 55, 3.5)

24. (100, 55, 4)

25. (100, 47.5, 4)

26. (100, 47.5, 4.5)

27. (100, 40, 4.5)

28. (100, 40, 5)

29. (100, 32.5, 5)

30. (100, 32.5, 5.5)

31. (100, 25,5. 5)

32. (100, 25, 6)

33. (100, 17.5, 6)

34. (100, 17.5, 6.5)

35. (100, 10, 6.5)

36. (100, 10, 7)

37. Right click to close


Object polygon.

We have just added an object that will serve as the floor in the auditorium seating and stage areas. It is contained within the
Room shape created previously. The result is an interior space with the desired geometry.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 3

Building a More Complex Model - Step 3

Step 3 - Add Extruded Ceiling Elements

Continuing in the Elevation looking West view (from X=100, in case you need to return there), we will now create a few ceiling
elements, beginning with the stage ceiling.

First turn Ortho OFF.

Select the Object - Polygon - Vertical Extrusion command again.


1. Enter a Label : “ceiling structure”
2. Enter a Depth of 100
3. Change Wireframe Color to Orange (this will be valuable later when
placing the luminaires)
4. Delete the texture (click in the Texture field (where you see the name of the
current texture) and press the Delete key on your keyboard).
5. Click in the Color cell. In the dialog that opens, set the Reflectance to 0.50.
Doing it this way will also set the color to gray (R = G = B). Click Ok to
return to the Object Polygon dialog.

Use the following coordinates to create


the first ceiling object: (If you are typing
the values, you need only type the
commas. Spaces aren't needed, but are
shown here for clarity.)

1. (100, 132.5, 35)

2. (100, 107.5, 35)

3. (100, 107.5, 34)

4. (100, 132.5, 26.5)

5. Right click to end this command.

Click the right mouse button again to


start another vertical-extrusion object for
the ceiling. Notice that all the information
is retained from the previous vertical
extrusion, with the exception of
automatically changing the Label to
“Ceiling Structure_1”. Keep everything
the same as the first ceiling extrusion and
accept the Label as it is by clicking Ok.
Enter the following coordinates for the
second ceiling object:

1. (100, 100, 33)

2. (100, 77.5, 34.5)

3. (100, 77.5, 33.5)

4. (100, 100, 32)

5. Right click to end the command.

Right click again to begin the next ceiling


object. As before, you will not need to
make any entries. The Label will default
to Ceiling Structure_2, and the depth
remains at 100. Simply click Ok to accept.
Enter the following coordinates:

1. (100, 72.5, 33)


2. (100, 50, 33)

3. (100, 50, 32)

4. (100, 72.5, 32)

5. Right click to end the command.

Create two more objects for the ceiling in


the same manner. Right click to open the
command again (the last command used).

Points for Ceiling Structure_3


(autolabel):

1. (100, 42.5, 33)

2. (100, 20, 32)

3. (100, 20, 31)

4. (100, 42.5, 32)

5. Right click.

Points for Ceiling Structure_4


(autolabel):

1. (100, 17.5, 29)

2. (100, 5, 26)

3. (100, 5, 25)

4. (100, 17.5, 28)

5. Right click to end the command.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model-Step 4

Building a More Complex Model- Step 4

Step 4 – Add Curved Surfaces at Sides of Stage

Go to Plan View and Zoom on the upper-right 1/4th of the room (use the Zoom Window button or the mouse wheel). When
rolling the mouse wheel to zoom, the function will zoom about the cursor location, placing it in the center of the screen.
Select the Add Object - Polygon - Flat command.

1. Complete the dialog as follows:

2. Enter a Label: Stage Wall Right.

3. Change Wireframe color to red.

4. Enter Height of Sides: 30 feet.

5. Click in the Color cell for Wall. Enter these values: R=189, G=158, B=100. Click OK to return to the Object dialog.

6. Click OK to close the Object dialog and create the object.

Use the PageUp key on the keyboard to move the Z-coordinate to 5’ before
creating the object. Or, enter the Z-Coordinate in the field at the lower-right
corner of the screen.

1. Click the first point at (92.5, 113, 5).


2. Press the F4 key to initiate the Arc function.
3. Move the cursor to (80, 125, 5) and click; this is the other end of the arc.
4. Press F5 to flip the arc so that the convex surface is pointing down into the
room
5. Fit the Arc by clicking on the point (92.5, 125, 5).
6. Click the next point at (81, 125, 5).
7. Press F4 again to start the Arc function.
8. Select the second point of arc at (92.5, 114, 5).
9. Fit the arc by clicking (92.5, 125, 5).
10. Click the right mouse button to close the last small side and complete the object.

Next, we will use the Mirror Object command to create a similar wall on the other side of the room.

1. Click on the Mirror Object command.


2. Select the curved wall object that we just drew.
3. Click on any two points where X=50. For example: (50, 120) and the (50, 125). Just be sure that X=50 for both points.
(This defines the mirror in the middle of the room.)

We have now created two curved walls, one on each side of the stage area.
AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 5

Building a More Complex Model - Step 5

Step 5 - Use the Surface Edit Command to Modify Texture and Color on a Few Surfaces

Initially, it is not always possible to modify each individual surface when creating rooms and objects in
AGi32. We can, however, access them easily at any time (and may want to repeatedly) from the Surface Edit
command in the Rooms/Objects Toolkit (Modify - Surface Edit command in the menus). By default, the
Surface Edit command is set to “Single (Any Type),” although there are other options within the command.

Select the Surface Edit command by simply clicking on the button (the default setting is what we want here). The cursor will have
changed to a pick box. Click on any edge of the stepped floor object we created previously. This is a multiple-selection tool (meaning
more than one object or room may be selected at a time). To advance to editing only the one object we have selected, simply right click.
The dialog shown below will appear.

Notice one of the facets of the stage floor is automatically highlighted in


the dialog graphic with a blue perimeter and small black lines radiating
from the corners (these are surface normals). When one or a group of
surfaces are highlighted, we can edit its/their properties in the tabular
listing on the left of the dialog.

In order to move the focus/highlight to the stage floor, click on the


“Move to Next Surface” button.

It is near the Navigate label at the top of the window--2nd button to the
right, with arrow pointing right.

Click it repeatedly until the stage floor is highlighted, as shown at left..

Click on the cell labeled Texture, followed by the small "..." button to bring up the texture selection dialog. We will change the texture of
the stage from carpt402, specified previously, to a wood texture.
Select the Classification “Wood”. Scroll down
to the texture called “wood100.”

Next, we will specify how to apply the


texture to the surface. Select a Fixed Size of 8
(feet) and a rotation of 90 degrees.

Now click OK.

With this modification made, we can now move to


another surface. Click on the “Move to Next
Surface” button on the toolbar at the top of the
dialog. This is the second button in from the left edge
and the same one used previously. Notice the
highlight now moves to the front vertical surface of
the stage, which is Surface number 7.

Delete the carpet texture by selecting the Texture


property and pressing the Delete key on your
keyboard.

Now click in the Reflect cell, and then enter the


value 0.03 to simulate a very dark gray or black
color. Click OK to return to the Surface Edit dialog.

Now click OK to exit the Surface Edit dialog with the


changes made.

Edit the room surfaces

Click the right mouse button to bring up the Surface Edit command again. This time, select the Room edge (not the floor object we were
working with previously). The Room wireframe is green. You may need to zoom in a bit or pan about to see a free edge or vertex to
select (use the mouse wheel).

With the room selected, the Surface Edit dialog opens with the floor
automatically selected. We do not require this surface to be part of our
model any longer, as it has been covered by the sloped floor object. Let’s
remove it by changing its surface properties to a “Removed”
classification.

Under the Surfaces heading in the tabular list, click on the “Removed”
property and change No to Yes. (Double-clicking on No changes it to
Yes.)

Click OK to exit the Surface Edit command. The original floor is no


longer considered in our model. We could reinstate it anytime, if
required, by simply changing its properties once again. As you might
imagine, the Surface Edit command is very powerful, allowing you to
alter the properties of any surface in your model.
AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 6

Building a More Complex Model - Step 6

Step 6 - Define Luminaires

With the model of the Auditorium created, we are ready to define the luminaires to be used in the lighting design.

Click on the Define button under “Luminaire” in the Luminaire Toolkit, or Menu: Add -
Luminaire - Define.

For this tutorial, we will select the photometric files from the demonstration database that is
included with AGi32. It’s titled “Z-Lux Sample Instabase” and can be found within AGi32’s
Photometric Instabase.

Click on the Instabase button at the top of the dialog to access the area
containing the databases that are maintained in the Cloud for
AGi32.

When the Instabase In The Cloud (IITC) dialog opens, the


luminaire photometric data supplied with AGi32 is available for
download.

Our first step will be to set up a User Profile. This is normally option, but it has the advantage that any Favorites or other settings that
the user enables will be available from any computer by simply signing in. Click on the User Profile tab at the top of the dialog. It is
also necessary for the purpose of this Tutorial.

Click on the link to Sign In or Create a User Profile.

In the lower half of the dialog, create a new User Profile: Enter your first and last name, your email address, a Username (anything you
like), and a password that you can remember. Then click OK.

For this tutorial, we will be using luminaires from a "pretend" manufacturer called Z-Lux. The luminaires and their photometric data are
not real and are only accessible by entering an Access Code. This is to prevent them from being used in real lighting designs!

On the right-hand side of the dialog, enter this Access Code: pretend. Then click on the "save" icon to the right.

Now you should see this:


Go to the View/Search tab.

At the top of the dialog, click on the Select Manufacturers link.

Scroll to the bottom of the dialog and select Z-Lux Sample Instabase (22) (private). Then click OK (bottom of dialog):

The Instabase User Guide will open. It has tips for those who are new to IITC. Close it by clicking on the X in the upper-right corner.
(Be careful not to close the IITC dialog!)

Now we are in the main part of the IITC dialog, with the Z-Lux Sample Instabase displayed. We may now either perform a Search
(using the fields on the left side of the dialog) for luminaires that meet specific criteria, or simply select the luminaire(s) that we wish to
download for our project. We will do the latter.

NOTE: If you have been in IITC and downloaded luminaires already, they will be pre-selected. You will want to first click on the
Unselect All button at the bottom of the dialog to avoid downloading them again.

1. Click on the “-” next to the ZL-Fluorescent node to collapse it.


2. Do the same for the ZL-Indirect and ZL-Industrial nodes. (Collapsing these nodes saves a bit of scrolling.)
3. In the ZL-Recessed group, select the zl-rec3.ies luminaire. You will see its characteristics shown to the right.
4. At the bottom of the dialog, click Download to bring the selected photometric file back to the Define Luminaire dialog.

Now that the photometric file has been retrieved, we can assign a few other properties as appropriate for our project. Notice that the new
definition is now listed in the top window of the Define Luminaire dialog and is ready to use, but we will make a couple of changes first.

AGi32 is set to automatically use the photometric filename as the Label (zl-rec3). We will change that: Click on the Relabel button (right
side of dialog) and enter House. (These will be the auditorium's "house lights.") Making this change in the Label will assist us later.

Enter a Description of “House Downlights” in the Description cell.

We have the opportunity to assign light loss factors and alter lamp lumens, if necessary. For the purposes of this example, we will ignore
these items.

For each luminaire we define in AGi32, we


will need to assign both a Model Mode
symbol and a Render Mode symbol. The Z-
Lux sample data file that we selected
already has a symbol assignment, and we
need not change it for our work. You
could, of course, choose another symbol or
even create a custom symbol using
AGi32’s drawing and object tools.

To complete the luminaire definition with


these changes, click on the “Add/Redefine”
button.

Next, we will define two additional luminaires for our model. Click on the Instabase button again and from the Z-Lux sample data, first
unselect the zl-rec3.ies file. We don't want to download it again!

Next, click on the zl-rec2.ies file, also found under the ZL-Recessed node.

Scroll down further, and under the ZL-Outdoor node, in the ZL-Flood node, select zlfl3.ies.

Scroll to the bottom and click Download to return these two photometric files to the Define Luminaire dialog.
These two luminaires also have their own symbols, and are therefore loaded automatically into the list of defined luminaires. However,
we are going to make a couple of changes to them, as we did with the first luminaire's definition.

Select the zl-rec2 file and then click the


Relabel button and change the Label to
Wall.

Next, enter a Description of Floor-recessed uplight.

Click in the Color cell next to Model Mode


Symbol. Select a Red color. Exit the color
selection dialog. The red color will help to
distinguish these luminaires from the house
downlights in Model Mode.

Click on the Add/Redefine button to keep


these changes to the zl-rec2 luminaire's
definition.

Finally, select the zlfl3.ies luminaire, click


the Relabel button, and enter a new Label:
Stage.

Change the Description to: Stage Light.

Click in the Render Mode Symbol area,


and in the dialog that opens, enter Symbol
Scaling Factors for the X & Y dimensions
of 0.50. (The Model Mode Symbol will also
be rescaled automatically.)

Click OK to return to the Define dialog.

Click on Add/Redefine to accept these changes.

We now have three defined luminaire types, ready to use in our project

Click on the Close button to return to Model Mode.

We are now ready to place the luminaires in our model.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Buidling a More Complex Model - Step 7
Building a More Complex Model - Step 7

Step 7 - Place the Luminaires

Let’s begin by placing the house lights in a series of arrays. We will put them between the ceiling elements at a height just above the
bottom of the ceiling panel.

Before selecting the Array command, open the Luminaire Toolkit. Set the luminaire selection drop-down to “House:
House Downlights” (see image at right), and change “Locate & Aim” to simply “Locate,” which statically aims the
selected luminaire in its default direction.

Now enter a mounting height (MH) of 32.5 (feet). The settings should appear as shown here.

Now click on the Array Luminaire button from the Luminaire Toolkit
(or Menu: Modify - Luminaire - Array - Rectangular). The default
setting is a Rectangular Array.

1. Select the “Use current luminaire specification” radio button.


2. In the Array Specification section, click the "Set Quantity" radio button.
3. Enter quantities of 10 in the left-to-right direction and 1 in the top-to-bottom direction.
4. Click OK to exit the dialog to place the array.
5. Turn Ortho ON. This can be done by clicking the Ortho button in the lower-right area of
the screen (if Ortho on does NOT have the red circle and line through it) or by pressing
F8 on the keyboard (F8 toggles Ortho on and off). Either way you do this, the function is
transparent and will not affect the Array Luminaires function you are currently working
on.

Move the cursor to X=7.5, Y=102 (7.5,102) and click the first point (leftmost luminaire)

Drag the cursor to X=92.5, Y=102 (92.5,102) and click to set the rightmost luminaire. We have just placed
our first array.

In the same manner, place the following four arrays:

MH (set in Toolkit) Quantity (LR,TB) Left point (X,Y) Right point (X,Y)
34 10, 1 7.5, 75 92.5, 75
32.5 10, 1 7.5, 46 92.5, 46
29.5 10, 1 7.5, 19 92.5, 19
25.5 10, 1 7.5, 2.5 92.5, 2.5

Now we can array the floor-mounted uplights in a single operation. Once placed, we will have to move to elevation view and adjust the
height of the luminaires as they move toward the back of the house to keep them the proper height above the sloped floor.

Again, let's set the Luminaire Toolkit parameters for the luminaires we want to place. In the drop-down menu, select
“Wall:Floor Recessed Uplight.” Set the Mounting Height (MH) to 0 (zero) and the Tilt to 180 degrees (we need
these luminaires to face straight up).
Now click on the Luminaire Array button from the Luminaire
Toolkit.

Use the “Current Luminaire Specification” method and set the Spacing Left-Right at 96
and the Spacing Top-Bottom at 15.

This time, we will need three points to specify the array:

(2, 85.5), (98, 85.5), and (98, 25.5).

Now move to Elevation View Looking West by selecting this


button from the Common Toolbar.

Take the Elevation View at X=100 (move the cursor to the right-
side wall, or X=100, and click).

Center the cursor on the rightmost floor-recessed luminaire (Y=85.5, Z=0) and use the mouse wheel to zoom in until you can see the
luminaire. (Note that it is very small and difficult to see until you zoom in.) There are actually two here, one that you can see, and one
that is on the opposite side of the room, lined up with it.

Use the Move Luminaire command, Same Aiming Angles, Window option to get both luminaires, since one is
directly behind the other but all the way across the room. Click on the small arrow to the right of the Move
Luminaire button to access the “Same Aiming Angles” and then “Window” option.

Click below and left of the luminaire to start the selection window then click up and to the right of the luminaire to
finish the selection window. (It looks like we only selected one, but remember, there is another one lined up with it,
further into the room; using the Window option selects both of them.) Now click on a reference point for the move
(use bottom edge of the luminaire itself) then move them up to Z=1.5. Remember to keep an eye on the Command
Line, the bold text at the bottom left of the screen, as it tells you what input AGi32 is expecting next. If necessary,
you may zoom in or out a bit with the mouse wheel, to make it easier.

Pan over to the next set of luminaires (Y=70.5) to the


left by pressing and holding the mouse wheel down
while you move the mouse. (If you have a mouse
without a wheel, use the scrollbars to pan to the next
luminaire location, or the Pan-Point command instead).

Use the Move Luminaire - Same Aiming Angles - Window


command again to move them up to Z=2.5.

Do the same for the three adjacent sets of luminaires to


the left. New Z-coordinates should be 3.5, 4.5, and 5.5.
Once you have done this, all of the Wall luminaires
should now be in line with the floor section at their
respective elevations.

Finally, we can place the stage spots to complete the lighting. In this operation, we will locate a series of luminaires on the left side of the
room, aiming them at the stage. When complete, we can mirror them about the stage's center line to create the opposite- (right-) side
locations.

Set the Luminaire Toolkit to “Stage: Stage Lights” and the Aim Type to “Locate and Aim.” Enter the Mounting
Height as 34 feet and, finally, set the AimZ cell to 5 (stage height). Before placing any luminaires, make sure Ortho is
ON (use F8 to toggle Ortho on/off)

Select Plan View.

Click the “Locate & Aim” Luminaire button. Place three groups of three luminaires each along the Y=105 coordinate. The first click will
place the luminaire, and the second will aim its center-beam intensity at the point you select on the stage. Perform the locate-and-aim
click combination nine times.

Exactly where you place and aim your luminaires is not


important for the purpose of this example. The screen
captures show three groups of three luminaires each,
located on the left side of the room.

Right-click to end the command.

When you are satisfied with the left-side luminaire placement, select the
down-arrow next to the Mirror Luminaire command, and select the
Window option (Luminaire Toolkit).

1. Draw a window around the left-side spotlights you


have just added. Be careful not to select any others.
2. To create the mirror line (watch the lower-left
corner of the screen for instructions), click on any
point on the X=50 coordinate line.
3. Select a second point along X=50 (establishing the
room centerline) to define the mirror and see the
duplicated luminaires appear on the right side of
the auditorium.

It's a good idea to go to a different view from time to time, to see if things look correct. This is our model so far, in Default Isometric
View:
AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 8

Building a More Complex Model - Step 8

Step 8 - Add Calculation Points Above Seating and on Stage

We will use two different methods to place calculation points in our model: a 3-point grid placed on a slope above the seating floor, and
automatic placement for horizontal illuminance on the stage.

The sloped plane of points will display horizontal illuminance (light meter facing up) at a height of 2.5 feet above the floor.

To ready the drawing for this operation, go to Plan View, if not


already there.

In the Calculations Toolkit, click the arrow to the right of the Grid Points button and select “3 Pt. Input” (or
Menu: Add - Calculations - Grid - 3 Pt. Input).

In the dialog box, enter a Label: House Illumination 100%.

Enter values for Point Spacing: 2 feet for both Left-To-


Right and Top-To-Bottom.

Change the Light Meter aiming to “Fixed” and enter 0 for


both Orient and Tilt.

Enter a Z-Coordinate for the baseline of 9.5 feet; this is


2.5’ above the 7-foot elevation of the floor in the rear of
the auditorium.

Enter a Z-Coordinate of 3 for the 3rd point elevation, as


this will be 2.5' above the first-step elevation of 0.5 feet.

Click Ok and watch the Command Line in the lower left corner of the screen:

1. “Select or enter 1st point of grid baseline”: Click on the point X=4, Y=2.5.

2. “Select or enter the 2nd point of grid baseline”: Click on the point X=96, Y=2.5.

3. “Select or enter the 3rd point of grid (top of grid)”: At the front of the "house" (the seating area), click on X=96, Y=105.

Let’s look in elevation view from the side


of the model to verify the slope of our
plane of points. Click on the Elevation View
Looking East button and select a point
anywhere along the line of X=0.

Now let’s add calculation points to the stage using the Calculation Points – Automatic Placement command. This technique is different
and in many ways easier than the manual point location used previously.

Select Plan view

Select the Automatic Placement button from the Calculations Toolkit (or
Menu: Add - Calculations - Automatic Placement).

Click on the front edge of the stage.

When the Automatic Placement dialog


opens, use the “Move to next surface” icon or the F10 key
on your keyboard to move the highlight to the top of the
stage floor.

With the stage floor highlighted, locate the Calculation


Points section in the Properties list. Turn ON the
calculation points. (Double-click on Off to change it to
On.)

From within the General Properties section, change the


PointSpacingLR and PointSpacingTB settings to 2 feet.

Change the name in the FamilyLabel field to Stage.

Click OK, and the points will automatically be placed on


the stage.

At this point, we have some calculation points under and behind the curved stage walls that we do not want to participate in our statistics.
We can remove them using a polygon shape as follows.

Click on the small arrow to the right of the “Remove Selected


Calculation Points” button in the Calculations Toolkit. Select
“Polygon” from the list given (Polygon is the default setting too).
This can also be done via the Menu: Modify - Calculations -
Remove Points - Polygon.

Draw the polygon as follows (zoom in on the stage if need be):

Select the first point at X=0, Y=112.5 (0,112.5).


Position the cursor at the second point, X=7.5, Y=112.5 (7.5, 112.5), press the F4 key to set the first point of an Arc, then move the
mouse to (20, 124.5) and click the second point of the Arc. Fit the arc by clicking on the point (7.5, 124.5). Continue to the next point in
the polygon, (20, 132.5), followed by (0, 132.5). Now click the right mouse button to close the final side of the polygon and remove the
points within.

Pan across the stage and use the same method to remove points on the opposite side of the stage. Note: You will need to use the F5
keyboard command to flip the Arc if you proceed in a clockwise manner.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 9

Building a More Complex Model - Step 9

Step 9 - Use Project Manager to Organize the Model

AGi32 allows you to isolate parts of your model into different “projects” to facilitate the analysis of various lighting scenarios. In the
case of this example, we are interested in the results of the House Lighting alone, as well as the Stage Lighting in combination with the
Wall Lighting in a dimmed mode. In your projects, you will have different scenarios, and the way that you isolate pieces of your project
will greatly depend on your goals.

Select the Project Manager button from the Common Toolbar.

When the dialog opens,place a checkmark in the Load cell for Project_1
(upper part of dialog).

Click the right mouse button anywhere in the upper project list and select
“New…”. Create a New project titled “House Lighting.” Repeat this process
and create two more new projects titled “Stage Lighting” and “Wall Lighting.”

Next, we will move entities into these newly created projects.


With Project_1 loaded, in the drop-down list labeled “Entity type,” select Luminaire.

Select all of the luminaires with Label “House” by clicking on the topmost line in the column to the left of Luminaire Number (with
arrow indicator), followed by a Shift-click on the last line that has a luminaire labeled “House.” With all of the House luminaires
selected, right click on the highlighted list and select “Transfer…”. When the project list opens, select the project titled “House Lighting”
and click OK. We have just isolated all of the House Luminaires into a project called House Lighting.

Follow this procedure and transfer all luminaires labeled Stage to the project named Stage Lighting, then all luminaires labeled Wall to
the project called Wall Lighting.

In the same manner, use the Entity Type menu to show CalcPoints instead of Luminaires.

Now transfer the calc points label “House Illumination 100%” to the House Lighting project.

Transfer the calculation points label “Stage_Side_6” to the project called Stage Lighting.

In the next step, we want to compute only the House lighting results.

Place a checkmark in the Freeze cell for the Wall Lighting and Stage
Lighting projects.

Click OK to accept these changes and exit Project Manager.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 10

Building a More Complex Model - Step 10

Step 10 - Calculate House Lighting

Now you will see the fruits of your labor! Click on the Render tab
above the Model workspace. A wireframe view of the auditorium
will appear in Render Mode.
Click on the Calculate button to calculate the House Lighting only
(recall that we left the Stage and Wall lighting luminaires "Frozen"
in Project Manager.

The default view is the Front View, which for our project is looking
into the auditorium toward the stage.. You may click on any of the
navigation buttons on the Render toolbar to select a different view.
You can do this while it's calculating.

Now switch the view to the Back View.

Notice the rough scallops on the back wall of the auditorium. This is due to the wall discretization being inadequate to handle the close
proximity of the downlights to the wall surface. We need to instruct AGi32 to discretize the adjacent surfaces into smaller pieces to
accurately handle the close proximity of the luminaires to the wall surface. This can be done in two ways: by manually adjusting the
surface Mesh using the Surface Edit command, or automatically by setting the Adaptive Subdivision switch and its properties (for an
explanation, please see the Adaptive Subdivision - Concepts topic in AGi32 Help).

For this project, we will use Adaptive Subdivision. Click on the arrow to the right of the
Calculate button, and then click on “Adaptive Subdivision.”

Click on the box, putting a check mark in it, to Enable Adaptive Subdivision.
Leave all the default settings as they are, but notice
the “Element Luminance Threshold” setting. With it
set to 1.5, we are instructing AGi32 to automatically
subdivide each surface when one Element is 50%
more luminous than the adjacent Element.

Click Ok to continue. A window will now appear


stating, “This change will reset calculated values and
rendered image. Do you really want to continue?”
Click “Yes”.

The image will now reset to a wireframe appearance.

Click on the Calculate button again to recalculate the house lighting.

Notice the increased accuracy of the back wall scallops. The


accuracy of the calculated illuminance on the floor has not
appreciably changed. However, the luminance ratios on the back
wall are dramatically different. This should tell us that whenever we
are interested in more than simple horizontal illuminance on a work
plane or floor surface, we should enable the Adaptive Subdivision
routine. Enabling Adaptive Subdivision causes the calculations to
take longer, so it is not enabled by default.

When complete, return to Model Mode by clicking on the Model tab.

Enter Project Manager again and remove the Freeze checkmark on the
Stage Lighting and Wall Lighting projects.

Now Freeze the House Lighting Project. This will preserve the House
Lighting calculation while we compute the Stage and Wall Lighting
schemes.

Click OK.

Next, we will use Scene Manager to dim some of the lights.

Click on the Scene Manager button, to the right of the Project


Manager button.

Scene Manager can be used for setting up Channels, groups


of luminaires that will be controlled together, and Scenes,
which are essentially switching and dimming scenarios for
the luminaires in a project. But Scene Manager may also be
used for simply dimming luminaires.

The middle (Luminaire Status) section of the dialog lists the


luminaires by number and shows their switch (on/off) and
dim status. (Dimming = 1.00 means 100% output, i.e. not
dimmed.) The right-hand section (Luminaires) of the dialog
lists the luminaires by number and also shows their Labels.

We want to dim the Wall luminaires. Scrolling down in the


Luminaires section to the Wall luminaires shows us that they
are luminaire numbers 51 through 60.

In the middle section (Luminaire Status section), you could


change the Dimming value for each of the Wall luminaires,
one at a time. Instead, we will use a more convenient method
to change the Dimming value for all of them at once. Use the
Shift-click method to select luminaires 51 through 60.

Right click in the blue highlighted area and select Dimming


from the menu. When the Dimming cell pops up, enter 0.20
for 20%, and then click OK. We have just dimmed the output
of the Wall luminaires to 20%.

Click OK to close the Scene Manager dialog.

We are now set to compute the scheme of Stage lighting at


100% output and Wall Lighting at 20% output.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 11

Building a More Complex Model - Step 11

Step 11 - Calculate Stage and Wall lighting

Before computing the Stage and Wall lighting scheme, select the
Render tab again. This will allow us to watch the radiosity process
calculate interreflected light and display it in our drawing.

In Render Mode, click the Calculate button. Typical rendered views of


the auditorium are shown below. Given that your placement and
aiming points of the stage lights might be different, your rendered
views might differ as well.

Back View

Front View
Let's switch on the textures to see the carpet and wood materials
applied to the floor surfaces. We can then interactively maneuver
around the model, searching for the most stimulating viewpoints.
Click on the Textures button on the Status Bar at the bottom of the
screen. Clicking this button will toggle the textures on and off.

Explore the rendered model using the Interactive viewing


commands.

Left View

Stage view

View of house seating from stage


AGi32 copyright 1999-2016 Lighting Analysts, Inc.

You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Conclusion

Building a More Complex Model - Conclusion

Conclusion

In this tutorial, we created an interior space with curved walls. The Mirror Object command was used. Luminaires were placed using
rectangular arrays, which allowed us to create elaborate configurations with just a few clicks. The entire environment was rendered in a
matter of minutes, and we are able to move through the illuminated environment at will. Adaptive Subdivision was used to improve the
accuracy of the calculation on the back wall. We used Project Manager and Scene Manager to organize the project and calculate different
scenarios. Check out the Scene Manager - Concepts and Using Scene Manager Help topics for more information on this powerful tool.

Many additional elements could have been easily added to the space, including more textures on the walls and a variety of objects
(people, chairs, tables and more).

Multiple views may be easily created in Render Mode, so that you can see the environment from several viewpoints at once. Rendered
views are available in Page Builder for customized presentations.

Ray tracing Direct Illumination is another calculation procedure that may be implemented for more photo-realistic appearing imagery.

Note: If you would like to see what this project will look like when complete, you can open the Tutorial-BldgMoreComplesModel.agi
sample file, which you will find in the AGi32 Sample Files that you previously downloaded.

AGi32 copyright 1999-2016 Lighting Analysts, Inc.

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