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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 5 – Use the Surface Edit Command to Modify Texture and Color on a Few Surfaces
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
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.
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.
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.
From the imported polygon, AGi32 has now created the Auditorium Room
with the properties entered in the Room - Polygon - Flat dialog.
You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 2
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.
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)
6. (100, 132.5, 5)
7. (100, 112.5, 5)
8. (100, 112.5, 0)
9. (100, 105, 0)
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.
You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 3
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.
5. Right click.
2. (100, 5, 26)
3. (100, 5, 25)
You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model-Step 4
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.
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.
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.
Next, we will use the Mirror Object command to create a similar wall on the other side 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
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.
It is near the Navigate label at the top of the window--2nd button to the
right, with arrow pointing right.
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.”
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.)
You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 6
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.
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.
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.
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.
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.
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.
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.
We now have three defined luminaire types, ready to use in our project
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
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.
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.
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.
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.
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)
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.
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).
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
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.
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).
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.
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 the Automatic Placement button from the Calculations Toolkit (or
Menu: Add - Calculations - Automatic Placement).
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.
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.
You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 9
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.
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.”
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.
You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 10
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.
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.
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.
You are here: Getting Started > Tutorials > Building a More Complex Model > Building a More Complex Model - Step 11
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.
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.
Left View
Stage view
You are here: Getting Started > Tutorials > Building a More Complex Model > 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.