Grasshopper

algorithmic modeling for Rhino

Hello
I'm very new in environmental analysis and I found in Ladybug+Honeybee a very useful tool for my design process.
I've been trying to achieve render of the shadows range. With the example definition I am able to get a good quality output but the material looks too specular and its evident on the surfaces that I show in the picture attached.
How I can get a result without specularity?

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Esteban,
Specularity is not supposed to be a result of the shadows range. Is the image taken from a baked geometry? If so, this is a Rhino setting.
-A.

Hello Abraham, 

I'm sorry maybe I misunderstood the concepts. I'm running a Image based simulation like Mostapha shows in this tutorial

Ahhh!!

I was thinking you were using the LB_sunlightHoursAnalysis component. Now i see you are doing this in HB+Radiance. So my suggestion is to check the materials you are using and reduce the specularity or give a 0 value at all. Also check the reflectance of the material. There is a chance this is affecting the simulation.

-A.

I tried setting manually the material with this Colour picker tool for radiance

This is my white opaque material

Specularity = 0 

Roughness = 0.2 

Reflectance = 1 (I can't manage this parameter)

void plastic identifier
0
0
5 1 1 1 0 0.2

Is there another way to reduce this shinny effect?

Are you using the HB_radOpaqueMaterial component. There you can set as you wish and need.

Uploading your file can be helpful.

-A.

Thanks as always, Abraham, for being the ever-present sentinel of the forums.

Esteban,
I believe that this is a property of nearly all materials when light shines into a corner or onto a set of perpendicular planar surfaces. It is not the result of the specularity of the material but just the fact that you just get a lot of light bouncing back and forth between the two perpendicular surfaces as they get closer to intersecting one another regardless of whether the light is reflected specularly or diffusely. My intuition tells me that decreasing the overall reflectance of the material might diminish this effect but I don't think that you will be able to get rid off f it without the simulation no longer being "physics-based."

Mostapha is the master of Honeybee radiance and he might have more insight into this.

-Chris

That material is 100% reflective! That's why you get all that light spots. Try something less reflective:

void plastic identifier
0
0
5 .5 .5 .5 0 0.2

I am not sure if the issue that you are facing is related to specularity or exposure....here is what happens if you change the exposure on a Radiance image.

e = 0

e= -1

e=-2

e= -3

e = -4

Setting exposure values is a "post-processing" thing done to improve the display of the image on a device or photograph. So, your analysis will still be physically based. I think towards the end of his video Mostapha talks about how the exposure values can be set through Honeybee....

And that's why is always good to upload the example file.

Agree that this doesn't seem to be exposure issue. Still think this is a material definition one.

-A.

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