AGI32 V2dot0 Tutorials
AGI32 V2dot0 Tutorials
AGI32_v2dot0_Tutorials
Table Of Contents
Instant Gratification ........................................................................................................................................................ 1 Auditorium.................................................................................................................................................................... 12 Facade Lighting............................................................................................................................................................ 36 Floodlighting................................................................................................................................................................. 47 Glare Rating................................................................................................................................................................. 56 Site Lighting ................................................................................................................................................................. 70 Daylighting ................................................................................................................................................................... 87
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Instant Gratification
Instant Gratification-Introduction Time Estimate: 1 hour
Now that you have AGi32 installed and at your fingertips, let's have some fun. This hands-on tour of the software provides knowledge of the basic AGi32 operations common to most lighting applications and gives you a basis from which to build your understanding of the software. For those of you generally operating your software in metric units, this example is performed in feet and footcandles. If you have already set your default units to metric, please change them to feet and footcandles for this example. As we get underway, a few words of advice: DON'T BE AFRAID! We are aware that the first time you start AGi32 you are presented with a blank screen and a large compliment of commands. This can be intimidating for many people, especially those not familiar with other CAD programs. However, if you are able to break out of any paradigms forced by experience with other lighting programs, the environment can actually be quite comforting; All the controls are visible and you are in charge of your own destiny. Create!
Problem Statement
Create a simple interior environment to illustrate a number of the basic functions of AGi32 important to all users. All photometric files are obtained from the Z-Lux sample database delivered and installed with AGi32.
Tutorial Summary
Step 1 Set snap Step 2 Zoom out Step 3 - Create a room Step 4 - Define luminaire Step 5 Locate a single luminaire Step 6 Array luminaires Step 7 - Place calculation points Step 8 - Calculate in Render mode Step 9 Explore the rendered environment Step 10 Switch off ceiling points Step 11 Add Library objects Step 12 Render again Conclusion
To begin, let's set the cursor Snap to an increment of 5 (that's five feet). This allows the cursor to move in increments of 5 units only (feet in this case). Look to the bottom right of the AGi32 screen for the Snap button and setting. This is a transparent, or on-the-fly setting that can be changed and toggled on/off while in the middle of another function without disrupting that function. Simply click in the units side of the Snap button and change the number to 5. If Snap is turned off, it would look like this. The snap can be toggled on and off by either clicking on the Snap side of the button itself or by pressing the F9 key. For the purposes of this example, leave Snap set to ON.
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Snap toggled Off Now that Snap is set to 5, notice your crosshair cursor moves only in increments of five units. This makes it easier to draw straight lines.
AGi32 v2.0 - Tutorials Once you have selected the Hip room type from the menu, this dialog will be displayed. Complete the dialog by entering a reference Label for the room, (we used Hip Room but it can be any alpha-numeric assignment), followed by the required dimensions: Wall Height=9, Hip Height=6, Hip Length=6. Click in the Color cell adjacent to the Floor Reflectance. The color dialog that appears allows you to select a basic hue (Red, Green, Blue, etc.) then select a corresponding luminance and saturation for that hue. For this example select the color cell as shown below
Click the Green color in the Hue slider, then select a dark Saturation/ Luminance value within the Green color selector box. Adjust the Green shade to a 0.20 Reflectance equivalent. With the dialog complete, click on the Ok button and control will be returned to AGi32s graphics area for the room to be created.
Notice the lower left corner of the screen. We call this area the Command Line. Your next action is always directed from this location.
The command line currently reads: Room-Rectangular-Hip:Select or enter first point of room baseline. Move the cursor to the origin (0,0) and click (left mouse button). The command line will continue to prompt for your input. Move the cursor now to X=30, Y=0 (30,0) and click the second point of the baseline. Notice as you move the cursor, a rectangle is sized from the baseline. Move the cursor to X=30, Y=40 and click once more. You have now created the room.
Click on the Isometric view button on the main toolbar to see it in three dimensions. The Isometric view automatically zooms to Extents (the outer edge of the model) so you may want to zoom out one step to get a better look (press the end key on the keyboard or use the mouse wheel to zoom out).
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Under the Model Toolkit, click on the Define button in the Luminaire Toolkit to access the Define Luminaire dialog.
For this tutorial we will select the photometric files from the demonstration database that comes with AGi32. Its titled Z-Lux and can be found within AGI32s Photometric Instabase. Access the Photometric Instabase by clicking on the Instabase button in the Luminaire Definition dialog.
When the Instabase dialog opens, the manufacturers photometric data supplied with AGi32 is available. All manufacturers currently installed are presented in a pull-down menu at the top of the dialog. Select the Z-Lux database from this pull-down menu. Click the left mouse button on the plus sign in front of the Z-Lux node to expand it. Continue by clicking on the ZL-Indoor node followed by the ZL-Fluorescent node. Click on the zlf2 photometric file to see its description and computed metrics. Click Ok to exit this dialog and return to the Define Luminaire dialog with zlf2 selected.
At this point we only need to complete a few items in the dialog to finalize the definition. The photometric filename is automatically assigned as the default Label, which we'll accept. We can then add a brief Description in the cell below such as: 1x4 2-lamp direct/indirect. Continue to specify a light loss factor by entering 0.8 in the LLD cell and 0.9 in the LDD cell. This creates a total light loss factor of 0.72. AGi32 automatically selects an appropriate symbol for this luminaire as it is built into the photometric Instabase. Other manufacturers may offer this capability as well. If not, AGi32 imparts some intelligence to the symbol selection process and presents logical choices. In this case, we will only modify the color of the luminaire housing for the Render symbol. Click in the Render Mode Housing cell to bring up the color dialog as seen in the room creation procedure previously. Select a bright red color for our housing. It is important to realize that the render symbol in AGi32 is a physical object. It reflects and blocks light just like any other surface. Therefore, it is imperative that the
AGi32 v2.0 - Tutorials size of the symbol is correct. Color has a small effect and is less critical than size. We can complete our definition by clicking on the Add/Redefine button. The definition is now listed in the window under Defined Luminaires. Click on the close button to exit the Luminaire Define dialog and return to the AGi32 desktop.
In our example we will place single luminaire and then array in a rectangular pattern to locate the remaining luminaires. Before we proceed, we need to return the display to Plan view. Click on the Plan View button on the Common toolbar
Locating or placing the luminaire is easily done from the Luminaire Toolkit under the Model Toolkit window.
Notice the luminaire we just defined listed underneath the Define button. If we had defined more that one luminaire, they would all be present in this drop-down list of defined luminaires and could be accessed by clicking on the small downarrow to the right of the currently selected luminaire description. AGi32 provides three selections for locating and aiming the luminaire: Locate, Locate & Orient, and Locate & Aim. For our purposes, the Locate and Orient procedure is best as we need only to rotate the luminaire horizontally. Make sure this is selected by clicking on the small drop-down arrow to the right of the button as shown. Now enter the luminaire mounting height. The distance from floor to luminous area for our example is eight feet. Enter an 8 in the MH cell. You will also notice input cells for four aiming angles and the Z-elevation for aiming points. For the purposes of this example, all should remain at zero. At this point, the Model Toolkit window should appear as it does in the image to the right.
With the toolkit set to meet our needs, we can simply click on the Locate & Orient button with the red arrow to the right of the Define Luminaire button in the Luminaire Model Toolkit (or Menu: Add-Luminaire-Location). Now move the crosshair cursor into the graphics area. Notice it has a luminaire attached to its center point.
In order to get the center of the luminaire where we need it, we must change our cursor Snap from 5 to 1. This is easy to do, simply enter 1 in the cell to the right of Snap at the bottom of the AGi32 window; there is no need to hit the Enter key as this process is transparent to the Locate Luminaire process currently running. Move the cursor to X=5, Y=6 (5,6) and click (left button). This drops the luminaire in position. Notice as you move the cursor the luminaire rotates. AGi32 is now waiting for you to set the Orient angle with a second mouse click. This is the essence of the Locate and Orient command: the first click locates, the second click orients. Move the cursor until the luminaire is vertical (Orient=90) and click to set the Orient angle. The first location is now in place. A second luminaire is attached to the cursor to continue. At this point, however, we will terminate the Locate and Orient command by clicking the right mouse button.
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In the Rectangular Luminaire Dialog box, click on Static Array tab and make the following entries to the static array: X-Direction Quantity = 3, X-Direction Spacing
= 10; Y-Direction Quantity = 8, Y-Direction Spacing = 4. Leave the other cells as they are. Click Ok to set the
quantity and spacing of the array.
Notice that the cursor has now changed to a pickbox and the command line now prompts Mod_Lum_Rect_Static : Select luminaire. Click on the single luminaire already placed and the array of luminaires is now created. 24 luminaires have now been placed in the room with a four-foot spacing between luminaires in each column and a ten-foot spacing between the three columns. We now have all the ingredients necessary to compute the luminance of all surfaces in the room: luminaires and reflective surfaces. We dont actually need to specify computation points within the room to calculate or render, they are secondary to the radiosity process. It is, however, so easy to locate those calculation points that we might as well do so before we start the fun.
The Calculation points-Automatic placement button in the Calculations Toolkit (Menu:Add-Calculation points-Automatic placement)
Follow the steps below and click OK to have AGi32 place the points. 1. Initially, the floor surface of the room is selected. Click the
Previous Surface button to highlight the workplane in the graphic display; the workplane is always the last surface defined for any room.
2. Verify the Point Spacing in both left to right (PointSpacingLR) and top to bottom (PointSpacingTB) directions is 2. 3. Verify workplane height (WorkPlaneHeight) of 2.5. 4. Turn CalculationPoints to On for the workplane by clicking in the cell and then the small drop-down arrow that appears to the right.
5. Click on the Tag Ceiling or Top button ceiling surfaces. 6. Turn CalculationPoints to On for the ceiling.
to select all
7. Change CalculationType to 1-Exitance by clicking on 0Illuminance and then the small drop-down arrow to the right. 8. Change the number of decimals (NumberOfDecimals) to zero (0) in the Display section as we are not normally interested in tenths of a footcandle in interior applications. 9. Click Ok (the green check mark) to place the points.
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With the points now displayed, select the Isometric View button to get a better look.
For this tutorial, select the Full Radiosity Method by clicking on the small arrow to the right of the Calculate button, then select Full Radiosity Method. Notice that the icon appearing on the Calculate button tells you which method of calculation is currently selected.
The Full Radiosity Method selection from the Calculate menu Select the Render tab from the Control Bar between the Model and Page Builder tabs above and to the left of the modeling area. AGi32 will take a few seconds to parse the environment into a wireframe of Patches and Elements as the model loads. This visible wireframe is more commonly known as the Mesh. The Render button on the main Toolbar (Menu:Tools-Render) The radiosity process exchanges light via the individual surfaces within the mesh until all light emitted and bouncing around the environment is accounted for. This state is called Convergence. You will notice as AGi32 calculates it displays how much of this light has been absorbed by the environment. When 99.9% of the light has been absorbed, the calculation is complete. You may stop and restart the calculations as desired but be aware that each model must run to complete convergence for the utmost accuracy of any calculated point by point results.
Enough technical stuff, click on the Calculate button and watch the show! The progressive radiosity solution displays the change to the image every ten percent by default. A view of the final image is shown below. The Calculate button When calculation points are requested, AGi32 takes a bit of extra time to compute them at the end of the radiosity solution. The results of the calculation process are numerically shown in the Statistics window, below the Model Toolkit by default. The Statistics window can be toggled on and off at any time with the Statistics button at the bottom of the screen, adjacent to the Snap setting. If you wish to close the statistics window, use the Statistics button or click on the X on the Statistics window itself.
Reference Views
The next step is to explore the Interactive viewing commands. The Interactive command buttons are shown below. Each command operates on the view in a unique way. Experiment and read about them in the online help.
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So far, we have a simple model. We can make the environment more complex by adding objects and even texture maps. AGi32 is delivered with several libraries of composite objects ranging from simple to complex. We call these composites Library Objects. You can create your own Library Objects as well, and add them to your own libraries. The sky is the limit. You can find more information about this process in the online help.
So lets add a little spice to our model by placing some desks and chairs in the space. Click on the Add Predefined (library) Object button on the Rooms/Object dropdown in the Model Toolkit (or Menu: Add-Object-Library). The dialog shown below will appear.
The Add Library Object button from the Rooms/Objects Toolkit (Menu:Add-Object-Library) The Object Libraries delivered with AGi32 are listed in the top section of the window. Select the Office library. All the objects contained within the Office Library are shown below Label section. Select the Desk (Pedestal) Object and click Ok. A dialog containing all the properties of the Desk Pedestal object is then displayed. To accept the object as is, simply click Ok and the object will be attached to the cursor for placement in your model. If you want to scale the object or change color/reflectance, these modifications can be made in this dialog prior to placement by clicking on the Surface Edit button. To place our pedestal desk as is, click Ok. Drop the object between the luminaire rows. A duplicate object remains attached to the cursor. Drop a couple more instances of the desk and click the right mouse button to terminate the command.
Click the right mouse button again to start the last command used (the Add Library Object command). Select the Furniture Library and then the Chair Office object; click Ok. Click Ok when the properties dialog appears to accept the chair as-is. The chair will be now attached to the cursor. Drop chairs behind each desk and right click to complete the command.
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Auditorium
Auditorium-Introduction Time Estimate: 2 hours
This tutorial will illustrate the process of creating a small auditorium space (with a stage), lighting it and generating a color rendering of the environment.
Problem Statement
This Auditorium exercise will build upon skills learned in the Instant Gratification tutorial by creating 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 and the visualization of texture and color changes.
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 ModifyTexture 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 Calculate House Lighting and Isolate Step 11 Calculate Stage and Wall Lighting Conclusion
First, we will import the file to use as the template. Click on File in the Main Menu bar (at the top left of the screen) and select Import.
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AGi32 v2.0 - Tutorials From the Import dialog, select the file called AuditoriumTutorial-Room.dwg located in the folder: ...\My Documents\AGi32\CADFiles_Import. Click on the file name then the Ok button.
When the Import File dialog appears, click on the small CAD button (black with white writing) to see the image 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, set the crosshair Snap to 2.5. This setting can be changed any time without affecting whatever you are doing in the model. Now move the crosshairs around the object, looking at the lower left corner of the screen to see the coordinates of the crosshairs. 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).
The Snap setting from the Status Bar at the bottom of the screen.
We are now ready to create the Auditoriums main room from the imported CAD background. Select the RoomPolygon Flat command from the Rooms/Objects Model Toolkit.
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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 5. Select the Create Polygon From Existing Drawing Entities radio button. 6. Click Ok.
The pickbox now appears instead of the crosshairs. Look to the command line in the lower left to see what AGi32 is waiting for you to do next. AGi32 is waiting for us to select the polygon from which to create the Room we just specified. Click anywhere on the lines comprising the imported polygon. You will now see the lines of the polygon are thicker and a window 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 input in the Room-Polygon-Flat dialog.
The Elevation View Looking West button on the Common Toolbar (Menu:View-ElevationLooking West)
Select the Object-Polygon-Vertical Extrusion command from Rooms/Objects in the Model Toolkit (or Menu: AddObject-Polygon-Vertical Extrusion). The dialog shown below will appear.
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Apply at fixed size =8, Click OK the exit the dialog and proceed to create the Floor object.
Create the floor from the lower left hand corner in a counterclockwise direction using the following coordinates. Set the Snap = 0.5 and turn Ortho ON using F8. (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. 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 or enter to close the polygon after the last point entry.
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AGI32_v2dot0_Tutorials 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 now serve as the floor in the auditorium seating and stage areas. It penetrates the Room shape created previously. The result is an interior space in the desired geometry.
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Select the Object-Polygon-Vertical Extrusion command again. The Object-Polygon-Vertical Extrusion button on the Rooms/Objects Toolkit (Menu:Add-Object-Polygon-Vertical Extrusion) 1. Enter the Label of ceiling structure 2. 3. 4. Enter a Depth of 100 Change Wireframe Color to Orange (this will be valuable later when placing luminaires) Delete the texture (select texture and press delete key) and change the color to a 50% reflectance gray
Use the following coordinates to create the first ceiling object: 1. (100,132.5,35) 2. (100, 107.5, 35) 3. (100,107.5,34) 4. (100,132.5,26.5) 5. Right click. 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 coordinated 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.
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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. 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. Create two more objects for the ceiling in the same manner. Right click to open the command again (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.
AGi32 v2.0 - Tutorials Flat button in the Rooms/Objects Toolkit (Menu:Add-Object-PolygonFlat) Complete the dialog as follows: 1. 2. 3. 4. 5. 7. Enter a Label of Stage Wall Right Change wireframe color to red Enter Height of Sides of 30 Change Wall color to (R=189, G=158, B=100) Click OK to exit the 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 at the lower right corner of the screen.
8. 9.
Click the first point at (92.5,113,5) Press the F4 key to initiate the Arc function
10. Move the cursor to (80,125,5) and click 11. Press F5 to flip the arc so the convex surface is pointing out into the room 12. Fit the Arc by clicking on the point(92.5,125,5) 13. Click the next point at (81,125,5) 14. Press F4 again to start the Arc function 15. Select the second point of arc at (92.5,114,5) 16. Fit the arc by clicking (92.5,125,5) 17. Click the right mouse button to close the last small side and complete the object. Create the Stage Left Wall on the left side of the stage in the same way. Right click to start the Object Polygon command again. Dont forget to set the Z-coordinate to 5. Here are the coordinates: 1. 2. 3. 4. 5. 6. 7. 8. 9. Start point: (7.5,113,5) Press F4 to begin Arc Second point: (20,125,5) Fit arc point: (7.5,125,5) Third point (19,125,5) PressF4 again to start rear arc Click fourth point: (7.5,114,5) Press F5 to reverse Arc Fit arc point: (7.5,125,5)
10. Click right mouse button to close side and complete object
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We have now created two curved walls, one on each side of the stage area.
Auditorium-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 under Rooms/Objects in the Model 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. The Surface Edit button in the Rooms/Objects Toolkit (Menu:ModifySurface Edit)
Select the Surface Edit command by clicking on the button (the default setting is what we want here). The cursor will have changed to a pickbox. 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 the same 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 immediately right of the Navigate label at the top of the window--2nd button with arrow pointing right. Click it repeatedly until the stage floor is highlighted.
Click on the cell labeled Texture followed by the small button with to bring up the texture selection dialog. This surface (all surfaces on this object) has already been assigned the texture Carpt402 when created. Click on the Select button as we will assign a new texture to this surface.
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On the Database tab select the Classification filter of Wood. Use the scroll buttons at the bottom of the dialog to move through the texture selections until you see wood100. Click OK. Now we can select how to apply the texture to the surface. Select a Fixed Size of 8 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 across the top of the dialog. This is the second button in from the left edge. Notice the highlight now moves to the front vertical surface of the stage. Delete the carpet texture by selecting the Texture property and pressing the delete key on your keyboard. Now click in the Color cell and then click on the scroll arrow at the right edge. Under the Color Specification tab enter (R=8, G=8, B=8) 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 Editor with the changes made.
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With the room selected the 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. Lets 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 the No to Yes. Click OK the exit the surface edit command. The floor is no longer considered in our model. We could reinstate it any time 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.
To see how AGi32 indicates that a surface has been removed, click on the Isometric View button and notice that the floor of the Auditorium now has a dotted line. The dotted line means that surface has been removed (or is invisible).
Click on the Define button under Luminaire in the Model Toolkit or Menu: AddLuminaire-Define.
Select the Instabase button at the top of the dialog to access the area containing the databases that are maintained for AGi32.
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We will use the sample database titled Z-Lux. You can select it from the drop down menu at the top of the dialog. The contents of the Z-Lux database will now appear in the window below. 1. 2. 3. 4. Click on the + next to the ZL-Indoor node. Click on the + next to ZL-Recessed Select the ZL-rec3 luminaire designation and its description will appear. Click OK to bring this photometric file back to the Define Luminaire dialog.
Once the photometric file has been retrieved, we must assign a few other properties prior to use. This is done from within the Define Luminaire dialog. AGi32 is set to automatically use the photometric filename as the Label (ZL-rec3). In this case it makes sense to change the label to House as it will assist us later. Enter a Description of House Downlights in the Description cell We have the opportunity to assign light loss factor 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 already has a symbol assignment and we need not change it for our work. You may, of course, choose another symbol or even create a custom symbol using AGi32s drawing and object tools. To complete the luminaire definition, click on the
Lets proceed to define two additional luminaires for our model. Select the Instabase button again and from the Z-Lux sample data, click on the zlrec2 file under the ZL-Indoor\ZL-Recessed nodes. Click OK to return this photometric file to the Luminaire Define dialog.
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Enter a Label of Wall and a Description of Floor recessed uplight Click in the Render Mode symbol cell to bring up the symbol selection. We will scale this symbol downward by entering a multiplying factor of 0.20 in the Factor cell for each X, Y & Z dimensions. Click Ok. The Model mode symbol will automatically take on the same scaling properties. Click in the Color cell next to Model mode symbol. Select a Red color. Exit the color selection dialog. Finally click on the Add/Redefine button to create the definition.
One more luminaire to define, lets go back to the Instabase. From the Z-Lux database, open the ZL-Outdoor node followed by the ZL-Flood node. Select the zlfl3 file which we will use to simulate a narrow beam stage luminaire. Return to the Luminaire Define dialog by clicking OK.
Enter a Label of Stage and a Description of Stage Light. Scale the Render mode symbol in the X & Y directions by 0.50 (remember how we did this previously?). Model mode symbol will follow accordingly. Click on Add\Redefine to add the definition to the list. Click on Close in the dialog to return to the Plan View.
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Now click on the Array Luminaire button from the Luminaire Toolkit (or Menu: ModifyLuminaire-Array-Rectangular). The default setting is a Rectangular Array.
1. Select the Use current luminaire specification radio button. 2. 3. 4. 5. Under the Array specification click the "Set Quantity" radio button. Enter quantities of 10 in the left to right direction and 1 in the top to bottom direction Click OK to exit the dialog to place the array. Turn Ortho ON. This can be done by clicking the Ortho button in the lower right of the screen (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 on which you are currently working. ,
Move the cursor to X=7.5, Y=102 and click the first point (leftmost luminaire) Drag the cursor to X=92.5, Y=102 and click to set the right most luminaire. We have just placed our first array. In the same manner place the following four arrays:
MH (set in Toolkit)
Quantity (LR,TB)
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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 in line with the floor elevation.
Again set the Luminaire Toolkit parameters for the luminaires we want to place. Set the drop down menu for Wall:Floor Recessed Uplight, the Mounting Height to 0 (zero). and the Tilt to 180 degrees (we need these luminaires to face upward).
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Now click on the luminaire array button from the Luminaire Toolkit. The Array Luminaire button in the Luminaire Toolkit (Menu:Modify-Luminaire-Array) Use the Current Luminaire Specification method and set the spacing Left to right at 96 and the spacing top to bottom at 15. Start the array from X=2, Y=85.5, set second point at X=98, Y=85.5, and the third point at X=98, Y=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).
The Elevation View Looking West button on the Common Toolbar (Menu:View-Elevation-Looking West)
Center the cursor on the right most luminaire (Y=85.5) and use the mouse wheel to zoom in until you can see the liminaires (note that they may appear very small).
Use the Move Luminaire command, Same Aiming Angles, use the Window option to get both luminaires since one is directly behind the other but all the 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 Window options. 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. Now click on a reference point for the move (use 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. 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 command, Window option to move them up to Z=2.5. Do the same for the
The Move Luminaire button in the Luminaire Toolkit (Menu:ModifyLuminaire-Move-Same Aiming Angles)
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AGi32 v2.0 - Tutorials three adjacent sets of luminaires to the left. New Z-coordinates should be 3.5, 4.5, 5.5. 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 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).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. The Plan View button on the Common Toolbar (Menu:View-Plan) Click the Locate & Aim Luminaire button. Place three groups of three luminaires along the Y=105 coordinate. The first click will place the luminaire, the second will aim its center beam intensity at the point you prefer 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 we have located three groups of three luminaires on the left side of the room.
When you are satisfied with the left side luminaire placement, select the Mirror Luminaire command, Window option from the Luminaire Toolkit.
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1. Draw a window around the left side spotlights you have just added. 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. Select a second point along X=50 (room centerline) to define the mirror and see the duplicated luminaires appear on the right side of the auditorium.
3.
To ready the drawing for this operation, go to Plan View if not already there. The Plan View button on the Common Toolbar (Menu:View-Plan) Under 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).
The 3 Pt. Grid selection in the Calculations Toolkit( Menu: Add- Calculation Points-Grid3Pt. Input)
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In the dialog enter a Label of House Illumination 100%. Select a point spacing of 2 left to right and top to bottom. Change the lightmeter aiming to Fixed and enter 0 for orient and tilt. Enter a Z-coordinate for the baseline of 9.5 feet, this is 2.5 above the six foot elevation of the floor in the rear of the house. Enter a Z-coordinate of 3 for the 3rd point elevation as this will be 2.5 above the first step elevation of .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 click X=96, Y=105. Lets 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 lets 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 The Plan View button on the Common Toolbar (Menu:View-Plan) Select the Automatic Placement button from the Calculations toolkit (or Menu: AddCalculations-Automatic Placement). Click on the front edge of the stage.
The CalcPts-Automatic Placement button in the Calculations Toolkit (Menu:AddCalculation Points-Automatic Placement)
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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. 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 under the Calculations toolkit. Select Polygon from the list given (Polygon is the default setting too). This can also be done via the Menu: ModifyCalculations-Remove Points-Polygon.
The CalcPts-Remove Points button in the Calculations Toolkit (Menu:Modify-Calculation Points-Remove PointsPolygon)
Draw the polygon as follows: Select the first point at X=0, Y=112.5. Position the cursor at the second point, X=7.5, Y=112.5, press the F4 key to set the first point of an Arc, 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. You will need the use the F5 command to flip the Arc if you proceed in a clockwise manner.
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Select the Project Manager button from the Common Toolbar. The Project Manager button on the Control Bar (Menu: Modify-Project-Project Manager) When the dialog opens, notice the Project_1 designation has a checkmark in the Load cell. 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. When the project names appear in the list we are ready to move entities into these projects.
With Project_1 selected to load, in the drop down list labeled Entity type, select Luminaires. Select all of the luminaires with Label House by clicking on the top most line in the column to the left of Luminaire Number (with arrow indicator) follow by a Shift-click on the last line with a luminaire labeled House. With all of the House luminaires selected, click the right mouse button on the highlighted list and select Transfer. When the project list opens, select the project titled House Lighting. 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 House Lighting project. Transfer calculation points label Stage to project 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. Exit Project Manager.
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Click on the Calculate Now button to calculate the House Lighting only (recall that we left the Stage and Wall lighting modes "Frozen" in Project Manager.
Select the Front View button from the Render toolbar to select a view looking into the auditorium toward the stage.
Now switch the view to the Back View. The Back View button on the Render Toolbar (Menu:View-Default Views-Back)
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 RadiosityStopping Criterion topic in AGi32 Help).
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In this case we will use Adaptive Subdivision. Go to the Calculate button, click on the arrow to the right of the 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.
The Adaptive Subdivision selection from the Calculate menu (Control Bar)
Now click on the Calculate button again to recalculate the house lighting. The Calculate button Notice the increased accuracy of the back wall scallops. The accuracy of the calculated illluminance 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 workplane or floor surface, we should enable the Adaptive Subdivision routine. on the Control Bar
Enter Project Manager again and remove the Freeze checkmark on 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. Select the Load cell adjacent to the Wall Lighting Project and then select the Luminaires under the Entity Type pull-down menu. With all the Wall luminaires shown, use the Shift-click method to select them all (or click in the upper left cell of the grid to select all rows). Right click and select Dimming from the menu. When the Dimming cell pops up, enter 0.20 for 20%. We have just dimmed the output of the Wall luminaires to 20%. Click Ok to close the Project Manager dialog. We are now set to compute the scheme of Stage lighting at 100% output and Wall Lighting at 20% output.
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Back View
Front View
With the radiosity based rendering complete, we can 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.
The Toggle Textures switch on the Status Bar, shown in textures On state
Left View
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Sateg view
Auditorium-Conclusion Conclusion
In this tutorial we created an interior space with curved walls. 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. 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 created in Render mode easily 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 photorealistic appearing imagery. 35
AGI32_v2dot0_Tutorials
Facade Lighting
Facade Lighting-Introduction
Problem Statement
Illuminate the three south faces of an office building to define and accent the building structure. We are assuming that the building is located in a low ambient light level environment with a maximum average luminance level of less than 10 Cd/m2. The building facade is constructed of white stucco with an 85% reflectance value. Floodlights will be mounted close to the ground at a 2 foot mounting height. Use the 250W Metal Halide Flood Light luminaire, Zlfl2, provided in the Z-Lux database.
Tutorial Summary
Step 1 Select Calculation Mode Step 2 Create a Polygon Shaped Object Step 3 Define Luminaires Step 4 Locate the First Luminaire Step 5 Create a Vertical Template Step 6 Locate Additional Luminaires Step 7 Use Automatic Placement to Locate Calculation Points Step 8 Specify isolines Step 9 Calculate the Results Step 10 Go to Render Mode Conclusion
For this tutorial, we will be using the Full Radiosity Method for Calculations. This is the default setting for a new project in AGi32, but make sure your Calculate button indicates this is the currently-selected method of Calculation.
English units, feet and fc, will be used for this tutorial. If your default units are Metric, please change them to feet and footcandles. To do so, click on System Settings button on the Main Toolbar (or Menu: Tools-System Settings) then on the Units tab in the System Settings window. Here you will find the Display and Illuminance Units that need to be set to Feet and Footcandles.
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Preliminary Preparations
Before adding elements to the job file (objects, luminaires, etc.), we should increase the Cursor Snap setting and Zoom level as appropriate for an exterior application.
First, increase your current Snap setting to 5 feet to make it easier to draw straight lines. The Snap setting can be seen in the lower right of the AGi32 window and can be changed transparently without disrupting other initiated functions. The snap setting can also be found in System Settings under Switches/Settings tab in the Model Mode Settings area. We are not able to specify the wall segments of the building at the current zoom level. To see more of the drawing, click on the Zoom Out button (Menu: View-Zoom-Out), press the End key on the keyboard, or, the easiest method, use the mouse wheel (scroll down), all of which will perform the Zoom Out function. Zoom out so your screen has roughly 300 feet left to right and top to bottom as its extents. The left to right dimension will be slightly larger due to the rectangular nature of the display.
Click on the Add Object Polygon button in the Rooms/Objects Toolkit to display the Object-Polygon-Flat dialog window.
Enter information as follows: 1. Enter the label B1 in the Label text box. 2. Click in the Description text box to activate it and enter a meaningful description, such as Office Building, white stucco (.85 refl.), asphalt roof (.4 refl.), 50 feet tall. 3. Click in the Height of Sides text box and change the current value to 50. 4. Click in the Color cell adjacent to Top and select a color that corresponds to 0.85 reflectance for the walls. 5. Click the Surfaces Same Attributes button to apply the 0.85 reflectance to all surfaces of the object. 6. Finally, click Ok to accept the properties and return to the graphics window. Locate the cursor at X=30 and Y=30 and left click. Drag the cursor East to X = 80, Y = 30 and left click. Then, drag the cursor North, 35 feet, to X = 80, Y = 65. Continue in this manner to create the remaining walls in the object.
Locate the cursor at X=30 and Y=30 and click. Move the cursor East to X = 80, Y = 30 and click. Then, move the cursor North, 35 feet, to X = 80, Y = 65. Continue in this manner to create the remaining walls in the object. Look to the example at the right for detailed information about each coordinate. When the last vertex has been specified, click the right mouse button to close the outline and complete the object.
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Verify that the object was created correctly, by clicking on the Isometric View button. Youll be presented with a 3-dimensional view of the object as shown below.
Access the Define Luminaire dialog by clicking on the Define Luminaire button in the Luminaire Define Toolkit (or Menu: Add-Luminaire-Define).
When the Define Luminaire dialog opens, click on the Instabase button to access the photometric database. This database contains all of the installed photometric files, organized by manufacturer. As a file is highlighted in Instabase, the dialog displays classification and distribution information for the selected file.
Navigate to the Zlfl2 luminaire located in the Z-Lux\ZL-Outdoor\ZL-Flood node. To expand a node, click on the + sign adjacent to the node name. Conversely, to collapse a node, click on the - sign adjacent to the node name. Click on the zlfl2 luminaire to select it. Its photometric distribution and calculated metrics will be shown. Click Ok to select this file and return to the Luminaire Definition dialog.
The label, description, rated lamp lumens and wattage are extracted automatically from the photometric file. The FLOOD symbol is automatically selected for the ZLux database. When using other photometric files you will have symbol choices using Smart Symbols, as well as the option to override and manually select from the Symbol dialog. 1. Change the luminaire Label to A. 2. Click in the Pole selection box so that a checkmark appears. 3. Click on the Add/Redefine button to add the luminaire type to the Defined Luminaires list. 4. This is the only luminaire needed for this example. Exit this dialog by clicking on the Close button.
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Before we can add luminaires to the job file, we'll return to Plan view. This will facilitate more accurate placement of the luminaires. Click on the Plan View button located on the Common Toolbar.
Select the Locate & Aim option from the Aiming Type pull-down menu. Click on the Locate & Aim button to begin placing a luminaire. The selected luminaire symbol (FLOOD) will be attached to the crosshairs at its insertion point. Move the cursor to X=155 and Y=85 and click the left mouse button. This first click positions the luminaire in the desired location. Next, we need to change the current aiming height before clicking in the aiming point. This may be accomplished in one of two ways: You may change the current value in the Aiming Point text box located at the lower right corner of the screen to 30, as seen here, or use the Page Up button on the keyboard to increase the current Z coordinate to 30. Move the cursor to locate the aiming point on the object facade directly North of the luminaire (X=155, Y=100). Left click to specify this point. Another luminaire will be automatically attached to the crosshairs to allow you to specify additional luminaire locations. For now, right click to complete the command and temporarily stop placing additional luminaires.
Click on the Create Template button in the Luminaire Toolkit to activate the Template command. The crosshairs cursor will change to a pickbox cursor to aid you in selecting a luminaire. Locate the pickbox on any portion of the luminaire symbol or luminaire aiming vector and click the left mouse button.
The Create Template dialog will appear allowing you to specify the template direction, distance from luminaire and Isoline labels and values.
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AGI32_v2dot0_Tutorials Moving from the top of the Create Template dialog down: 1. Click on the radio button adjacent to North in the Template Direction Vertical section. 2. Specify a Distance of 15 feet from the Distance from Luminaire to Template. This value corresponds to a distance between the luminaire and the object facade. 3. Each Isoline contour will be labeled with its corresponding illuminance value. Click in the selection box adjacent to Label Isolines so that a checkmark appears. 4. Increase the Text Size to 4 feet to make them more readable. 5. To assign variable colors to the Isoline contours, click on the radio button adjacent to Variable. 6. Finally, specify Isoline Values of 5, 2.5 and 1 above any three of the color cells. To select an alternate color, simply click on the current color to see the standard Windows Color dialog that allows you to select from 16 million colors. 7. Click Ok to create the template and return to the graphics window. The cursor may change to an hourglass icon for a moment while the template is being created. In Plan view, the template will appear as a single horizontal line directly on the facade. Each of the template contours is restricted to the X-Z plane that we specified on the object facade. Therefore we are seeing the topmost contour of the template.
To see the template contours in their entirety, click on the Isometric View button.
This view illustrates that one luminaire provides about one footcandle minimum on most of this object face.
The Plan view button on the Common Toolbar (Menu:View-Plan) The Zoom-out button on the Common Toolbar (Menu:View-Zoom-Out)
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Click on the Copy Luminaire button in the Luminaire Toolkit. Locate the pickbox on any part of the luminaire or template to select it. Next, specify a reference point to move from. It makes the most sense to select the insertion point of the luminaire symbol as our reference.
A copy of the luminaire will be attached to the cursor crosshair for ease in placement. Locate the luminaire on the adjacent South object face, taking care that the template is centered on the facade. Left click to confirm this luminaire location. Another luminaire will be attached to the cursor. Locate the luminaire so that the third object face is lit and left click again. Right click to confirm the additions. Your screen should look similar to the Plan View example here.
Click on the Automatic Placement button in the Calculation Toolkit. The cursor will change to a pickbox prompting you to select the object. Locate the pickbox on any of the Object walls and left click. The Automatic Placement dialog will appear to guide you in specifying the point spacing and surface selections.
The Calcpts-Automatic Placement button in the Calculations Toolkit (Menu: Add-Calculation PointsAutomatic Placement)
In the Calculation Points Automatic Placement dialog window, click the Move To Next Surface button until one of the South facing walls is highlighted.
Press the Tag Current Surface button or the F8 key to tag this surface so that you can select multiple surfaces for point placement at once. Continue moving between surfaces until all three South facing walls are tagged. Tagged surfaces will turn the wireframe around them yellow, the currently-selected surface is indicated by the blue wireframe
Change the Point Spacing to 5 feet Left to Right (LR) and 5 feet Top to Bottom (TB). It will apply to all surfaces selected. Turn the Calculation Points On. Change the Calculation Type from 0-Illuminance to 2-Luminance. Click Ok to accept your modifications and create three new calculation grids. Each calculation grid is created independently of each other and the object and will be edited on an individual basis. If the object is modified (moved or deleted) the calculation points will be deleted as well.
Once again, change the view to Isometric view and look at the results. Each calculation grid is located on top of the selected surface and centered within.
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Click on the Isolines button at the bottom of the Calculations Toolkit. Bring the Luminance tab to the forefront by left clicking on the tab.
Enable the Isolines to be visible by clicking in the Isolines for Luminance Values selection box (so that a checkmark appears). Label the Isolines by clicking in the Label Isolines selection box, set the Label Increment to 1000 feet, and then increase the Text Size to 4 feet. Select colors that are appealing to you and enter a single luminance value in each. The Luminance Values to include are 20,15,10 and 5. Click Ok to accept your selections and return to the graphics window. Since we have not calculated yet, the Isolines are not visible. Lets do one more bit of housekeeping before we calculate. We dont need to have the templates, luminance values, and Isolines visible at the same time. Too much information will be displayed and the results will be difficult to view.
Click on the small arrow adjacent to the Create Template button on the Luminaires Toolkit. In the Create Template drop-down menu, click on Visibility, opening up another menu, and then on All Off.
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The Statistical Summary window summarizes the luminance calculations we have just performed. Note that we have computed diffuse luminance in Candela per square meter. This is the commonly accepted unit specification for luminance criteria, even in though it is not consistent with the English system.
The graphic on the right illustrates Isolines and point by point values displayed at the same time.
If desired, you may switch off the point by point exitance values by clicking on the Project Manager button on the Project toolbar.
The Project Manager button on the Project Toolbar (Menu: ModifyProject-Project Manager)
If desired, you may switch off the point by point luminance values by clicking on the Project Manager button on the Main Toolbar (above the model workspace, to the right of the Calculate button). The Project Manager dialog provides detailed information about each calculation grids visibility and calculation status, as well as information about objects, luminaires and other AGi32 entities. You have the ability to make calculation grids invisible, turn their Isoline contours off individually, prevent certain grids from being considered in calculations or switch off the point-by-point values independently of the Isoline contours. This last option is the one that interests us now. If you havent already done so, click on the Project Manager button. To see the calculation points by name, change the Entity Type in the pull-down menu to CalcPts.
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Click on the PtsVis checkboxes to clear the checkmarks and switch off the visibility of each calculation plane individually. Click Ok to exit Project Manager and return to the graphics window. Now only the Isolines are visible on the three South faces of our object.
Since we have already calculated the results, render mode will open with a front view rendering of the object as seen below. Once in render mode, we can utilize the reference views or any of the interactive viewing tools to observe the object from different vantage points.
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AGi32 v2.0 - Tutorials Aside from the standard RGB rendering, we can inspect our object facade using a brightly colored analysis called Pseudo Color. This mode portrays different Illuminance or Luminance values with a color scale ranging from blue to red (lowest value to highest value).
To use the Pseudo Color mode click on the Display Properties button on the Render toolbar. You can experiment with the variety of settings available to evaluate your project.
1. Make sure the Analysis tab is selected. 2. Select the Pseudo Color radio button. 3. Select the Luminance radio button. 4. Under Grayscale and Pseudo Color Scaling and Luminance (Cd/sq m), put a check in the box to the left of Apply Maximum. 5. Put a check in the box to the left of Display Scale with Image. 6. Click the Ok button. AGi32 will now display the Pseudo Color image of the model.
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Facade Lighting-Conclusion
Conclusion
As we have demonstrated, you can easily add calculation planes to any surface of an Object or Room and calculate the resulting illuminance (incident light) or luminance (reflected light). Templates only consider direct contribution from the luminaire, and may be placed in any direction relative to the luminaire position. They are very valuable in many applications as a guideline for luminaire placement and aiming. In addition to a numerical evaluation, we can use AGi32s render mode for a visual evaluation. An alternative to the standard RGB image is the Pseudo Color image which can be used to evaluate the results both visually and numerically. Note that in our example, the object is the only reflective entity in the environment and appears to be floating. You could return to Model mode (click the Model tab) and create a Polygon-Planar Object to simulate the ground plane. This would anchor your object in space and allow you to see the luminaires effect on the ground.
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Floodlighting
Floodlighting-Introduction Time Estimate: 40 minutes
This tutorial will illustrate the principals involved in floodlighting horizontal surfaces. A simple American football field will be employed to illustrate a floodlighting application. See also the Faade and Site Lighting tutorials for additional exterior lighting applications.
Problem Statement
Illuminate a basic parks and recreation level American football field using four poles to approximately 25 fc average. Use the 1500W Metal Halide floodlight luminaire, Zlfl1, provided in the Z-Lux database.
Tutorial Summary
Step 1 Select the Calculation Mode Step 2 Import a Football Field Drawing Step 3 Define the Luminaire Step 4 Place Parametric Mirrors Step 5 Locate Luminaires Step 6 Add Calculation Points Step 7 Calculate Step 8 Evaluation Tools Step 9 Switch on the Autocalc Feature Step 10 Luminaire Modifications Conclusion
The New File button on the Common Toolbar (Menu:FileNew) The Calculate button on the Control Bar
The Full Radiosity method of calculation is the default setting in AGi32, however, because we do not need to consider light from other reflective sources in our calculations, we will select the Direct Only Method of calculation. To change to this, click the small arrow to the right of the Calculate button, drag down to Direct Only Method, and click again. The icon on the Calculate button itself reflects the mode currently selected.
For this example we are going to use Feet and Footcandles as our units. If you look at the Units button at the bottom right of the screen, it indicates our project is set to use Feet and Footcandles.
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The Import dialog allows you to navigate to the drawing location on your computer. The football field is saved as a CAD compatible DXF file called Tutorial-Football Field.dxf and is located in the ...\My Documents\AGi32\CADFiles_Import folder. Click on the TutorialFootball field.dxf file then click the Ok button.
From the Import CAD File dialog,click on the CAD Viewer button to see a preview of the 2D drawing. All enabled layers are imported by default.. All other settings will also be accepted in their default states. Click Ok to continue. The football field background will appear in the graphics window. After the file has been successfully imported, click Ok to close the Import CAD File window.
From within the Define Luminaire dialog window, click on the Photometric Instabase button to select a photometric file from AGi32s Z-lux (sample photometry) database. the Define dialog
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Navigate to the Z-Lux\ZL-Outdoor\ZL-Flood node in the Database tree and select the zlfl1 file. Click Ok to return to the Define Luminaire dialog with zlfl1 selected.
Label the luminaire FLOOD. An optional Description may also be entered. Select a Pole (dynamic attached to z=0) and then click in the Color box under Line Width/Color box in the Model Mode area and change the color to red. Finally, click on the Add/Redefine button to add this luminaire definition to the Defined Luminaires List. Once youve completed the luminaire definition process, click on the Close button to return to AGi32s Model mode.
Increase Snap
Before continuing, increase the Snap to 5. This will make it easier to place the luminaires. The Snap setting can be found in the lower left of the screen and can be changed or toggled on/off at any time without interrupting any other function that may be in progress.
From the Luminaire toolkit, click on the Add Parametric Mirror button.
The first parametric mirror is located along the 50 yard line. Locate the cursor at X=180, Y = 0 and left click. Drag the mouse vertically to X = 180, Y = 160 and left click again. A parametric mirror line will be created at this location and will be labeled Parametric Mirror.
Click the right mouse button to repeat the Parametric Mirror command and specify another parametric mirror from left to right across the center of the field. Locate the 1st point at X = 0, Y = 80, and the 2nd point at X = 360, Y = 80.
Select the Locate & Aim option in the Luminaire Toolkit. If it needs to be changed, click on the small arrow to the right of the Locate type, drag the mouse down to Locate & Aim, and click. Next, set the Mounting Height (MH) in the Luminaire Toolkit to 60 feet. Now click on the Locate & Aim button to begin luminaire placement.
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In this application, all of the luminaires will be placed on one pole and aimed accordingly. Instead of locating the insertion point and aiming point for each luminaire, we can use an AGi32 shortcut. By pressing the Ctrl and Shift keys together after locating the insertion point of the first luminaire, we need only locate the aiming points for multiple luminaires. Before dropping the first luminaire in place, press the END key on your keyboard or center the crosshairs on the football field and roll the mouse wheel down. These are transparent methods of zooming out (they can be done without disrupting another function in progress) so that we have a bit more area to work within. Drag the luminaire to X = 75, Y= 220 and left click to locate the pole position. Now press and hold the Ctrl and Shift keys on the keyboard together and drag the aiming vector to X=10, Y=145 and left click again. While still pressing the Ctrl and Shift keys together, aim 6 more luminaires in the same manner, uniformly lighting the upper left quadrant of the football field. After the 7th luminaire has been located, release the keyboard keys, and right click to end the command. Your graphics window should now look something like our example.
A 2-point grid (2 input points) is the default setting for the Calculation Grid Points function. In the Calculations Toolkit, click on the the Calcpts-Grid button. This will bring up the Calculation Points - 2pt. Grid dialog.
The 2-Point-Grid button in the Calculations Toolkit (Menu:AddCalculation Points-Grid-2 Pt. Input)
When the dialog opens, make the following adjustments: 1. Label the calculation grid Football and enter a meaningful description if desired (i.e., horizontal illuminance calcs; 15' x 20' point spacings). 2. Change the point spacing to 15 in the Left-to-Right direction and 20 in the Top-to Bottom direction. 3. Then select the Coefficient Variance and Uniformity Gradient numerical analysis types, these are common for sports applications. 4. All other settings will be accepted in their default states. 5. Click Ok to return to the Model window and specify the extents of the calculation grid.
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Locate the crosshairs at the bottom left corner of the field (X=0, Y=0) and left click. Move the cursor to the upper right corner of the field (X=360, Y=160) and left click again. The points we just placed appear as question marks because the values have not yet been calculated.
Lets start with Isolines. Click on the Isolines button in the Calculations Toolkit The Isolines button in the Calculations Toolkit (Menu:Add-Calculation Points-Isolines)
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AGi32 v2.0 - Tutorials To specify Illuminance Isolines: 1. Click on the Illuminance tab so it is in the forefront, if it is not there already. 2. Make the Illuminance Isolines visible (after calculation) by clicking in the Isolines for Illuminance Values selection box so that a checkmark appears. 3. Click in the Label Isolines selection box and specify Label Increments of 100 and a Text Size of 4. 4. Specify illuminance values in the Value text boxes (15,20,25,30,35). 5. Click Ok.
We can now see the gradient of illuminance over the field more closely. However, when evaluating the floodlight aiming scheme it is often more valuable to see exactly which calculation points are falling below a certain level as well as the exact location of the Maximum and Minimum. We can do this with the Highlight Values command. Click on the Isolines button again and deselect the checkbox for Isolines for Illuminance Values and click Ok.
Select the Highlight Values button to the right of the Isolines button in the Calculations Toolkit. In a manner similar to the way we specified Isolines, we can customize the highlighting of illuminance values. Try the following steps:
The Highlight Values button in the Calculations Toolkit (Menu:Add-Calculation Points-Highlight Values)
1. Click on Highlight Illuminance Values. 2. Select the radio button for Background. 3. Check the boxes for Maximum and Minimum, they will be applied in Red and Blue. 4. Check the first box under Range. Enter zero (0) in the first cell and 20 in the second. 5. Click in the adjacent color cell and select a bright color (try Orange). 6. Click OK to exit and apply the highlighting.
The new highlighting on the field should now look like our example . Note how easy it is to see the values less than or equal to 20 fc. The maximums and Minimums are also clearly evident.
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To turn on AutoCalc, click the small arrow to the right of the Calculate button then drop down to and select Direct Only Method AutoCalc On
When Full Calculation mode is enabled, the AutoCalc button is not visible on the Switches toolbar and the AutoCalc command is unavailable from the Tools menu.
Click on the arrow adjacent to the Luminaire-Change Height button and select Same Aiming Points-Window from the resulting submenus. Draw a selection window around the pole in the upper left corner of the field by clicking one point near the pole, then another where the selection box encompasses all luminaires on that pole; all luminaires on this pole and subsequent quadrants, will be selected.
The Change Height button in the Luminaire Toolkit (Menu:Modify-Luminaire-Change Height-Same Aiming Points-Window)
When the Change Height dialog appears, enter 65 to change the mounting height for all luminaires from 60 feet to 65 feet. Click Ok to return to the graphics window.
Notice that all of the aiming points remain in the same position on the field, however, our luminaires are now mounted at 65 feet. Also, because Autocalc is enabled, the values have automatically been recomputed.
Now, click on the arrow adjacent to the LuminaireChange Height button again and select Same Aiming Angles-Window from the resulting submenus. Window around the pole in the upper left corner of the field and enter 70 in the Change Height dialog. Now observe that all the aiming vectors appear to have been raised slightly as the aiming angles remained fixed (Orient, Tilt) as the pole height increased. The results are again computed automatically. You can probably begin to see that adjusting luminaire aimings and positions using AutoCalc is quite efficient. Lets adjust a single aiming point and see if we can tweak our layout a bit more
The Change Height button on the Luminaire Toolkit (Menu:Modify-Luminaire-Change Height-Same Aiming Angles-Window)
Click on the Re-Aim button on the Luminaire Toolkit and select the aiming point of the corner luminaire in the upper left pole. Recall that the parametric mirror function actually aims all 4 related luminaires.
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Relocate the aiming point from coordinate values (5,140) to (5,145). Now grab the aiming vector of the luminaire aimed closest to the 50-yard line (and vertical parametric mirror line) and move its aiming point to (170,140). Only when the command is completed will AutoCalc recalculate. This feature allows you to make several modifications of the same type (i.e., re-aim several luminaires or add several luminaires) and not have to wait for the calculations to update each time. AutoCalc works by removing the contribution of the original luminaire location and aiming angle, and adds the contribution for the new luminaire and aiming angle. If you are keeping track of our statistics, notice our Max/Min ratio is now about 2:1. Excellent!
Floodlighting-Conclusion Conclusion
Any flood lighting application may be tackled using the same steps illustrated in this tutorial. This procedure is not limited to sports lighting, although sports applications are well suited to this procedure. Other possible applications include facade lighting, theater applications and landscape lighting. Flood lighting applications can lend themselves well to being rendered, such as facade and landscape lighting designs. Simply add reflective objects to the graphics area and switch to Full Radiosity method. As mentioned earlier, you may need to spread the luminaire locations on each pole to avoid symbol interference, or, simply use the Null render mode symbol. Photometrically accurate rendered images can communicate visual information about the lighting design for those that may not understand numerical values and isoline contour information.
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Glare Rating
Glare Rating-Introduction Time Estimate: 30 minutes
This tutorial discusses the design stages evident in a Glare Rating calculation for a soccer field. Some of the commands and concepts included in this tutorial (import, luminaire aiming angles, and parametric mirrors) have been covered in more depth in the Site Lighting and Flood Lighting tutorials, and will only be briefly explained. Glare Rating values may be calculated for sports and area lighting applications to indicate the amount of glare present to an observer within the lighted area. GR values range from 10 to 90 (regardless of English or Metric units), where 10 indicates unnoticeable glare and a value of 90 indicates unbearable glare. For most applications, the maximum amount of glare allowed should be less than 45 to 55, depending on the application. Glare Rating is based on veiling luminance produced by the luminaires and the environment, on an observer's eye. It is measured as the observer looks at each point on a horizontal illuminance grid. Glare rating is limited to viewing directions below the horizon.
Problem Statement
Illuminate a soccer field using four poles to approximately 275 lux average. The maximum GR value at any point on the field shall not exceed 50. Use the 1500W Metal Halide floodlight luminaire, zlfl1, provided in the Z-Lux database.
Tutorial Summary
Step 1 Select Calculation Mode Step 2 Import the Background Drawing Step 3 Define Luminaire Step 4 Place Parametric Mirrors Step 5 Locate Luminaires Step 6 Create Glare Rating Calculation Grids and Locate Observer Positions Step 7 Calculate Step 8 Examine Glare Rating Grids Step 9 Enable Autocalc Step 10 Adjust the Lighting Layout Conclusion
The Full Radiosity method of calculation is the default setting in AGi32 but, because we do not need to consider light from other reflective sources in our calculations, we will select the Direct Only Method of calculation. To change to this, click the small arrow to the right of the Calculate button, drag down to Direct Only Method, and click again. The icon on the Calculate button itself reflects the mode currently selected. Glare Rating can be calculated in either Direct or Full Radiosity mode. However, as there are no reflective or obstructive elements present*, nor is any rendering required, this application lends itself to Direct Calculation Mode. * Other than the automatic consideration of the illuminated surface behind the calculation points. The Calculate button on the Control Bar
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AGi32 v2.0 - Tutorials For this example we are going to use Meters and Lux as our units. If you look at the Units button at the bottom right of the screen, it indicates the current settings. If it says Ft-Fc, we are currently set to Feet and Footcandles; if it says M-Lux the units are set to Meters and Lux. Click on the button regardless of its current settings to see the Units settings in the System Settings window. Before closing this window, make sure Meters and Lux are selected. This Units dialog window can also be accessed from the Menu: Tools-System Settings-Units tab.
The dialog shown at the left will appear allowing you to navigate to the drawing location on your computer. The soccer field drawing is saved as a CAD compatible DXF file called Tutorial-Soccer field.dxf and is located in the CADFiles_Import folder within the My Documents\AGi32 folder. Left click on this file to select it. The selected file will be displayed in the File Name text box. Click Ok.
From the Import CAD File dialog, click on the CAD Viewer button (the small black button with white writing labeled CAD) to see a preview of the 2D drawing. All enabled layers are imported by default. Change Units Specified in CAD File to Meters. All other settings will also be accepted in their default states. Click Ok to continue. The soccer field background will appear in the graphics window. After the file has been successfully imported, click Ok to close the Import CAD File window.
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From within the Define Luminaire dialog, click on the Photometric Instabase button to select the photometric file from AGi32s database. The Photometric Instabase dialog will appear. When the Instabase dialog opens, any manufacturers photometric data installed using the Instabase system is available. Installed manufacturer names are initially presented in a pulldown menu at the top of the dialog. Select the Z-Lux database from this pull-down menu.
Navigate to the Z-Lux\ZL-Outdoor\ZL-Flood node in the Database tree and select the zlfl1 file. Click Ok to return to the Define Luminaire dialog with the zlfl1 luminaire selected. 1. Label the luminaire A and, if desired, enter a meaningful description in the Description text box. 2. This luminaire type will be attached to a pole (put a check next to Pole), and is automatically represented by the FLOOD symbol. 3. Change the Model Mode Symbol Color to red. 4. Finally, click on the Add/Redefine button to add this luminaire definition to the Defined Luminaires List.
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AGi32 v2.0 - Tutorials Once youve completed the luminaire definition process, click on the Close button to return to AGi32s Model mode window.
Before moving on, let's decrease our current Snap setting to 0.5 meters to make it easier to locate the mirrors in the next step. The Snap button at the bottom of the AGi32 window indicates the current snap setting (1 meter). To change the Snap, click in the Snap text box and enter the number 0.5 from the keyboard replacing the current value shown. This value can be changed on-the-fly (or transparently) while you are in the middle of another function or process.
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AGI32_v2dot0_Tutorials First, make sure the Locate & Aim option is set in the Luminaire Toolkit. If it needs to be changed, click on the small arrow to the right of the Locate type, move the mouse down to Locate & Aim, and left click. Next, set the Mounting Height (MH) in the Luminaire Toolkit to 18 meters. Now click on the Locate & Aim button at the right end of the Luminaire Define toolbar to begin luminaire placement.
In this application, all of the luminaires will be placed on one pole and aimed accordingly. Instead of locating the insertion point and aiming point for each luminaire, we can use an AGi32 shortcut. By pressing the Ctrl and Shift keys together after locating the insertion point of the first luminaire, we need only locate the aiming points for multiple luminaires.
Before dropping the first luminaire in place, press the END key on your keyboard or center the crosshairs on the soccer field and roll the mouse wheel down. These are transparent methods of zooming out (they can be done without disrupting another function in progress) so that we have a bit more area to work within. Move the crosshairs to X=26, Y=-12 and click the left mouse button. This location specifies where the lower left most pole is placed. Now press and hold the Ctrl and Shift keys on the keyboard together and drag the aiming vector to X=50, Y=6 and left click again to aim the first floodlight. While still pressing the Ctrl and Shift keys together, aim 7 more luminaires in the same manner, uniformly lighting the lower left (Southwest) quadrant of the soccer field. After the 8th luminaire has been located, release the keyboard keys, and click the right mouse button to end the command. Notice that with the Parametric Mirrors in place all four quadrants are identically aimed.
Glare Rating-Step 6 Step 6 - Add Glare Rating points and observer positions
When Glare Rating calculations are selected, you specify a horizontal illuminance grid and appropriate observer positions within the field of play. Observer positions are labeled sequentially, Obs_1, Obs_2, etc. AGi32 automatically creates Glare Rating grids (GR ) for each observer position that duplicates the calculation point position of the specified horizontal illuminance grid. Each GR grid is identified by its correlated observer position and calculation points label.
Begin by clicking on the Calcpts-Glare Rating button in the Calculations Toolkit. The Calcpts-Glare Rating button in the Calculations Toolkit (Menu:Add-Calculation Points-Glare Rating)
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AGi32 v2.0 - Tutorials We will create a horizontal grid labeled Soccer with two observer positions. Each observer position will have a Glare Rating grid associated with it; one called Soccer-Obs_1 and the second SoccerObs_2. Assign this Glare Rating grid family the Label Soccer. Then click on the Specify New button to return to AGi32s Model window, temporarily, to specify two new observer positions.
Locate two observer positions: The first observer is located at X = 20, Y = 34 (Z=1.5 by default see the lower right corner of the screen). It is easiest to enter these coordinates from the keyboard. Type 20,34, then press ENTER to locate the first observer. Locate another observer at X = 52.5, Y = 34 (Z = 1.5 again by default) in the same manner.
Once complete, click the right mouse button to return to the Glare Rating dialog. Each observer position will be listed in the Observer Positions matrix. The next item we need to address in the dialog is the spacing between calculation points. The default is 10m. We would like to decrease the point spacing to 3m. Enter a 3 Point Spacing in both the Point Spacing Left-To-Right and Top-To-Bottom cells. Also, put a check in the box next to Illuminance Grid Visible. We are now ready to specify the grids location in the Model mode window. Click Ok to return to AGI32s Model mode
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The grid creation function is active, if in doubt of what to do next, always look at the command line in the lower left corner of the screen.. We can take advantage of the field and luminaire location symmetry to only evaluate of the soccer field. Locate the cursor at the bottom left corner of the soccer field and left click. Drag the cursor to the centerlines of the field and left click again. All three grids will be automatically created directly on top of each other. Only the illuminance grid will be visible at this time.
To specify Illuminance Isolines, click on the Illuminance tab so that it is in the forefront. 1. Make the Illuminance Isolines visible after calculation by clicking in the Isolines For Illuminance Values selection box so that a checkmark appears. 2. Click in the Label Isolines selection box and specify Label Increments of 20 and a Text Size of 4. 3. Specify illuminance values in the Value text boxes: (50,100,150,200,250,300,350,400)
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Repeat the same steps in the Glare Rating Isolines tab specifying GR values of 25, 35 and 45.
Once complete, click Ok.
Click on the Calculate button to calculate Illuminance and GR values for this layout. The Statistical Summary window will appear displaying the results for each calculation grid.
Once the calculations are complete, AGi32 will display the Statistics window which contains the numerical analysis information for the three calculation grids. By default, each time the calculations are updated, this window will appear with the new statistics.
Click on the View Manager button on the Common Toolbar. The View Manager button on the Common Toolbar
Specify two additional view names, such as v2 and v3, and add them to the Defined Views list. To do this, enter the name and click the Add button for each view name. Once complete, be sure to highlight all view names in the list (shiftclick) and then click Ok to exit the dialog. AGi32s Model window will be broken up into three views.
Click on the Project Manager button on the Control Bar (next to the Calculate button). In the Project Manager dialog, well assign each calculation grid to one of the views that we previously created.
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AGI32_v2dot0_Tutorials With the Project manager dialog open, begin by clicking in the Load column adjacent to the name Project_1. This will load the entities from Project_1 for editing. Change the Entity Type to CalcPts from the Entity Type pull-down menu. Our goal is to assign each of the three calculation grids (point-by-point values and Isolines) to a unique view. The illuminance grid Soccer will be assigned to View_1. In the PtsView and IsoView columns, select View_1 from the pulldown list for the Soccer Label. Do the same for SoccerObs_1 (assign to v2) and Soccer-Obs_2 (assign to v3). If they arent ON already, make sure all three grids are visible by putting check marks under Vis for all three grids. Click Ok to return to AGi32's Model mode.
Each calculation grid is visible in a unique view. You can select each view in turn by clicking in the view window. Zoom Extents++, then Zoom-Window on the Analysis points.
Problem Statement
Use Room Estimator to place fluorescent luminaires in a rectangular space suspended 1.5 ft from a ceiling grid to meet an average illuminance level of 40 footcandles. The rectangular space measures 40 x 30 x 10 and the workplane is located 2.5 AFF. Use the 8 cell parabolic 1X4 luminaire, zlf1, provided in the Z-Lux database.
Tutorial Summary
Step 1 Define the Luminaire Step 2 Use Room Estimator Step 3 Export the Layout into Model Mode Step 4 Automatic Placement of Calculation Points Step 5 Calculate Conclusion
For this tutorial we are going to use units of Feet and Footcandles. If you look at the Units button in the bottom right corner of the screen, it should indicate our project is set to use Feet and Footcandles. If this is not the case, please click on the button make the appropriate changes. These settings can also be accessed through Menu :ToolsSystem Settings-Units tab.
Before using the Room Estimator tool, we must first define a luminaire. The luminaire definition includes photometric information as well as a symbolic representation of the luminaire. Each luminaire location will access these parameters in addition to the aiming information specified by the user.
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Within the Model Toolkit, click on the Define button in the Luminaire Toolkit.
Access the Photometric Instabase by clicking on the Instabase button in the Luminaire Definition dialog. When the Instabase dialog opens, any manufacturers photometric data you have installed from the Instabase system is available. Installed manufacturer names are initially presented in a pull-down menu at the top of the dialog. Select the ZLux database from this pull-down menu. Click the left mouse button on the plus sign in front of the Z-Lux node to expand it. Continue by clicking on the ZL-Indoor node followed by the ZL-Fluorescent node. Click on the zlf1 photometric file to see its description and computed metrics. With the Zlf1 luminaire highlighted, click Ok to exit Instabase and return this information to the main define dialog.
The Smart Symbols dialog appears, prompting you to select an appropriate symbol for the selected photometric file. Choose the 1x4 LV Down symbol, then click Ok.
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Now that the photometric file is selected, we can complete the luminaire definition by filling in and selecting options in the sections of the Luminaire definition dialog.
Begin by changing the luminaire Label to 1x4. A Description may also be entered, if desired. Next, assign a Total LLF of 0.81 by entering a value of 0.9 in the LDD text box and 0.9 in the LLD text box. To complete the luminaire definition, click on the Add/Redefine button. This adds this luminaire definition to the Defined Luminaires List. Click on the Close button, our luminaire definition is ready to use.
Begin in the Luminaire Section. The Description cell is optional and will be included in the Room Description if the layout is exported to AGi32. The Luminaire Label list box contains all luminaire definitions. Since we have only defined one luminaire type in this tutorial, no additional selections need to be made. In the Room Geometry section, specify the room dimensions: Length (X) = 40, Width (Y) = 30 and Height (Z) = 10. As the information is entered, the footprint of the room will be created dynamically in the 3D Display window. The Suspension Length represents the vertical distance between the ceiling and the luminous plane of the luminaire. In our case, the luminaires are assigned a Suspension Length of 1.5. The Workplane Height represents the vertical distance between the floor and workplane. Our workplane is located 2.5 above the floor (at typical desk height), which corresponds to a Workplane Height of 2.5.
The room reflectances are specified using decimal values between 0 and 1. By default, 0.8, 0.5 and 0.2 are specified as the reflectances for the Ceiling, Walls and Floor, respectively. To change the reflectances, click the Reflectance tab. In the Specify section, enter 40 as the Desired Illuminance value. This value corresponds to maintained illuminance as the LLF entered in the definition will be considered. This value typically represents a minimum allowable average value; meaning that an average illuminance value larger than 40 Fc would be acceptable to us. In the Ceiling Grid section, click on the checkbox next to Apply to create a 2 x 4 ceiling grid. By default, it is specified with the 4 ft dimension along the X axis, and 2' dimension along the Y axis. To center the luminaires and the grid in the room, click in the Center selection box. 67
AGI32_v2dot0_Tutorials Results are calculated automatically on data entry and the corresponding number of luminaires are laid out uniformly in the room. Room Estimator has placed a quantity of 28 luminaires in the space to meet an average illuminance criteria of 42 footcandles. The luminaires are oriented and spaced according to the ceiling tile locations and to meet the Luminaire Spacing Criteria. The Specify and Luminaire Layout section also includes information regarding luminaire spacing and Lighting Power Density. Coefficients of Utilization results can be viewed in the Reflectance tab. The luminaire symbols included in the luminaire definition are not displayed in Room Estimator. However, their general symbol shape and scale is used in Room Estimator.
The lower left corner of the room will be attached to the cursor. Locate the cursor at X = 0, Y = 0 using the mouse (it may take a zoom action with the mouse wheel) and click. OR you may enter the coordinates of the lower left corner of the room from the keyboard. Simply type 0,0 and press the enter key. Once the room location is determined, the luminaires will be placed within the ceiling grid automatically. Notice that the 1x4 symbols are now centered within each ceiling tile.
To apply calculation points to the workplane, we need to highlight this virtual surface in the small graphics window of the Automatic Placemnet dialog. Use the Move to Workplane button (or the F6 key) to move focus to the workplane. In the Calculation Points property, select On to turn the calculation points on using the current options. Click Ok to exit the dialog.
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The screen image here displays the room, luminaires and calculation points in Isometric View. Your screen will still be in Plan view looking down from the top of the room.
The Calculating dialog will appear in the lower right corner of the screen. It displays the calculation progress as a percentage of light absorbed. The Radiosity process initially computes the direct light from the luminaires to all surfaces. At each surface, some light is reflected and the remainder absorbed based on the reflectance of the surface. Reflected light is then re-emitted and encounters the room surfaces again. This process repeats until all light has been absorbed (100%). The computations are then complete and the point-by-point illuminance values displayed.
While calculating, you will be given the Estimated Total Time for the calculation process, the Estimated Time Left until complete, and the Estimated Completion Time. The final illuminance results are displayed in the Statistics window which will replace the calculation progress display on conclusion of the computations.
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Site Lighting
Site Lighting-Introduction Time Estimate: 1.5 hours
In this tutorial we will walk through the design process of lighting a simple parking area. By following along, youll gain the confidence to produce site lighting analyses of any scale and complexity.
Problem Statement
Illuminate a parking lot to a minimum of 0.5 footcandles around the perimeter and 1.0 footcandle in the parking lot interior. The maximum luminaire mounting height is 35 feet. Use the 400W Metal Halide Area Light luminaire, Zlroad2, provided in the Z-Lux database.
Tutorial Summary
Step 1 Select the Calculation Method Step 2 Import a Parking Lot Drawing Step 3 Define the Luminaires Step 4 Locate One Luminaire of Each Type Step 5 Magnify Luminaire Symbol Size Step 6 Create Iso-footcandle Templates Step 7 Complete Luminaire Layout Step 8 Create a Horizontal Illuminance Calculation Polygon Step 9 Remove Calculation Points Step 10 Calculate the Point-by-Point Step 11 Add Isolines and Switch off Templates Step 12 Present the Design Using Page Builder Conclusion
For this example we will use Feet and Footcandles as our units. If AGi32 is not currently set to these units, click on the Units button on the Status Barr at the bottom of the screen and make the appropriate changes.
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Click on the Import button on the Common Toolbar (or Menu: File-Import). The Import button on the Common Toolbar (Menu:FileImport) The Import dialog allows you to navigate to the drawing location on your computer. The parking lot is saved as a CAD compatible DXF file called Tutorial-Parking.dxf and is located in \My
Documents\AGI32\CADFiles_Import.
Click on the Tutorial-Parking.dxf file then click the Ok button.
When the CAD Import dialog opens, click on the CAD Viewer button to see a preview of the 2D drawing. All enabled layers are selected by default. Verify the units setting for import in the upper right corner of the dialog. The CAD file units are assumed to be feet and the import engine is set to keep that units setting. All other settings will also be accepted in their default states.
Click Ok to continue. The parking lot background will appear in the Model mode behind the Import Summary dialog.. After the file has been successfully imported, click Ok to close the Import CAD File window
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AGI32_v2dot0_Tutorials Once the Import process is complete, AGi32s Model Mode will contain the drawing as shown here.
Within the Luminaire Toolkit, click on the Define button. The Define button in the Luminaire Tooolkit For this tutorial we will select the photometric files from the demonstration database that comes with AGi32. Its titled Z-Lux and can be found within AGi32s Photometric Instabase system. Access the Photometric Instabase by clicking on the Instabase button in the Define dialog.
When the Instabase dialog opens, any manufacturer photometric data installed from the Instabase system is available. All installed manufacturer names are initially presented in a pull-down menu at the top of the dialog. Select the Z-Lux database from this pull-down menu.
Click the left mouse button on the plus sign in front of the Z-Lux node to expand it. Click on the ZL-Outdoor node, followed by the ZL-Area node. At the file level, click on the zlroad2 luminaire to see its description and computed metrics. Click Ok to exit this dialog and return to the Define Luminaire dialog with zlroad2 selected.
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Now that the photometric file is selected, we can complete the luminaire definition 1. Assign this luminaire the Label A and a meaningful description in the Description text box (i.e., 400W MH Type 3 Area Light). 2. Attach a pole to the luminaire symbol by clicking in the selection box next to Pole so that a checkmark appears. Well accept the Dynamic setting and attach the bottom of the pole to the ground at Z = 0. This setting ensures that our luminaire symbol will not appear to be floating in space when the drawing is viewed from an isometric angle. 3. Click on the Color cell next to the Model Mode Symbol. When the color palette window appears, change the color to red and click the Ok button. Note that we have selected a Model symbol and not a Render symbol. The Render symbol remains the black housing color. Because we are using the Direct calculation mode and will not be rendering, the Render mode symbol is not employed. 4. Assign an arm length to separate the luminous center of the luminaire from the insertion point of the luminaire. Enter a value of 3 in the Arm Length text box to create an arm three feet long. This arm length specifies the distance from the pole to the luminous center of the symbol. 5. To complete the definition, click on the Add/Redefine button. This adds this luminaire definition to the Defined Luminaires List..
Luminaire Arrangements
Now that we have defined the single luminaire, we can use the current definition to create another definition with two luminaires placed back-to-back. All of the other parameters (photometric file, Symbol, Model Mode Color, and Arm Length) will remain the same.
1. This Luminaire Definition must also be assigned a unique Label. Lets call it B. Well also amend the current description with the Back-to-Back qualification. 2. Click on the Arrangement cell to display the Arrangements dialog. When the Luminaire Arrangements dialog appears, click on the BackBack Arrangement to select it. Click Ok to return to the Define Luminaire dialog. 3. This luminaire definition is now complete and we can add it to the Defined Luminaire List by clicking on the Add/Redefine button. 4. Click on the Close button in the Define Luminaire dialog.
We have successfully defined the two luminaire arrangements we will be locating in the parking lot.
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First, make sure the Locate & Orient option is set in the Luminaire Toolkit. If it needs to be changed, click on the small arrow to the right of the Locate button, and select Locate & Orient.
Continuing in the Luminaire Toolkit, verify that the luminaire A: 400W MH Type 3 Area Light is selected and set the Mounting Height (MH) in the Luminaire Toolkit to 35 feet. Click on the Locate & Orient button. The selected luminaire will be attached to the crosshair cursor.
Locate the luminaire in the parking island to the left of the North parking area (shown here at X=158, Y=175). The luminaire will face the parking lot, so specify an orientation angle of 0 degrees. Click the left mouse button once to locate the luminaire. Click it again (in the same location) to orient the luminaire 0 degrees. Click the right mouse button to complete the Locate Luminaire command.
Similarly, we will place a single instance of luminaire B in an appropriate location on the parking lot.
In the Luminaire Toolkit, use the small arrow to the right of the luminaire label/description to select luminaire B: 400W MH Type 3 Area Back to Back.
Accept the current settings shown on the toolbar, so you need only click on the Locate & Orient button to place this luminaire.
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AGi32 v2.0 - Tutorials As in the previous command, the insertion point of the luminaire (the pole) will be attached to the crosshairs. Move the luminaire to the core of the parking lot and place in between a few parking stalls (shown here at X=162, Y=-6). We can always move luminaires from their original locations, so you do not need to be accurate with the luminaire location at this time. Click the left mouse button once to locate the luminaire at the specified rotation. Move the mouse counter clockwise until the luminaire orientation equals 90 degrees (observe the Coordinates display), click the left mouse button again to accept this orientation angle. TIP: Keep the cursor close to the luminaire location when setting the Orient angle to more easily snap to standard angles like 0,90, 180 etc.
Click the right mouse button to complete the Locate Luminaire command.
Before locating additional luminaires, lets increase the size of the luminaire symbols so that they are easier to see. Click on the Magnify Luminaire Symbols button in the Luminaire Toolkit (or Menu: Modify-Luminaire-Symbol Magnifier). The Magnify Luminaire Symbols dialog will appear prompting you to select a magnifying factor value between 1 and 10. Click on the scrolling up arrow to increase the Symbol Magnifying Factor from 1 to 5. Click Ok. When you return to the graphics window, the two luminaires that we placed previously will be enlarged.
AGi32 has the ability to view the luminaires light distribution (luminous intensity) in 3D. This can be valuable when placing luminaires as you can see the maximum candela angle as well as the overall aiming of the luminaire.
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To see the Photometric Web describing the luminaires luminous intensity distribution, click on the Photometric Web button in the Modify section of the Luminaire Toolkit (or Menu: Modify-Luminaire-Photometric Web-Visibility-Toggle on/off). Click on each of the luminaires we have previously located to select them, then right click to complete the process. Your photometric web may appear in one color or multiple colors, depending on your settings. We want to see a RGB colorized web. If you do not see this, click on the small arrow to the right of the Photometric Web button and select Specification.
When the Photometric Web dialog opens, click on the radio button to the left of Colorize (GRB) in the Line Color section. Verify that the Scaling radio button is set to Per 1000 Candela and one (1) is in the multiplier cell. Click Ok.
The photometric web for luminaire B, the back-to-back luminaire, should look like what is shown here. Remember that the symbols have been magnified and the photometric web is emanating from the actual luminaire location, not from the apparent location seen with the symbol. To toggle off the photometric web visibility, you can do so in the same manner with which you turned them on. Click on the Photometric Web button, select the luminaire, right-click to apply the change. Or, you can turn them all off by clicking on the small arrow to the right of the photometric web button, select Visibility, then the All Off option.
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Click on the Create Iso-Illuminance Template button in the Luminaire Toolkit (or Menu: Modify-Luminaire-Template-Create Template). The cursor will change to a pickbox to assist you in selecting the appropriate luminaire. Move the pickbox cursor over the single luminaire (A) and click the left mouse button. The Create Template dialog will appear allowing you to specify the templates properties, including direction, distance, labels, color, and values.
The Create Luminaire Template button in the Luminaire Toolkit (Menu:Modify-LuminaireTemplate-Create Template)
By default, the template is created below the luminaire (Down direction). For this application, this is appropriate since we are calculating illuminance levels on the parking lot. Templates may be specified in any primary direction allowing us to use them for facade and uplighting applications. Also by default, the distance from the luminaire to the template equals the luminaire mounting height. This setting is also acceptable for this application. You may label the Isoline values, if desired, to clarify the template when the Isoline contours are of the same color as the luminaire symbol. Simply click in the selection box adjacent to Label Isolines so that a checkmark appears. Specify the increment (distance) between labels and the label text size. Another way of clarifying the template and distinguishing between Isoline values is to use variable colors for each Isoline. Cells that do not have any value in them will not be included on the template. If desired, you may change the color associated with a particular cell by clicking in the color cell, then selecting a color from the common Color dialog. To use variable color Isolines, click in the radio button adjacent to Variable (Color). Five different default colors will be presented to you for your use. Type the value 1 above the blue cell, the value 0.5 above the magenta cell and the value 0.25 above the red cell. Click Ok to create the template. From now on, this template will be applied to every new luminaire A that is located at the same mounting height in this job file.
Click the right mouse button to repeat the Create Luminaire Template command and select the back-to-back luminaire, B. Locate the pickbox cursor over any part of the luminaire symbol and left click. The Create Template dialog will appear with all of the previous settings. These settings are applicable towards this luminaire as well, so we need only to click Ok to apply them to this luminaire. Your job file should now look something like this.
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The Locate and Locate & Orient buttons in the Luminaire Toolkit
To re-orient a luminaire click on the Re-Orient Luminaire button in the Luminaire Toolkit (or Menu: Modify-Luminaire-ReOrient). Locate the pickbox cursor over any portion of the luminaire symbol or template and click the left mouse button. Move the cursor to the desired orientation angle and click the left mouse button again. Alternately, you may enter the orientation angle as a numerical value from the keyboard. Our complete layout is shown here. We have used 3-Bs (back-to-back luminaires) and 6-As (single luminaires) to evenly light the parking lot.
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Click on the Specify Calculation Points within a Polygon button in the Calculations Toolkit (or Menu: Add-Calculations-Polygon).
Label the calculation polygon Parking. A Description may also be entered, if desired to impart information about the calculation type and point spacings (i.e. Horizontal Illuminance, 20 x 20 Point Spacings). Specify Point Spacing, at 20 feet Left-To-Right and Top-To-Bottom. Well accept the rest of the default settings in this dialog; no other input is required. Click the Ok button to exit the dialog and create the polygon.
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At this time we are ready to specify the vertices of the calculation polygon. Before we begin clicking, press the F3 key to activate the Snap-To function. This enables the cursor to snap to the nearest vertex. It makes the process much easier. Locate the cursor at one corner of the parking lot and click the left mouse button. Move the cursor to the next vertex and left click again. Continue in this fashion until you have completely traced the parking lot. Once finished, right click to complete. The measurement points will be located within the polygon boundary.
If you wish to add additional points outside the original polygon, youll need to respecify the polygon boundary or create an additional calculation grid or polygon. To respecify the polygon boundary, click on the Edit Calculation Points button and select the boundary line or a calculation point in the parking lot. At the bottom of the Edit Calculation Points Polygon dialog, you will see a button labeled Re-Specify Polygon. Click on this button to return to the graphics window so that you may create a new polygon boundary.
The Edit Calculation Points button in the Calculations Toolkit (Menu:ModifyCalculation Points-Edit)
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The Statistical Summary window containing the numerical analysis information for our calculation polygon will be displayed below the Model Toolkit as soon as the results are completed. By default, each time the calculations are updated, this form will be be updated as well.
Click on the Isolines button in the Calculations Toolkit (or Menu: Modify-CalculationsIsolines) to bring up the Isolines dialog.
Since were interested in creating Illuminance Isolines, click on the Illuminance tab within the Isolines dialog so it is in the forefront. 1. Make the Illuminance Isolines visible (after calculation) by clicking in the Isolines For Illuminance Values selection box so that a checkmark appears. 2. Click in the Label Isolines selection box and specify label Increment of 1000 and a Text Size of 4. 3. Specify illuminance values in the Value text boxes (5, 2.5, 1, and 0.5) 4. Click Ok to exit the dialog and create the isolines.
Click the small arrow adjacent to the Create IsoIlluminance Template button, hold down the mouse button, drag the mouse down to Visibility, then over to All Off where you should release the mouse button (or Menu: Modify-Luminaire-Template-Visibility-All Off). The templates will no longer be visible on the screen and you should clearly see your iso-illuminance contours.
The Create Luminaire Template button in the Luminaire Toolkit (Menu:Modify-LuminaireTemplate-Switch-All Off)
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Click on the Page Builder tab on the Control Bar, to the right of the Render and Model tabs. The Page Builder report dialog will appear prompting you to select a and existing report, or, create a new one from scratch.
Select the Open Existing Report tab to select from a list of factory delivered report formats. When you save your own reports they will also be listed here. Select the Sample-Letter Portrait report from the list and click OK. The prepared pages in the sample report will be loaded into Page Builder. We can utilize the report pages in the way they are prepared, modify them to suit our needs and delete what we dont use. We can even save the end result as a new report if we think we will use it this way again. Notice the bottom of the Page Builder screen, we see buttons for the individual pages 1-4 as well as one marked Master. Page Builder has a Master Page feature that is used to place borders, titleblocks, logos, disclaimers and anything else that will be repetitive for each page in the report. Any information added to the Master Page will assume the same position on all pages currently integrated into the report.
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AGi32 v2.0 - Tutorials The Master Page can be turned on and off such that any page can act as a Master Page. However, it is easiest to think about if the master Page is always active at the beginning of the report. Quickly click through Pages 1 -4 and you will see the titleblock and border from the Master Page repeated on each page. Return to the Master Page.
Use the Edit Text tool from the Drawing Toolkit (notice the Toolkits are different in Page Builder) to click on a piece of text in the titleblock and change it. Enter the new text in the dialog and click OK. No need to edit all the text for this example, you get the idea.
Click on the Page 1 button to advance. Notice this page already has two schedules shown. The sample reports are constructed to have plenty of room to fill out the schedule fields for average size projects. In our case, the schedules consume only a portion of the page. We can easily move the Luminaire Location Summary schedule up underneath the Luminaire Schedule and make room for additional schedules. Use the Move Drawing Entity command to select the lower schedule, click on a reference point for the move operation (use the upper lef tcorner) and then move the schedule. Drop with another click.
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Now select the Schedule command from the Drawing Toolkit. In the Schedule Manager: 1. Select the Calculation Summary Schedule 2. Select the fields to be included 3. Click the Add button in the middle to move the fields 4. Right click on the Label field and change its length to 20 characters (from 32) 5. Change the Font Size to 0.15 inches, this is true size in Page Builder 6. Click OK to exit and place the schedule.
The schedule will be attached to the crosshair cursor by its upper left corner. Move it up underneath the other schedules and click to drop.
One more addition to our Page 1 before moving on. As the schedules deal with summarizing our project, this is an ideal place to drop in a photograph of the luminaire used. Because this luminare came form the Instabase (Z-Lux sample database), it has a photograph associated with it automatically. Most of the manufacturers in the Instabase system will also have photographic images associated with their products.
Select the Imageport command from the Page Builder Toolkit. The Add Imageport dialog will appear. This dialog allows you to select images fomr the list of Defined Luminaires, if they exist, as well as any rendered views from the tab of the same name, and, even Browse for any JPG or BMP image on your computer system. This command is how you will add bitmap logo images to your titleblocks! Select the Defined Luminaire A image and click OK. The Imageport Properties dialog will appear allowing several variables to be adjusted.
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AGi32 v2.0 - Tutorials For our purposes, select a Border and place a checkmark in the Description checkbox We can move the image once it is placed so no need to worry about location. Click OK to exit and drop the photo. It will drop in the upper right corner of the page, simply click and drag to a better location.
Proceed to Page 2 by clicking on the Page 2 button at the bottom of the screen. This page contains some unused schedules as well as the Calculation Summary we just added to our Page 1.
Now click on the Page 2 button again to see the new Page 2 (formerly Page 3). Notice this page already has our point by point information shown. Page Builder can place any view you have created in AGi32s Model Mode on a page in any size or scale using a tool called a Viewport" . In this case, our sample report format was already saved with a Viewport linked to the single view we have created in Model Mode. Click the right mouse button on the point-by-point view. From the menu select Properties. Within this dialog we can adjust the properties of the Viewport.
Change the scale of the view already placed by selecting the radio button to set a scale for the view. Enter 80 feet in the cell for a scale of 1=80. Click OK to return to Page 2. If you like you can delete this Viewport (right click,delete) and add a new one for practice. To add a Viewport, select the Viewport command form the Page Builder Toolkit and draw the Viewport with two opposing clicks. The properties dialog will appear for you to select the view and its properties. You can always size the Viewport by moving the cursor over an edge until you see it change to a double sided arrow. Click and drag to the new size.
Click on Page 3 in our report. In the factory delivered sample report this page contains a large Imageport to house a rendered view.
As we have no renderings in this project, we can delete Page 3 using the Delete Page command the Page Builder Toolkit.
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At this stage you are most likely interested in make a PDF format file from the two page report. If you have a PDF generator installed, simply print to your PDF generator.
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Daylighting
Daylighting-Introduction Time Estimate: 1 hour
Performing basic daylight analysis using AGi32 is straight forward with only a few new concepts introduced. Most daylight computations/visualizations are targeted toward the evaluation of illuminance or Daylight Factor within an interior space, computed on a specific time and date with a selected sky condition. AGi32 is also capable of strictly exterior daylight evaluation and sunlight or shadow studies; however this is an intuitive and less complicated derivative of interior analysis and will not be addressed here. The key to accurate daylight analysis using AGi32 is the assignment of the correct Surface Type designation to glazing and exterior surfaces. Interior surfaces require no special treatment. The calculation of daylight component using AGi32 follows several important assumptions: 1. AGi32 considers the following daylight components: sunlight, skylight and light reflected from a virtual ground plane. 2. Daylight can only be seen by an interior surface (interior of a Room or Object) AFTER it has passed through a Daylight Transition <Surface>. This is typically Daylight Transition Glass but can be a simple Daylight Transition Opening. 3. All exterior surfaces must be classified as Daylight Exterior Surfaces to accumulate daylight components. 4. Daylight Transition Surfaces will consider light reflected ONLY from Daylight Exterior Surfaces. 5. Daylight models MUST contain at least one Daylight Transition Surface or Daylight Exterior Surface in order to compute daylight component. 6. The virtual exterior ground surface is automatically assigned a reflectance of 18% (average reflectance of an exterior scene by Eastman Kodak, circa 1904). With these ideas in mind we can create any model, classify all exterior surfaces as Exterior Daylight Surfaces and classify all glazing as Daylight Transition Glass. All interior surfaces may remain Single-Sided or Double-Sided, as created using the Room or Object tools, or imported (imported surfaces become Objects).Problem Statement Illuminate a parking lot to a minimum of 0.5 footcandles around the perimeter and 1.0 footcandle in the parking lot interior. The maximum luminaire mounting height is 35 feet. Use the 400W Metal Halide Area Light luminaire, Zlroad2, provided in the Z-Lux database.
Problem Statement
Compute the incident Illuminance and Daylight Factor for an interior space with two windows in the East wall and a light shelf that extends from exterior to interior. Compute results for the Winter Solstice, December 21st at 9:00 AM in Littleton, Colorado, USA, under overcast skies.
Tutorial Summary
Step 1 - Create the Room Step 2 - Create an Exterior Light Shelf Step 3 Copy the Light Shelf to the Interior Step 4 - Change Properties of Exterior Light Shelf Step 5 Cut Openings in the Left Wall for Windows Step 6 - Place Daylight Factor Points; Include Illuminance Grid Step 7 - Set Daylight Parameters Step 8 - Compute in Render Mode Conclusion
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Set the cursor Snap to 5 feet by moving the cursor over the Snap cell on the Status Bar in the lower right corner of the screen. Highlight the setting and type the new one. Select the Rooms/Objects Toolkit followed by the Room Rectangular command. In the subsequent dialog, change the height of the Room to 14 feet. Click OK to create the Room.
Start the first point of the room at the Origin (0,0). Set the second point at X=40, Y=0, then the third point at X=40, Y=50.
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Select the Rectangular Object command from the Rooms/Objects toolkit. Change the Label to "Exterior Light Shelf" and set the Height of the object to 1. Click OK to exit the dialog and create the object.
The first step in creating the object is to set the Z-coordinate of the base of the object. Simply move your cursor over the Z-Coord Object cell at the lower right corner of the screen and enter 8 for eight feet. We can now create the object at Z=8. Proceed to locate the coordinate point X= -5, Y=5 and click the first point. Click in the second point at X=0, Y=5 and the third point at X=0, Y=45.
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Select the Copy Object command from the Rooms/Objects Toolkit. Select the object by clicking anywhere on its perimeter. Now select a reference point for the move operation. A corner is best for this example. Use the lower right corner. Move the object to its new location on the opposite side of the wall.
Change the Label of the copied object to Interior Light Shelf using the Edit Object Command. Select the command, select the object (interior light shelf) and change the Label in the dialog that follows. Exit the dialog.
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With all surfaces selected (you should see all the surface normals pointing out from the object). Change the Daylight Exterior property to YES. All surfaces on the exterior light shelf are now Daylight Exterior and will accumulate sky light for radiative transfer to all glazing and onwards into the interior space. Click OK to accept the changes.
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AGI32_v2dot0_Tutorials Once you have selected the wall, AGi32 will change the view to an elevation view looking from within the space outward. In our example we will see the light shelf in the middle of the wall. Set Snap to 1 (on the Status Bar). Then cut the first opening below the light shelf from Y=5 to Y=45, starting 2 off the floor with height of the opening of 5. The coordinates are shown. Click the right mouse button to close the shape and proceed.
When you close the shape, AGi32 will automatically prompt to see if you would like to place glazing within the newly cut opening. Respond by clicking Yes.
AGi32 will open a dialog allowing you to rename the glazing object that is about to be created. Change the Label to Lower Window. We can then set the properties of the window object (glazing) by clicking on the Surface Edit button within the dialog.
The standard Surface Edit dialog will open and we can verify the surface type automatically assigned to the glazing. In order for daylight to accumulate on the glazing and be transferred into the space with photometric accuracy, the surface must be of type Daylight Transition Glass (transparent) (or similar with Diffuse property). We can then select the transparency from the Transparency menu or enter the value if we happen to already know the Visible Transmittance of the material. You can also select a Color (tint) which will automatically compute the transparency factor. For the purpose of this example, set the Transparency from the menu as Double Pane Clear (Transparency = 0.80). Click OK to exit the Surface Edit dialog and conclude the operation.
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We can continue to cut the second wall opening above the light shelf by clicking the right mouse button to restart the Cut Opening command. The display is still in elevation view looking out from the room toward the wall. Select the top of the wall; do not select a side, as that would be a different wall.
AGi32 is now ready to cut the opening above the light shelf. Begin by changing your Snap setting to 0.5. Cut the opening beginning at the lower left corner as Point 1. Close the shape after setting Point 4 by clicking the right mouse button.
Again, AGi32 will prompt for an Insert (glazing) to be placed in the opening. Select Yes and then rename the insert when the next dialog appears. Change the Label to Upper Window. In the case of the second window there is no need enter the Surface Edit command as the properties (Transparency, Surface Type) have been retained from the last window. Click OK to continue.
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Select the Isometric View command to examine what we have done so far.
Select the Calculation Points - Daylight Factor command from the Calculations Toolkit. Most of the default settings are adequate for our needs. Place a checkmark in the box to Include Illuminance Grid and then select the radio button to Create Polygon from Existing Drawing Entities. The work plane height will automatically go to 2.5.
Click OK to exit the dialog and select a point on the room perimeter. AGi32 will find the room shape and outline the work plane with a heavy line. Click on the Accept Polygon button in the subsequent dialog.
We have just placed two different calculation grids on the work plane: a Daylight Factor grid and an Illuminance grid. We can easily switch the visibility of each grid in Project Manager when ready to evaluate the results. By default, the visibility is set to the Daylight Factor grid.
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Select the Daylight button from the Control Bar to the right of the Mode Tabs. The Daylight button on the Control Bar
When the dialog appears, place a checkmark in the Enable Daylighting box and remove the checkmark in the Consider Electric Lighting box. Set the Site Location to Littleton, Colorado, from the menu. You can add to the site location menu as necessary using the Manage button. Enter a Compass Setting of 270 degrees for the location of True North. Now set the date and time for the Winter Solstice, December 21 at 12:00 PM.
Click OK to exit the Daylight parameters dialog. We are now ready to run the computation.
Select the Render tab from the Control Bar. AGi32 will now display a wireframe view of our space ready to compute. Click on the Calculate button on the Control Bar to begin the radiosity calculations.
The composition of a daylight calculation follows: 1. Calculates all direct light from the sky dome and sunlight to the virtual ground plane, any exterior daylight surfaces and all daylight transition surfaces (glazing). Sunlight is only computed for clear or partly cloudy skies. 2. Calculates direct light from electric sources to interior surfaces. 3. Subdivides surfaces if Adaptive subdivision is enabled. 4. Calculates all reflected skylight and sunlight from exterior ground and daylight surfaces to transition surfaces (glazing). 95
AGI32_v2dot0_Tutorials 5. Creates a photometric distribution from the transition surfaces into the space based on incident light on transition surfaces. 6. Calculates complete indirect radiosity solution for interreflected light inside the space.
Once the calculation is complete you can navigate within the rendered image freely using the Interactive commands or Standard views. AGi32 automatically computes the exposure of the rendered image for interior and exterior surfaces individually (new in Version 2.0). Additional Exposure control can be found in the Display Properties command.
The statistics for both the Daylight Factor and Illuminance calculations are shown in the Statistical Summary window in the lower right corner of the screen. You can evaluate the individual calculation points while in render mode by using the Model Overlay feature. Click on the Model Overlay button at the bottom of the screen and the calculations and any other information selected in the Model Overlay Settings will be superimposed on the rendered view. Currently, this is the Daylight Factor points. To switch them to Illuminance you must go to Project Manager in Model mode.
Daylighting-Conclusion Conclusion
The example we have just provided shows the basic steps involved in the calculation of daylight component using AGi32. As we stated in the Introduction, there are several critical steps required when constructing any model for accurate daylight computation. Additionally, if calculations are performed under clear or partly cloudy skies, you will want to enable AGi32s Adaptive Subdivision feature with parameters set to High (Calculate Menu). This will ensure the best possible definition of sun patches on interior surfaces. For perfect sun patches, run a post-radiosity process ray trace on the render views of choice. AGi32 is capable of automatically processing multiple daylight calculations for many dates and times using the Daylight Study feature. This enables playback of daylight renderings over the selected time period as well as the ability to save each individual calculation for later evaluation. For more information about Daylight Studies, select the Daylight Study command from the Daylight menu. Browse the context sensitive Help by clicking the Help button in the Daylight Study dialog.
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