Innovations Reluxsuite 2012: Light Simulation Tools
Innovations Reluxsuite 2012: Light Simulation Tools
ReluxSuite
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CONTENTS
CONTENTS ................................................................................................................................. 2 1 1.1 1.2 1.3 1.3.1 1.3.2 1.4 1.5 1.6 1.6.1 1.6.2 1.6.3 2 3 3.1.1 3.1.2 3.1.3 3.1.4 3.1.5 4 4.1 4.2 BOOLEAN OPERATIONS ON DESIGN ELEMENTS ................................................................ 3 Boolean objects .............................................................................................................. 3 Generating Boolean objects.............................................................................................. 3 Editing Boolean objects ................................................................................................... 4 Parametrising and positioning of operand objects ........................................................... 4 Sequence of operand objects ....................................................................................... 6 Defining the materials of the Boolean object ...................................................................... 7 Incorporating a Boolean object in the 3D library ................................................................. 8 Examples ....................................................................................................................... 8 Difference: holes in a partition wall .............................................................................. 8 Union/difference: facade ............................................................................................. 9 Intersection: lentil .................................................................................................... 11 NEW BASIC OBJECTS ...................................................................................................... 11 POLYGONAL WINDOWS AND WINDOW FRAMES ............................................................. 12 New shapes ............................................................................................................. 12 Additional geometry ................................................................................................. 12 Rotation of the wall objects ....................................................................................... 14 Depiction of a realistic wall jamb ................................................................................ 14 Design of wall elements / drawing windows ................................................................. 14 NEW EDITING FUNCTIONS .............................................................................................. 14 New tool: rotate object uniaxially.................................................................................... 14 Rapid access to the tool bar ........................................................................................... 15
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1.1
Boolean objects
Difference: one or more objects are subtracted from an initial object. This can be used to punch a hole in an object, for example.
Union: a number of objects are combined to form a new object. This can be used to avoid penetrations, for example.
Intersection: a number of objects are intersected so that the only volume that remains is that which is enclosed by all the objects in question. This can be used, for instance, to create a new shape from different existing shapes.
1.2
To generate a Boolean object, it is necessary to select the objects involved and then select the desired operation via the context menu (right click in the 3D/2D view, right click in the scene tree) or the main menu (Edit Create Boolean group).
If the objects are closed and thus suitable for a Boolean operation, they will be included in the operation. Objects with openings will be ignored during Boolean operations. The Relux scene tree then shows the generated Boolean object as a group. The operand geometries are sub-objects of the Boolean object (Fig. 2).
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In the example of a difference (Fig. 2) the sequence inside the Boolean group is decisive. The first object is the original object and all further objects are subtracted from this. Boolean groups or parametrised groups (field, strip, circle) can also be fitted into each other.
1.3
The Boolean object can still be edited after it has been created. To do this, you should click on one of the operand objects in the scene tree and edit it via the property window or in the 2D/3D view.
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1. The Boolean object generated from a rectangular and a round cuboid. 2. Select the round cuboid. The cuboid selected is orange and ready for editing. 3. Change the radius of the round cuboid. 4. Move the round cuboid. 5. Deselect the object. The function of interactive duplication keeping the CRTL key pressed can also be applied inside Boolean groups. In the example in Fig. 3, additional holes could be punched out of the rectangular cuboid by moving them while keeping the CTRL key pressed.
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As already mentioned in Chapter 1.2, the sequence of the operand objects within the Boolean group may be decisive. This is the case, for instance, if objects are to be subtracted from each other (creation of a difference). Which object is to be subtracted from which other one is important here (A-B B-A). The sequence can be subsequently altered via the scene tree. To do this, click on the object whose position is to be changed and, keeping the left mouse button pressed, move it to the desired position. If it is moved to the group node of the Boolean object, it will fall out of the group, or alternatively fall into it, depending on whether it was already in the group or not1. The example in Fig. 4 shows how the corner of a cube is to be cut off by a second cube. The initial intention was to cut off the top corner of the lower cube with the bottom corner of the upper cube. The group was generated in the wrong sequence, however. In order to change this sequence, you should proceed as follows:
The feature can also be used to subsequently add objects to free groups or to remove them from free groups.
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1. The object generated the wrong way: the lower cube is subtracted from the upper cube. 2. Select the upper cuboid in the scene tree (first sub-object in the Boolean group). 3. Keeping the left mouse key pressed, move the upper cube (sub-object 1 in the scene tree) on to the lower cube (sub-object 2 in the scene tree) or the other way round. Let go of the mouse key (drag and drop). 4. Deselect the object.
1.4
When a Boolean object is generated, new surfaces are created. These surfaces are always in the same material as the surface from which they have been created. If red cuboids are punched out of a grey cuboid, for example, the outside surface of the generated object will be grey and its holes red. If the partial surfaces of the Boolean objects are to subsequently be given a different colour, this can be done by editing the operand objects in the property window or by pulling a material onto the operand object by drag and drop. To do this, the operand object must, however, have been selected beforehand (Fig. 5).
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1. Original objects. 2. Red cubes are subtracted from the grey cuboid.
1.5
Once a Boolean body is finished, it can be incorporated in the library of 3D objects. This will enable it to be positioned in additional scenes in the same way as all other library objects. It must, however, be borne in mind that the Boolean group can then no longer be edited. Holes that have been generated cannot then be moved any more or have their dimensions changed. The command to perform this is "Convert to 3D object" and can be called up with a right click via the context menu. Once the command has been executed, the object will be found in the library (left side of Relux Objects 3D Objects / Furniture).
1.6
Examples
The following chapter shows a few sample applications for a number of simple Boolean operations.
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1. Model the partition wall and the cut-outs in the wall in the form of Relux partitions and Relux cuboids. 2. Create the Boolean difference between the partition wall and the cut-outs in the wall.
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Runder Quader skaliert, punkte rausgelscht =Round cuboid, scaled, points deleted Rechteckiger Quader = rectangular cuboid 1. Modelling the wall and an individual window frame. a. Rectangular cuboid for the wall. b. Rectangular cuboid for the window sill (blue). c. Rectangular cuboid for the window frame at the side (green). d. Round cuboid for the window frame at the top (blue). Convert into a polygonal cuboid and scale in the y direction. Delete the superfluous points at the bottom. 2. Group together the cuboids for the window frame and the window sill in a free group and duplicate as a field (5x5). 3. Form the Boolean union between the wall and the group (window frame and window sills). 4. Generate the same cuboids again as those that were modelled for the window frames under Point "1" above, but without the window sill. This time, however, reduced by twice the thickness of the window frame (for the window cut-out). 5. Group together the cuboids generated under Point "4" above in a free group and duplicate as a field (5x5) window cut-outs.
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6. Generate the Boolean difference between the union generated under Point "3" above and the window cut-outs (Point "5").
1. Position a compressed sphere. 2. Duplicate the sphere positioned under "1" and shift it sideways. 3. Position a round cylinder (rotated 90 around the x-axis). 4. Generate a Boolean intersection between all three objects.
Sphere: the sphere is made up of a single material. In addition to the number of segments, it is also possible to specify the number of layers here. A texture is adapted by means of sphere mapping.
Hemisphere: the hemisphere can be made up of two different materials one for the upper hemisphere and one for the base surface. In addition to the number of segments, it is also possible to specify the number of layers here too. A texture on the hemisphere can be adapted by means of sphere mapping, and a texture on the base surface by means of cuboid mapping.
Cone/truncated cone/pyramid/truncated pyramid: in the case of a cone, a radius can be specified for the base and a radius for the top. If the radius for the top is greater than 0, this is a truncated cone. If a value of 4 is selected for the number of segments, a pyramid or a truncated pyramid will be generated. The cone is made up of a maximum of three different materials: the outside surface and the base and top surface. A texture on the outside can be adapted by means of cylinder mapping and a texture on the base and top surface by means of cuboid mapping.
Ring: the ring is parametrised by means of four radii: the inside radius at the top and the bottom and the outside radius at the top and the bottom. In this way, it is possible to model conical pipes too.
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Polygonal rotational objects: in addition to the fixed parameterised rotational objects mentioned above, the rotational solid can also be polygonal. To generate solids of this type, you use the "Construct rotational solid" tool under "Tools" "Construct" "Rotational solid". The polygonal rotational body is made of just one material. When it is generated, there are fundamentally two different ways in which a rotational solid can be created: o Rotation around an axis: first of all, you draw the axis around which the closed polygon is to be rotated. Following this, the rotating polygon is drawn in (this is not permitted to intersect the axis of rotation). The action is completed with a double click or by pressing the enter key. Rotation around the end points: after selecting the "Construct rotational solid" tool, press the enter key to skip the step for drawing the axis of rotation. The polygon that has been generated can be rotated around its end points by a double click or by pressing the enter key on the keyboard again. What is important here is that the polygon should not intersect its axis of rotation that is defined by its end points.
Fig. 10 New window shapes. From left to right: rectangular, circular, semi-circular, polygonal
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The geometry of the frame can be edited via the properties window for the windows, doors, or pictures and relates to all the geometries which point to the same reference. This additional geometry is comparable with a library object. It is naturally still possible to administer a number of different additional geometries. If a window has an additional geometry, then the window-bar factor is superfluous, since the bars are already taken into account in the calculation through the additional geometry. For this reason, this factor is set on 1.0 if an additional geometry is allocated to the window and is blocked in the dialogue (Fig. 11).
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With skylights, in particular, planners would frequently like to be able to rotate these around their z-axis. This can now be done via the dialogue or interactively in the 2D/3D view.
1. Activate the "Construct window" tool. 2. Select a wall on which the window is to be constructed. Via 3D or in the scene tree. 3. Draw the describing polygon on this wall.
4.1
If an object is to be rotated, this will generally be around a single axis. In many cases, the desired rotation is a rotation around the z-axis. This rotation is generally performed in the floor plan. This is still, of course, possible with the familiar three-dimensional rotation. For planners wishing to have precise results, however, it was often faster and more accurate to enter the value in the dialogue via the keyboard. Not least if the rotation was to be based on a line in a CAD plan. The new tool "Rotate object uniaxially" ( ) now also offers the option of interactive use of CAD snap. Using the tool, you take the intermedi-
The thickness of the walls and ceilings and hence the position of the window can be set via "Extras Outdoor room eingestellt werden.
Options
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ate angle of the x-axis of the object and a vector by which the object is to be rotated. Fig. 12 shows how a table is lined up with a line in the CAD plan using the "Rotate object uniaxially" tool. If an object is not to be rotated around its origin, a different point of rotation can be set prior to the rotation proper by keeping the Ctrl key pressed. Fig. 13 shows how a luminaire that is placed in the middle of a corridor is lined up to the wall alongside it.
Fig. 12 Aligning a table to a CAD line with the aid of the CAD snap
Fig. 13 Align the luminaire to any desired line on the floor plan
The "Rotate object uniaxially" tool can also be used as a combined tool in conjunction with the "Place object" or "Move object" tool. This can be specified via the tool settings (Tool shows the dialogue in which these options can be set. Settings ). Fig. 14
Setting this option means that each positioning or moving step is followed by "Rotate object uniaxially". If you wish to skip "Rotate object uniaxially", you can do so by pressing the Esc or Enter key.
4.2
A new toolbar has been incorporated to shorten access to the most frequently used tools. This pops up next to the mouse cursor after choosing select an object, move/rotate an object, change the object parameters, or position an object. This rapid access can be switched on or off via the tool settings (Tool Settings ). Fig. 15 shows where this setting can be made in the dialogue.
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The actions that are offered via this toolbar are a function of the context. If a luminaire is being positioned, for example, the tools available are move, rotate, align luminaire or group luminaire. If an item of furniture is selected, this can be moved, rotated or uniaxially rotated via the rapid access toolbar.