advanced rendering for AutoCAD
Roy says:
"The default material is ~0.7 grayscale, which is about 50% matte reflective surface. No specularity. No-- don't use specular reflection on the walls unless you want specular reflection on the walls (glossy paint, etc.)"
Couple of questions:
Tags:
No editing of the default material. It's low for walls and high for floors but generally good overall. If you want more accurate estimates you need to use different defaults for ceilings, walls and floors. At the bottom of this page are some industry standard values.
You need to take the square root of the reflectance to arrive at an nXt color-- for example 0.5 (50%) gives you about 0.7,0.7,0.7 for a color (multiply by 255 to get 180). 0.2 gives you .447 or 114.
Please, find attached samples of default materials for floor/walls/ceiling, created using data, mentioned by Roy above ... results on applications with indirect lighting (see atttached clipping plane test on individual family house) are encouraging - pathtracer seems to be 15-20% faster compared with the use of default material only.
I still do not know if we have them defaults right (especially how much reflective intensity should be used).
For the future, we would like to have proper white/gray defaults for:
maybe some of these are not necessary, maybe some are missing... 25 defaults seems too much to me anyway, but still: either using layers on vanilla AutoCAD or styles on AutoCAD Architecture it is quite easy to create more realistic setup for white renderings even with this many materials...
would you be willing to help creating such defaults?
Sorry Roy, this request was ment rather to others than you - I would like to see you adding new functions and improving existing ones rather than doing such mundane stuff as creating multiple default materials :-)
I hope we will be able to put this together ourselves... only some sort of guidance from you at the beginning would be helpful - for example: how much reflective intensity should be used to achieve realistic effect? Do you happen to know where to find relevant data?
There are lots of design analysis sources out there. These guys, for example, list a few approximations for surface reflectance. When you do this, remember, do not add any Highlight or Bump maps. Use pure, gray-scale, matte surfaces only. Remember, in nXt, to take the square root of the value suggested to represent your reflectance and multiply by 255 to get your color intensity. For example 80% reflectance means sqrt(0.8) * 255 or approximately 228.
Don't make too much of this stuff. It's for estimation purposes only and these materials make a lot of assumptions. Getting too specific with your "default" materials is generally not worth it.
Based on the experience of our studio, I cannot agree.
All in all:
Much, much too long a post-- if you want me to read them keep them much shorter.
You're unlikely to find any guidelines out there. Lighting designers generally ignore this stuff because it quickly gets very complicated. I can make up some numbers for you which would be reasonable-- but so can you.
I'd just add about a .4 material glow to everything.
(just kidding)