Hello, I wanted to know if there is any way to make a texture mirror the sun. I have attached an atl file where i'd like the sun to be reflected from the square (containing a mirror shader) and on to the the opposite wall, as a normal mirror would. Is this possible?
First message : 2009-09-21 16:42:57 Operating system : OS 10.5 RAM : Computer model : Processor : Intel Graphic card Type : sais pas Card name : ATI Video memory : 128 Mo Quiktime : 7.5 Network card : ethernet
You can do that, the Sun will be mirrored if it has the appropriate position for that: it shines directly into that surface while the camera is well angled.
First set the shader for the surface you want, and afterward play with the positioning of the sun. You may use the manual setting for an easier manipulation.
You can play with the effects of mirror surfaces, the same as in real life.
First message : 2009-09-21 16:42:57 Operating system : OS 10.5 RAM : Computer model : Processor : Intel Graphic card Type : sais pas Card name : ATI Video memory : 128 Mo Quiktime : 7.5 Network card : ethernet
First message : 2009-09-21 16:42:57 Operating system : OS 10.5 RAM : Computer model : Processor : Intel Graphic card Type : sais pas Card name : ATI Video memory : 128 Mo Quiktime : 7.5 Network card : ethernet
Lovely, thankyou very much. Thus the next quastion would be wether it will reflect the GI index at some point?
And:
i. For realistic movement of the sun Artlantis uses true stereographic sunpath diagram, not to intervene with Autodesk's Ecotect, but would it be possible to include this stereographic graph in the 2d/3D Window?
ii. And what about including, through material/shader reflectance and sun light temperature, a thermal vision option, which could serve as a tool to measure thermal comfort of the different rooms in regard to a buildings orientation and situation? If I am not wrong the existent data Artlantis manages could enable this, transforming this rendering program into a design tool beyond its graphic capacity.
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
That thermal vision idea sounds very intriguing, would be quite an helpful thing to have for architects. I would like to see this in the future if it is possible. I'm guessing that the accuracy of your material shaders would be very important in this situation.
First message : 2009-09-21 16:42:57 Operating system : OS 10.5 RAM : Computer model : Processor : Intel Graphic card Type : sais pas Card name : ATI Video memory : 128 Mo Quiktime : 7.5 Network card : ethernet
WOW! This thermal vision belongs to the wish list already:) It's a great idea, and very attractive one, through which one could control the sustainability of the house.... Nowadays it is a very hot topic.
Besides the shader accuracy that is about the final finishing, the wall layering would be also imperative in this situation. Today Artlantis imports only the skin of the 3D geometry and walls are transformed into an empty space between two skins. I cannot estimate how much work would require to transfer the insulation capabilities data of each wall component... I can just fill that this feature won't be implemented in Artlantis in the near future...
Regrading the first question about the stereographic sunpath diagram, well, you cannot set it visible in the preview or the 2D window. You can fully trust Artlantis that it calculates the right path for the sun: you can check day scenes and night scenes with stars and moon during different period of the year.
Hello, thankyou again, I fully trust the sun paths in artlantis, but think it is a good tool to include the graphs behing or over the render, which would express the design decisions concerning natural illumination in a definite manner.
I htink this questio doesnt belong in this forum section, but, I would like to know if artlantis renders NURBS (vectorial curves) and if there is a way to import rhino files into artlantis (can be done through .3ds, but it transforms NURBS to polygons)