home

DETERMINE VISUAL FUNCTIONS AND TASKS

MATERIALS & TEXTURES
Changing material properties in AGi32 [00:02:20]

... Back to MATERIALS & TEXTURES main menu

... to Setting material properties in AGi32 when importing a CAD model [00:07:46]
... to Changing material properties after importing a model in AGi32 [00:06:19]

Video Transcript:

  • Go under Rooms/ Objects and select Surface Edit.
  • The surface edit dialog box shows the general  settings, surface settings, and advanced surface properties.
  • Under the general settings, you will notice the name of the selected entity. Under surface properties, you can change several properties related to this surface.
  • Let us start with Type. The default type of surface is double-sided; change the type settings if needed; if a surface is a glazing, change it to daylight transition glass transparent or diffuse
  • If the surface receives exterior daylight, change the daylight exterior setting; Selecting this option assigns selected surfaces as Daylight Exterior surfaces (impacts daylighting computations only).
  • Change the color setting to match the desired color. You can change the color based on its rgb or hsl values, if you know the reflectance of a color, you can enter it in the box on the right. You can also add a color to favorites if you plan to use it later. The reflectance value changes with the color that has been set
  • Alternatively, you can assign a texture to a surface; AGi32 has a good range of common architectural materials that you can choose from such as brick, carpet, wood, metal, etc. You can browse the texture in a given category. Once a texture is selected, you can specify the size, tile it, rotate it. You can also click on browse to select a texture not in the AGi32 database. You can then add it to your database
  • You will notice that a texture overrides the color,  reflectance, and transmittance of a surface.
  • Under advanced surface properties you can set up the specularity, glossiness, color bleed, mesh level, and luminance, of a surface.
  • Surfaces can be made to look shiny by adding a specularity value to them. This is visible after raytracing. The glossiness attributes of surfaces can be adjusted as well.
  • You can individually change the color bleed scale of surfaces. In real life, the human eye compensates for the color cast we see on the walls and ceilings as white. Color photos and video displays do not compensate, so the environment looks more saturated than we perceive it to be in real life. Changing the color bleed scale of surfaces  fixes this problem.
  • Mesh level can be set on a per surface basis, instead of using adaptive subdivision. Patch level or emitters per surface and element level or receivers can be set. But watch out – finer mesh will refine but increase the rendering time!
  • You can specify a value for luminance which is the absolute “brightness” of a surface. This is useful for surfaces that emit light.
  • Pay attention to the surface normals. You can flip it using the option in the surface edit dialog box to dictate where the texture will be applied. The surface normals do not make a difference in double-sided surfaces. But watch out for single-sided surfaces.