| |
A
REVIEW OF AUTODESK VIZ 4's® LIGHTING ANALYSIS TOOLS
By Rob Guglielmetti (rpg@rumblestrip.org,
rpg@renfrodesign.com)
As
a long-time Lightscape user and someone who has adopted Lightscape
into his daily workflow for lighting design analysis, I looked forward
to getting my hands on Autodesk VIZ 4®. Over the last few years,
the Lightscape Visualization System was purchased by Discreet Logic,
and then in turn became part of Autodesk's Kinetix division. Speculation
abounded about Lightscape's future.
Many
users had seen the obvious interest there; 3DStudio (now known as
the targeted applications Max and VIZ) lacked global illumination.
Lightscape had a capable radiosity-based GI engine - more than capable.
Many surmised that Lightscape would be "plugged-into"
3DStudio, and we'd all have to watch Lightscape become a stripped
down feature in a larger program, a program with an entirely different
mindset and target audience. Some thought this to be a bad thing.
I for one was curious and hoped this would be a good thing for me.
On
the surface, I'd have to say it hasn't.
There
is good and bad to report here, but first off, I want to stress
that this is an analysis of the lighting analysis tools in VIZ 4.
More specifically, it's a review of what has changed since Lightscape
3.2, and a little optimistic gazing into the crystal ball. Jeff
Mottle has provided an excellent overview of VIZ 4 elsewhere
on this site, including a discussion of the lighting features.
I'm interested in the bottom line as it relates to the lighting
designers out there that are using Lightscape 3.2, or perhaps AGI
or Lumen Micro & were wondering about a change.
I had
the privilege to be on the alpha & beta test team for VIZ 4,
the new binary home for the program-formerly-known-as-Lightscape.
The quick summary is that yes, radiosity has been incorporated into
VIZ 4, and many of the lighting analysis tools that were present
in Lightscape are gone. We lost adaptive subdivision, block substitution,
useable falsecolor renderings, command-line utilities, luminance/illuminance
grids, and the wonderfully finite control over the process parameters
we had in Lightscape 3.2. You can still obtain luminance & illuminance
summary & point info by clicking on a surface, but that's about
it. Falsecolor renderings are still an option, but they render with
no color legend. Without a reference to what the colors mean in
terms of light level, falsecolor renderings are fairly useless.
One could use an image editing program such as Photoshop to add
the scale in as a post-process, but I'd say what was already a tedious
process just got harder.
What's
new is a daylight system that can be animated; once you set up the
daylight system (an assembly of "lights" that simulate
the direct sun and sky component), and the location and north orientation
parameters, you can ask VIZ to simulate an entire portion of a day,
at increments you specify. VIZ will generate a radiosity solution
& rendering for each frame, making the animated sun study much
easier to do than it is in Lightscape. Anyone who has done this
on a regular basis in Lightscape has probably run into me in line
at the insane asylum when picking up your meds. It's a tedious,
error-prone process. The animation-centric VIZ has scored some major
brownie points with this feature.
The
ability to model diffuse transmission is now a reality in VIZ, something
else we did not have in Lightscape. But this brings me to a major
issue (not at all Autodesk's fault): The interaction of light with
medium is a fantastically complex process. Any attempt by a computer
program to emulate these behaviors must be validated before one
can trust the results. My co-workers & I spent a lot of time
validating the Lightscape radiosity engine. We trust that it can
do some things well, and we work within its limitations. Now that
VIZ 4 can simulate additional phenomena, this represents a new frontier
that must be explored - from a validation standpoint - before really
committing to VIZ 4 in a production lighting design workflow. So
although we gain some tools there, it's almost a catch22 because
we can't really use them until we invest a bit of time validating
them. I have supplied the VIZ developers with some of my firm's
quantitative analyses, but they focus on Lightscape's abilities.
Validation of VIZ 4's new abilities has yet to be conducted.
A couple
of new features, "regathering" and "light painting",
are curious. They really indicate the direction of the program and
I guess the intended user base. These are features that purport
to work around the problems inherent with radiosity such as shadow
leaks and artifacts caused by poor modeling techniques. These features
are essentially post-processes, with light-painting being the most
offensive to me, as a lighting designer. This tool allows you to
"add or remove illumination" as necessary, to "touch
up a scene". If only it were that easy in the field! It's akin
to turning up the brightness on a hopelessly under-lighted scene,
or other such god-playing antics. These have no place in a serious
lighting analysis & rendering tool, but then again VIZ 4is not
that at the moment.
Radiosity
is all about meshing, especially when it comes to any attempt to
accurately simulate the distribution of light in a space. Sadly,
we no longer have a meshing scheme driven by adaptive subdivision.
This was a wonderfully intuitive and efficient way of getting the
most bang for the computational buck. VIZ 4 requires you to accept
a global mesh setting, or to manually set the mesh parameters for
each surface. Neither method is really suitable for serious lighting
analysis. Oftentimes, a relatively large surface wants to have a
variable mesh density. This was almost automatic in Lightscape 3.2;
in VIZ 4, it's impossible. If you think of every mesh vertex as
a light meter, you can quickly see how inefficient the current meshing
schemes are in VIZ 4. Improvements need to be made in this area
for VIZ 4 to be truly viable for serious lighting analysis on complex
models. Admittedly, for a small or simple model, one could make
the global meshes dense enough to get accurate data without overwhelming
the processor or memory.
Perhaps
the biggest loss to me is that of block substitution. This feature
is in my opinion one of the most impressive abilities of Lightscape
3.2. I routinely use AutoCAD to create accurate lighting layouts,
then import them into Lightscape using block substitution to swap
a simple circle for a set of 3D geometry, with materials and IES
file properly attached. It enables me to quickly create multiple
lighting scenarios with an accurate modeler and import them to Lightscape
for analysis. This was certainly not something I expected to lose,
given that AutoCAD is made by the same folks as VIZ 4. I was told
by the developers that block substitution is an advanced feature,
used by very few people. I propose Autodesk put block substitution
back in and I'll write the tutorial on how to use it. It may be
an advanced feature, but it's amazingly useful and practical, and
it sets us ahead of the rest - like walking upright.
Limited
as the lighting grids are in Lightscape 3.2, they are even less
useful in VIZ 4, since they no longer exist. Every serious lighting
analysis program, such as AGI and Lumen Micro, has the ability to
portray luminance or illuminance data in a user-specified grid in
the model. Lightscape 3.2 had a crude implementation of this, but
lacked the ability to do anything but display the data on screen
or in a rendering. Most lighting applications also allow for the
export of this oft-voluminous data to a text file for further manipulation
and reporting. I was hoping for this ability in VIZ 4, but instead
discovered that the limited ability Lightscape had was removed altogether.
One
other strength Lightscape has is in its command-line tools. From
a batch file I can control everything about a Lightscape 3.2 simulation,
from the layer state of a solution file to the color of the sky
in a rendering. Through creative manipulation of batch files I can
exercise rigid control over a series of lighting simulations, and
guarantee accuracy and consistency through a project. Sadly, these
tools are absent in VIZ 4.
So
long block substitution, adaptive subdivision, lighting grids &
command line functionality, we hardly knew ye.
So
what is the good news, besides the animated sun studies? Well, simply
this: a new foundation. I've never been accused of being an optimist,
but I see a couple of positive developments in the evolution of
Lightscape to VIZ 4. VIZ 4 includes MaxScript, a fully functional
all-access pass to the inner workings of VIZ. Proper use of MaxScript
could bring back a lot of the lost pieces of Lightscape, and even
add new features. Perhaps there's a way to use MaxScript to emulate
the block substitution feature, or to extract illumination data
to a text file.
Anyone
saying "Lightscape was swallowed by VIZ" is oversimplifying
things. It wasn't a matter of taking Lightscape's radiosity engine
and putting it in VIZ, it was a ground-up rebuild. Features were
not removed, they simply didn't get added in, due to time constraints.
I'm unhappy that the features I use most were the ones deemed least
important (to the largest market segment), but business is business
I suppose.
Autodesk
is offering a reduced upgrade price for Lightscape licensees to
go to VIZ. They are knocking $400 USD off the price of a copy, bringing
it to $1495 USD. Quite simply, it's a lot of dough. It's a lot of
program too, but much of the functionality will collect dust if
you use Lightscape purely for lighting analysis. As a lighting designer,
the price would have to be a lot lower for me to justify the upgrade.
But I am intrigued by the possibilities for the future of this program.
I encourage lighting designers to write your VIZ Congresspersons,
lobby for the features we want & need; they might just listen.
There is an opportunity there for third party developers and manufacturers
as well; perhaps through the third party channel lighting designers
will be able to get what we need to make VIZ 4 a viable lighting
tool.
- Rob
Guglielmetti
Rob Guglielmetti is a Lighting Calculation Programmer and Analyst
for Renfro Design Group, Inc, an Architectural Lighting Design firm
in New York City. He has been a Lightscape user since 1996.
If you would like to post comments or questions
about this review, please visit our
forum
|
|