RenderToolbox Using radiance_direct and pbrt_original
In the radiance_direct and pbrt_original rendering paths, BatchRender uses files in their original radiance or pbrt formats to render images. Certain parts of these files must be tagged appropriately so that BatchRender can locate the scene's objects and lights. Object and lights link to the objectProperties.txt, lightProperties.txt and conditions.txt files the same way that regular pbrt and radiance objects and lights do. See the instructions regarding those files for an explanation.
radiance_direct
In addition to the usual files required by BatchRender, put the following files in the experiment directory:- .rif file: This is the .rif file used to render your scene outside of BatchRender. It must contain all of the rendering parameters that the rad program requires to render (consult this Radiance documentation for how to construct a .rif file). Here is an example file:
ZONE= I 0 20 0 36 0 20 scene= scene.rad PICTURE = output EXPOSURE = 130 VAR= Med DET= m QUAL=m INDIRECT= 2 PENUMBRAS= t RESOLUTION= 1092 render -vh 24.566 -vv 18.222 -av 0 0 0 view = s -vp 10 0 10 -vd 0 36 0
Note that the .rif file contains the "render" properties and "view" properties (on the bottom two lines in this example). Thus the radiance_original path does not use the rendererParams.txt of view files required for radiance rendering. The "scene" parameter must point to the .rad file, which must also be located in the experiment directory. The resolution parameter will be left as it if there is no imageRes or imageResX/Y field in the conditions.txt file.
- .rad file: The geometry and material definitions of your scene must be contained within 1 .rad file, with the same name as the .rif file (not including the .rad suffix). Each object's must have radiance's "plastic" material and defined as in the following example:
void plastic object_name 0 0 5 .15 .15 .15 0 .5
Before each of these definitions, tag the object with a comment in the following format so that BatchRender can find it:
#ObjectName:[object_name]
It is OK if more than one object have the same plastic modifier, however BatchRender will treat each of these as a single object with one uniform material characteristic.
You can leave the geometry aspects of the object untagged, however, because BatchRender only modifies the object's material properties as it renders the scene. So a whole object definition might look as follows:
#ObjectName:myObject puckerWalls plastic myObject 0 0 5 .15 .15 .15 0 .5 object_name polygon box.3267 0 0 12 15 36 6 5 36 6 5 36 20 15 36 20 # etc ...
Lights follow the same sort of pattern, in which it is only the "light" modifier that receives the tag for BatchRender to find. The tag looks as follows:
#LightName:[light_name]
and so a light definition might look like:
#LightName:myLight void light myLight 0 0 3 2 2 2 !genbox myLight box 10 2 1 | xform -rz 0 -t 5 10 18
pbrt_original
Like radiance_direct, pbrt original lets you render a regular PBRT file with an unmodified version of PBRT (as opposed to PBRT_batchRender, which is the version modified for use with BatchRender. In your pbrt file, you will tag the objects and lights, as for radiance_direct, except instead of #ObjectName:[object_name] and #LightName:[light_name], you will use #ShapeName:[object_name]_objectShape and #[LightType]Name:[light_name]_objectShape where [LightType] is PointLight, AreaLight, etc. For objects, these tags go directly above the material attribute used for the object, as in the following:#ShapeName:mysphere_objectShape AttributeBegin Material "matte" "color Kd" [1 1 1] Shape "sphere"
As in radiance_direct, more than one geometric object may be attached to the same material attribute, but they will be treated as one object with the same reflective properties.
Tags for lights go directly above the light definition:
#PointLightName:mypointlight_lightShape TransformBegin ConcatTransform [1.000000000 0.000000000 0.000000000 0.000000000 0.000000000 1.000000000 0.000000000 0.000000000 0.000000000 0.000000000 1.000000000 0.000000000 100.000000000 0.000000000 0.000000000 1.000000000] LightSource "point" "color I" [1 1 1] TransformEnd
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