Hi Alstan,

There are some issues in assigning materials. I updated the C:/DIVA/daylight/material and added a new material on it. 

However, when I use assign material, The new material doesn't show up. I even tried updating the material file of the folder DIVA creates itself, no change has been made.

Would you please help me to solve it.

Regards

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Hi Bahare,

The assign materials form in the DIVA-for-Rhino toolbar does indeed read from the material.rad copy in "RhinoFileLocation\RhinoFileName - DIVA\Resources".  So updating and saving this file should update the material list the next time you load the form.

Alternatively, if you make edits to "C:\DIVA\Daylight\material.rad", you can overwrite the local Resources\ copy by running the Location button.  On subsequent loading of the assign materials form, your material should appear...

Jon 

Bahare,

Can you check to be sure that your material is defined correctly (i.e. no spaces or periods in the name) and that your sequence of work is in the right order (i.e. try clicking the location button and setting the climate, then try changing the local project directory material.rad file;  or, if you prefer to change the main material.rad file on the C:DIVA drive, change that first, then click the "Location" button and override the local file).  Seems to work on my computer (see attached).

The development team may chime in here to give a more definitive answer, but it seems that the materials list found in the Grasshopper scene object component is linked to the C:DIVA material.rad, and not the local project file.

Hope this helps!

Attachments:

Hi Jon,

Thank you for reply. I have tried your suggestion before, but the new material did not show up.



Jon Sargent said:

Hi Bahare,

The assign materials form in the DIVA-for-Rhino toolbar does indeed read from the material.rad copy in "RhinoFileLocation\RhinoFileName - DIVA\Resources".  So updating and saving this file should update the material list the next time you load the form.

Alternatively, if you make edits to "C:\DIVA\Daylight\material.rad", you can overwrite the local Resources\ copy by running the Location button.  On subsequent loading of the assign materials form, your material should appear...

Jon 

Hi Jeff,

I am not sure that the material is defined correctly. Would you please check it.

Please  find attached.

Thank you for your help.

Jeff G said:

Bahare,

Can you check to be sure that your material is defined correctly (i.e. no spaces or periods in the name) and that your sequence of work is in the right order (i.e. try clicking the location button and setting the climate, then try changing the local project directory material.rad file;  or, if you prefer to change the main material.rad file on the C:DIVA drive, change that first, then click the "Location" button and override the local file).  Seems to work on my computer (see attached).

The development team may chime in here to give a more definitive answer, but it seems that the materials list found in the Grasshopper scene object component is linked to the C:DIVA material.rad, and not the local project file.

Hope this helps!

Hi Bahare,

In most cases, the modifier at the beginning of the material definition (after any # comments) has to be "void" (for example,  "void plastic generic_ceiling_70").
Hope this helps!

Bahare,

Jeff is correct that the modifier is the issue.  You can provide a modifier other than "void", but in this case you need to define it prior to using it in the material.rad file.  For example, if you want to modify your material with a brick pattern, you can use a brightfunc (and the built-in Radiance brick.cal file) as follows:

void brightfunc bricks
2 brick_xy brick.cal
0
6 0.03 0.3 0.75 0.4 0.6 0.4

bricks plastic brick_pat
0
0
5 0.4 .13 .05 0 0.2

The meaning of the 6 arguments in the last line of the brightfunc definition are described in the cal file:

A1 = Grout width
A2 = Nominal layer height
A3 = Nominal brick spacing
A4 = Offset
A5 = Brick brightness
A6 = Grout brightness

Be aware that mapping patterns and textures onto surfaces can be quite tricky.  You may have to use more than one material, with different geometric transformations, to get the patterns oriented the way you want...

Jon

Hi Jeff,

Thank you for your reply.

Jeff G said:

Hi Bahare,

In most cases, the modifier at the beginning of the material definition (after any # comments) has to be "void" (for example,  "void plastic generic_ceiling_70").
Hope this helps!

Hi Jon,

Would you please let me know the differences between the modifier which you used for brick and these modifiers which I copied from radmatlib.

Thank you for your help.

void brightfunc dusty

4 dirt /usr/local/lib/ray/dirt.cal -s 2

0

1 .15

 

dusty texfunc brick_tex

4 brick_xy brick_x brick_y brick.cal

0

6 .03 .286 .76 .383 -0.8 0.3

#

brick_tex brightfunc bricks

2 brick_xy brick.cal

0

6 0.03 0.286 0.76 0.383 0.6 0.4

 

bricks plastic brick_pat_and_tex

0

0

5 0.4 .13 .05 0 0.2



Jon Sargent said:

Bahare,

Jeff is correct that the modifier is the issue.  You can provide a modifier other than "void", but in this case you need to define it prior to using it in the material.rad file.  For example, if you want to modify your material with a brick pattern, you can use a brightfunc (and the built-in Radiance brick.cal file) as follows:

void brightfunc bricks
2 brick_xy brick.cal
0
6 0.03 0.3 0.75 0.4 0.6 0.4

bricks plastic brick_pat
0
0
5 0.4 .13 .05 0 0.2

The meaning of the 6 arguments in the last line of the brightfunc definition are described in the cal file:

A1 = Grout width
A2 = Nominal layer height
A3 = Nominal brick spacing
A4 = Offset
A5 = Brick brightness
A6 = Grout brightness

Be aware that mapping patterns and textures onto surfaces can be quite tricky.  You may have to use more than one material, with different geometric transformations, to get the patterns oriented the way you want...

Jon

It's possible to chain multiple modifiers together.  Brightfunc modifiers alter the brightness of a material (think patterns), while texfunc modifiers perturb its surface normal (think 3d textures).  In the example you provide, you are modifying your basic plastic material with a pattern called "bricks", which is in turn modified by a texture called "brick_tex", which is in turn modified by a pattern called "dusty".  (My example, by contrast, included only the first "bricks" pattern.)

Hi Jon,

Thank you for your reply.

Jon Sargent said:

It's possible to chain multiple modifiers together.  Brightfunc modifiers alter the brightness of a material (think patterns), while texfunc modifiers perturb its surface normal (think 3d textures).  In the example you provide, you are modifying your basic plastic material with a pattern called "bricks", which is in turn modified by a texture called "brick_tex", which is in turn modified by a pattern called "dusty".  (My example, by contrast, included only the first "bricks" pattern.)

Hi Jon,

I got the following warnings running daylight grid-based radiation map simulation. Would you please explain this message? 

I used default radiance parameters.

Best


Not sure.  Could you post your Rhino file?

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