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ReluxSuite

Welcome to the simulation world

Fit for ReluxSuite


July 2015
TABLE OF CONTENTS 2/140

TABLE OF CONTENTS
TABLE OF CONTENTS.......................................................................................2
1 Recommended system requirements .......................................................5
1.1.1 Supported Operating Systems .............................................................. 5
1.1.2 Supported Graphics Cards ................................................................... 5
1.1.3 Main memory (RAM) ........................................................................... 5
1.1.4 Processor (CPU) ................................................................................. 6
1.2 Installation of the program and the luminaire catalogue off a DVD ................ 6
1.3 Installation of the program as a download ................................................. 8
1.4 Relux Online Update ............................................................................... 8
1.5 Activation, registration .......................................................................... 10
2 About ReluxSuite and this guide ............................................................12
2.1 Training courses for ReluxSuite users ...................................................... 12
3 Part 1: getting started in 5 minutes .......................................................13
3.1 ReluxNet ............................................................................................. 13
3.2 gbXML-Import with ReluxPro .................................................................. 14
3.3 CAD-Import with ReluxPro (planning of entire floors) ................................ 17
4 Part 2: enhanced features......................................................................24
4.1 ReluxNet ............................................................................................. 24
4.2 Move or rotate objects in a new way ....................................................... 33
4.3 Move and rotate working plane .............................................................. 36
4.4 Edit and draw objects in the 3D view ...................................................... 37
4.5 Centre luminaire groups ........................................................................ 38
4.6 Align objects to external walls ................................................................ 39
4.7 Modification of insertion points ............................................................... 41
4.8 Multiple insert function .......................................................................... 41
4.9 Placing grid/ raster snap........................................................................ 43
4.10 Move and scale room elements .............................................................. 44
4.11 Boolean operations on design elements ................................................... 45
4.11.1 Boolean objects ................................................................................ 45
4.11.2 Generating Boolean objects................................................................ 45
4.11.3 Editing Boolean objects ..................................................................... 46
4.11.4 Parameterising and positioning of operand objects ................................ 46
4.11.5 Sequence of operand objects ............................................................. 47
4.11.6 Defining the materials of the Boolean object ........................................ 48
4.11.7 Incorporating a Boolean object in the 3D library ................................... 49
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4.12 Examples ............................................................................................ 50


4.12.1 Difference: holes in a partition wall ..................................................... 50
4.12.2 Union/difference: facade.................................................................... 51
4.12.3 Intersection: lentil ............................................................................ 52
4.13 New Basic Objects ................................................................................ 53
4.14 Polygonal Window and Window Frames ................................................... 54
4.14.1 New shapes ..................................................................................... 54
4.14.2 Additional geometry .......................................................................... 54
4.14.3 Rotation of the wall objects ................................................................ 55
4.14.4 Depiction of a realistic wall jamb ........................................................ 55
4.14.5 Design of wall elements / drawing windows.......................................... 56
4.15 New editing functions ............................................................................ 56
4.15.1 New tool: rotate object uniaxially ....................................................... 56
4.16 Draw polygonal scenes (interior, exterior) ............................................... 58
4.17 CAD import with ReluxPro...................................................................... 62
4.17.1 Example 1: CAD-Import with ReluxPro (single rooms) ........................... 62
4.17.2 Example 2: add a second CAD drawing to your scene ............................ 69
4.17.3 Example 3: CAD-Import with ReluxPro (planning of entire floors) ........... 72
4.18 gbXML-Import with ReluxPro .................................................................. 82
4.19 ReluxMovie Module ............................................................................... 90
4.19.1 Introduction ..................................................................................... 90
4.19.2 Animation bar .................................................................................. 90
4.19.3 Maintaining the observer height .......................................................... 91
4.19.4 Animation path ................................................................................. 91
4.19.5 Multiple animation paths .................................................................... 92
4.19.6 Interpolation .................................................................................... 92
4.19.7 Stretch-compress animation............................................................... 93
4.19.8 Animation properties ......................................................................... 94
4.19.9 Rendering the animation.................................................................... 94
4.20 New GR and TI glare rating for outdoors.................................................. 97
4.20.1 What is calculated? ........................................................................... 97
4.20.2 Measuring area and observers ............................................................ 98
4.21 Raytracing calculation in Relux Pro ....................................................... 100
4.21.1 How to use the Relux raytracing calculation ....................................... 100
4.21.2 The Standard mode parameters ....................................................... 102
4.21.3 The Expert mode parameters ........................................................... 104

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4.21.4 Daylight calculations ....................................................................... 107


4.21.5 Set up a viewpoint .......................................................................... 108
4.21.6 Raster measuring areas and start of calculation .................................. 108
4.22 ReluxVivaldi Calculation....................................................................... 110
4.22.1 Why Relux Vivaldi ........................................................................... 111
4.22.2 Benefit for the customer: ................................................................. 111
4.22.3 A ReluxVivaldi simulation is basically a two-stage process .................... 111
4.23 ReluxVivaldi Calculation Adjustments .................................................... 112
4.23.1 Control Panel - Interactive influence.................................................. 112
4.23.2 Timeline Editor - Dynamic light transitions ......................................... 112
4.23.3 Energy Chart - Calculating energy consumption .................................. 112
4.23.4 Daylight - Artificial light paired with daylight ...................................... 112
4.24 ReluxVivaldi Calculation....................................................................... 113
4.24.1 ReluxVivaldi calculation settings ....................................................... 113
4.24.2 Artificial Light Control Group ............................................................ 114
4.24.3 Multiple Daylight Calculations ........................................................... 115
4.24.4 Calculation Results and Start of the ReluxVivaldi Module ...................... 116
4.25 Planning according to EN 12464-1:2011, 12464-2:2007, or ASR 3/4:2011 117
4.25.1 Example project: Planning according to DIN EN 12464-1:2011 ............. 117
4.25.2 Calculation results .......................................................................... 122
4.26 ReluxEnergy ...................................................................................... 123
4.26.1 Example 1: Project as per EN15193 .................................................. 125
4.26.2 Example 2: project based on german DIN 18599-4 ............................. 130
4.27 Tunnel module ................................................................................... 132
4.27.1 Step 1: Tunnel geometry ................................................................. 133
4.27.2 Step 2: Luminaires / LDCs ............................................................... 133
4.27.3 Step 3: Calculation ......................................................................... 137
4.27.4 Step 4: Checking results .................................................................. 138

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1 RECOMMENDED SYSTEM REQUIREMENTS


1.1.1 Supported Operating Systems
Windows Vista, Windows 7 and 8 (32 and 64-bit) are supported.

Comment for MAC OS systems: ReluxPro cannot be run natively on MAC OS or


other Linux derivatives. On these platforms it runs only inside an emulation layer
called Virtual Machine. To be more precise, a MS Windows Virtual Machine must be
created using visualization software such as Virtualbox.

Further links:
en.wikipedia.org/wiki/VirtualBox
en.wikipedia.org/wiki/Virtual_machine

1.1.2 Supported Graphics Cards

Graphics cards should fulfil the requirements in chapters 2.1 and 2.2.
video memory (VRAM): minimum 256 MB.
optimal: 512 MB or more.
at least OpenGL version 3.0 is needed.
Note: ReluxPro tries to detect potential graphics card incompatibilities by switching
to Mesa mode. Mesa mode processes 2D and 3D visualisation as a software emula-
tion, which means the hardware acceleration of the graphics card cannot be used. The
advantage of this mode is its reliability. The downside is slower execution of ReluxPro.
This mode can be activated manually in ReluxPro via Extras->Options->General set-
tings.

1.1.3 Main memory (RAM)


Minimum required: 2 GB RAM
Optimum: 4 GB RAM or more

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ReluxPro is a 32-bit program. This means the program can use 2GByte RAM at most.
One exception is the standard calculation engine for artificial and daylight calculations.
This can use the entire main memory of 64-bit operating systems, and thus makes it
possible to calculate very large projects.

The Raytracer module is still a 32-bit program and therefore has to observe the 2GB
RAM threshold.

1.1.4 Processor (CPU)


Minimum required: Dual core Intel or AMD processor with at least 2GHz clock fre-
quency.
Optimum: Intel or AMD processors with 4 or more cores. For example, the AMD Phe-
nom series or Intel Core i7 series.
Currently only standard Radiosity lighting calculations are multi-core and Hyper-
threading capable.

1.2 Installation of the program and the luminaire catalogue off a DVD

Please close all other programs before installing the program. Place the DVD in your
DVD drive. The setup for ReluxSuite ought to start automatically.
If the setup routine does not start, this probably means that the "Autostart" function
has been deactivated. You should open Windows Explorer, select the drive in which
the Relux DVD is located and start the setup manually by double-clicking on the
start.exe file.
The installation program starts with the opening screen for selecting the language.
The language selected here applies for the installation only. Different languages
can be selected later on when using the program and also for the program outputs.
You start the installation of the main program by pressing on ReluxSuite (Fig. 1).

Fig. 1

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Note: If an older Version (up to Relux Professional 2007) is still installed on your
system, enter a new path for the ReluxSuite Version. If you need your projects from
Relux Professional 2007 and the imported LDCs at a later date, you can copy these
into the ReluxSuite directory.
You should now select Install ReluxSuite. You should read the licence agreement and
accept it so that you can continue with the installation (Fig. 1). Select the country in
which you are located. In the next window, you can specify a path for the installation
of ReluxPro. The default proposed for Relux is C:\Program Files.

Fig. 2
Once the setup routine has copied the program data, you can specify the language
for the user interface, the outputs and the database. You can change these set-
tings in the program at any time (Extras Language).
You can choose whether you install the manufacturer data locally (this is recom-
mended if you have sufficient memory space, duration approx. 20 minutes) or wheth-
er you wish to use this data off the DVD. In the case of a network, we recommend
copying the data to a network drive, so that all users can access it. You can select the
manufacturers by double-clicking the tick or by using +++ or ---. If necessary please
refer to the Relux Professional 2007 manual for a more detailed description of the in-
stallation process.

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1.3 Installation of the program as a download

Fig. 3
If you do not have a ReluxPro DVD, you can download the program free-of-charge
from the Relux Informatik AG homepage at www.relux.biz (Fehler! Verweisquelle
konnte nicht gefunden werden.).

1.4 Relux Online Update

Once the installation has been successfully completed, you can start ReluxPro for the
first time. We recommend that you now update ReluxPro and the manufacturer data-
bases that have been installed via the menu option Help - Online Update. Your PC
needs to be connected to the Internet to do this.
The update manager will start, and you can specify whether ReluxPro should look for
updates on a regular basis. We recommend you to leave this option switched on, with
a time interval of two weeks. You will then always be able to work with the latest pro-
gram and database versions (Fig. 4).

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Fig. 4
Click on the Check now button. In the Relux Update window, you must then enter
the user name and password that you selected when registering under My Relux on
the Relux Informatik AG homepage. After you have entered your user data and
clicked on the Update button, ReluxPro will look for updates.

Fig. 5
The Select packages window will open, showing you all the updates that are avail-
able for your Relux Installation. You can select each item individually for the update in
order to keep down the size of the download. From the "Select packages" window in
Fig. 5, you can start downloading the files that you have selected by clicking on the
Update button. If ReluxPro is still open, it will then be closed. If there are projects
that have not been saved, you will be prompted to save these before the update is
started.

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1.5 Activation, registration

All activations and licences are administered in ReluxPro in the Menu help about
Relux.

Fig. 6
ReluxPro is free of charge, but must be activated within 30 days. For activation you
will need an Internet connection. The activation is anonymous. An e-mail address is
optional for receiving the Newsletter (Fig. 6).

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Fig. 7
ReluxCAD, plugIn for Autocad from Autodesk (Fig. 7) needs a licence. Please insert
the ReluxCAD licence code here and activate via the button. For activation you will
need an Internet connection. The activation is anonymous.
ReluxTunnel runs with a USB stick, which can be ordered from Relux.

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2 ABOUT RELUXSUITE AND THIS GUIDE


ReluxSuite contains a number of software packages, all of which come under the
same heading of ReluxSuite. The name of the Version is the calendar year, followed
by a number that is increased for each new version (e.g. 2012-2). ReluxSuite includes
the following programs:
ReluxPro
ReluxVivaldi (new)
Tunnel
Relux Raytracing calculation
ReluxEnergy
ReluxOffer
ReluxCAD
ReluxTools
ReluxAdmin
ReluxLum
ReluxPickIt
ReluxUpdate
ReluxUninstall
Note: This Fit for Relux Suite reference work contains about 140 pages full of
information. We recommend all users who have a more profound interest in the use of
Relux raytracing to consult our separate manual. All the information is available for
you either on our DVD ReluxSuite or at www.relux.biz.

2.1 Training courses for ReluxSuite users

Other than that above mentioned documents we frequently offer public trainings in
many European cities to get access into the various functions of ReluxSuite. You can
simply select out of seven training courses and combine them in your preferred way.
ReluxPro Access Training for beginners
ReluxPro Interior I light planning related to norms as per EN 12464-1
ReluxPro Interior II & Upgrade Development course for ReluxPro users
ReluxPro Road & Exterior - light planning as per EN 13201, EN 12464-2
ReluxPro Daylight & Energy Energy efficient light planning for buildings
New: ReluxPro Upgrade All-round training for advanced ReluxPro users
ReluxTunnel (only upon request)
More informationen: www.relux.biz Training courses

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3 PART 1: GETTING STARTED IN 5 MINUTES


The following features will help all advanced Relux users to switch to the new
ReluxSuite. Beside this quick familiarisation with ReluxSuite 2015.1, interested Relux
users will find all the information on Relux Suite 2015.1 in the second part of this
manual. Please refer to Part 2 for a more detailed description of these features.

3.1 ReluxNet

Search-Find-Utilize
Now you can select lights, lamps and sensors and gather details of their characteris-
tics. You can share this knowledge with your colleagues and continue to use it for
planning lighting systems in various programs. For this, you can use any type of me-
dia such as your PC, tablet or smartphone with internet access.
100 international manufacturers provide you with approximately 1 million lights,
2,000 lamps and 1,000 sensors in uniformly illustrated form.
This is made possible by selecting the criteria appropriate for you. For example, you
select the interior, an assembling arrangement, ceiling, etc. and you will notice how
the range of offers gets reduced in steps until you have found your optimal project
lamp. We are convinced that in future you can save a lot of time by using ReluxNet.

Fig. 8 www.relux.net
On the right at the top edge of the page you can register for free (Fig. 8), for exam-
ple, to create your own lists of favourites. Also you can import any lighting files (Eu-
lumdat, IES) and create your own data sheets for these products.
Step 1: Enter email address
Step 2: Set a password

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Step 3: Receive your confirmation mail and confirm registration with ReluxNet. Done.
Note: Optionally, you can also invite your colleagues to share the products you
have created and manage. This saves time and creates synergies.

3.2 gbXML-Import with ReluxPro

The Green Building XML format (gbXML) has been designed as an open data format.
GbXML allows you to easily transfer building data (building hierarchy, geometry, day-
light openings, doors, etc.) from Building Information Models (BIM) to engineering or
analysis software.
Currently, GbXML is being integrated into a variety of CAD programs and Engineering
Tools and supported by leading 3D BIM vendors.
The new ReluxPro 2015 - provides, like the CAD Import - two different possibilities of
importing gbXML files. The first option involves selecting the option Project Import
(Fig. 9) in the Start menu of ReluxPro and creating several new scenes using an im-
ported gbXML file. In this, any existing doors or windows are placed at the same time.
The second option is to import more gbXML data into an existing project. Follow the
Menu File Import Scene.

Fig. 9 Supplemented Start dialog window


Clicking on the option Import Project opens up as usual the input window for the
project data. (Fig. 10)

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Fig. 10 Dialog window Enter Project data


As early as the next step, a gbXML file can be imported in the menu Import
Room. (Fig. 11)

Fig. 11 Dialog window Import Room


Other preparations or creating the building hierarchy (Building Floor Scene) is
not necessary because all scenes are already assigned logically to their floors when
importing. (Fig. 12)

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Fig. 12 Dialog window Import gbXML


Furthermore, in the plan view all the scenes are placed in their correct positions, al-
lowing the user a rapid overview of all floors along with the scenes. In this regard, the
current version of ReluxPro differs considerably from previous versions. (Fig. 13)

Fig. 13 Floor overview of the new ReluxPro Version 2015


So as to start planning lights and lighting systems for individual scenes, it is neces-
sary to move from the floor overview into a single scene. By double-clicking a room
enclosing wall switch into the desired scene and enable the editing mode. As usual,
working with ReluxPro is convenient despite a possibly large number of scenes. The
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newly-named menu group Project (see Fig. 14) allows you to switch back into the
floor overview if necessary (the leftmost icon in the menu group Project).

Fig. 14 Menu group Project


In the menu group Project, as usual, a so-called combo is located in the middle (Fig.
15). On clicking, the list of all available levels is displayed and, slightly indented, also
the list of all available scenes. Here, you can select individual rooms, or switch be-
tween the floors of a building.

Fig. 15Combo box in the menu group Project


The following two figures show the view of a ground plan in the floor overview, and
then in the editing mode of a scene.

3.3 CAD-Import with ReluxPro (planning of entire floors)

The new ReluxPro now also includes the possibility of viewing several scenes of a floor
simultaneously.
Example 2: Create a new scene using a CAD Plan

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Fig. 16 Start menu CAD Import

As in the previous example, click the option CAD Import and follow these seven
steps with a change in Step 3:
Step 1: Enter project data
Step 2: Set the type of the project (interior/exterior installations)
Step 3 (for interior projects only): Set the type of the interior project (in this
case, floor)
Step 4: Select a file (*.dwg or *.dxf)
Step 4: Set the scale (often 1000/m for interior and 1/m for exterior installations)
Step 5: Rotate the drawing (requires knowledge of drawing, otherwise continue)
Step 6: Define the origin (requires knowledge of drawing, otherwise continue)
Step 7: Capture the actual Relux scene

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Fig. 17 Type of project

Fig. 18 Set the type of the interior project


Steps 3 to 6 are similar to importing of single rooms; therefore, these are not de-
scribed again in this chapter.

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Fig. 19 Draw the scene.


By double-clicking or using the Enter key complete entering the scene geometry. The
Properties window opens automatically if you press the Ctrl button simultaneously.
Note: When you draw the first scene of a project, a floor is automatically created,
into which the following scenes are integrated.

Fig. 20
The dialog box "Properties" for a scene has been revised and is now divided
ReluxSuite 2015) into four areas, which can be optionally edited: 1. Scene (Name,
Height, Geographical location); 2. Evaluation area (Setpoints, Measuring surfaces); 3.
Structure (Coordinates of the vertices,); 4. Material (reflectance).

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Fig. 21 Properties tab Scene Fig. 22 Properties tab Evaluation area

Fig. 23 Properties tab Structure Fig. 24 Properties tab Material


Once a second scene has been created, the tab Project of the objects or control cen-
tre looks like as shown in the following figure. All Floors and rooms / scenes are listed
in a clear tree structure.

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Fig. 25 Floor plan view on floor level

Fig. 26 3D View on floor level. All scenes shown are now visible.
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Fig. 27 Floor plan view on floor level


Once all the scenes of the floor have been created, an office workstation lamp will now
be inserted into any scene. However, the usual Drag & Drop function does not work in
the floor view.

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4 PART 2: ENHANCED FEATURES


4.1 ReluxNet

Search-Find-Utilize
Now you can select lights, lamps and sensors and gather details of their characteris-
tics. You can share this knowledge with your colleagues and continue to use it for
planning lighting systems in various programs. For this, you can use any type of me-
dia such as your PC, tablet or smartphone with internet access.
100 international manufacturers provide you with approximately 1 million lights,
2,000 lamps and 1,000 sensors in uniformly illustrated form.
This is made possible by selecting the criteria appropriate for you. For example, you
select the interior, an assembling arrangement, ceiling, etc. and you will notice how
the range of offers gets reduced in steps until you have found your optimal project
lamp. We are convinced that in future you can save a lot of time by using ReluxNet.

Fig. 28 www.relux.net
On the right at the top edge of the page you can register for free (Fig. 28), for exam-
ple, to create your own lists of favourites. Also you can import any lighting files (Eu-
lumdat, IES) and create your own data sheets for these products.
Step 1: Enter email address
Step 2: Set a password
Step 3: Receive your confirmation mail and confirm registration with ReluxNet. Done.
Note: Optionally, you can also invite your colleagues to share the products you
have created and manage. This saves time and creates synergies.

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Fig. 29 Log into ReluxNet Fig. 30 Register for free

Fig. 31 The user account is now activated Fig. 32 View and modify user data

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Fig. 33 Add more users

Fig. 34 Invite new users to share the products you have created and manage them.

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Selecting a desired lamp is very simple with ReluxNet. Simply by making a rough se-
lection of the product criteria (lighting system, lamp, sensor manufacturers, interior
lights, etc.) you will receive initial suggestions through ReluxNet (Fig. 35). You can
fine tune this choice by other criteria (type of mounting, shape, type of lamp, ballast
devices, sockets, etc.) until you narrow down to a small selection of lamps which
match your requirements.

Fig. 35

Fig. 36

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You can check the photometric properties of these lamps directly in ReluxNet and cre-
ate a first calculation of light. Click on (Fig. 36) to calculate the number of
lamps. It requires only a few specifications from you (spatial dimension, working
plane, maintenance factor) and ReluxNet will list the results (Fig. 37). By clicking on
Open in ReluxPro (previous figure) pass on directly by a Drag & Drop action the se-
lected lamp to ReluxPro to do a detailed technical planning.

Fig. 37
If necessary, you have several ways to manage the lights you have found:
1. Apply the selected light to your Favourites

2. Create and print a data sheet for the lamp

3. Compare the selected lamp with other products

4. Overview of lights to be compared

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1. 2. 3. 4.

Fig. 38 Overview of a lighting system

Fig. 39Overview of favourites

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Fig. 40 Data sheet

Fig. 41 Comparing products

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Under the heading own products we have set up enough space for you to import
data from other manufacturers. The procedure comprises two simple steps:
Step 1: Select photometric data (ldt, ies) and upload
Step 2: Insert and save Product photo, sketch, and product text
Now you will find the lamp you have created shown in the overview of own products
where there is still plenty of space for additional lamps.

Fig. 42 Creating own products

Fig. 43 Upload photometric data (ldt, ies)

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Fig. 44 Insert product photo, sketch and product text

Fig. 45 Overview of own products

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Finally, you can also get inspired by ReluxNet. In the column Inspiration you will find
numerous project photos from different applications. Just click a view and learn more
about the lamps used.

Fig. 46 Lamps in application

4.2 Move or rotate objects in a new way

General: moving and rotating objects works consistently in the same way in both the
floor plan and the 3D view. These commands have been refined for the movement or
rotation of objects in the 3D view as of ReluxPro 2006.

Fig. 47: Shows a selected cube in a scene

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Fig. 48 Selected cube with activated handle

Fig. 49 Cube with the active handle moved 0.5 m in the z-direction. Basic operation
move and rotate in the toolbar.

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Just click on an object in your current scene to select it (Fig. 47).


As soon as the mouse pointer approaches the coordinate system (the x, y and z-axis
as well as the square areas between the axes), its initial colour changes to yellow.
(Fig. 48).
The colour of the handle will change from yellow to orange, and you can move the
object around without keeping the left mouse button pressed (Fig. 49).
Press "Esc" to leave this command.

The advantages are as follows:


The movements of objects are more convenient without keeping the left mouse button
pressed.
During this movement operation for the objects it is possible to change settings such
as the placing grid, etc.
An operation can be started in one window (e.g. floor plan) and finished in another
window (e.g. 3D view).
The viewpoint can be changed during this operation (you can rotate, pan and zoom
the view).
Move, rotate and scale are the most important operations for constructing a scene.
You will find them in the menu bar under Tools and in the toolbar. They all have
special handles and a specific mouse pointer which you can see in Fig. 50. From left to
right: move object, rotate object, scale object.

Fig. 50 Handles and cursors for certain operations (photomontage). From left to right:
move object, rotate object, scale object.

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4.3 Move and rotate working plane

The working plane can be moved and rotated like any other object in the scene. You
can start these operations with the menu Tools - working plane. From here, choose
either move or rotate. The handles, which you see afterwards, belong to the working
plane (Fig. 51 Fig. 53).

Fig. 51 Original position

Fig. 52 New position

Fig. 53After rotation

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4.4 Edit and draw objects in the 3D view

The rotated working plane can now be used for drawing an object, such as a staircase,
for instance. After setting an appropriate placing grid - use the raster properties
icon - start with the design of a staircase using the command draw a cube with the
mouse.

Fig. 54 Draw object in the 3D view


Each mouse click on your working plane creates a new point. After you have defined
the last point, terminate with return or double click the last point. To exit the edit
mode, press ESC.
Note: during the draw cube with the mouse command, you can undo wrong
entries with backspace. Enter your input with return or double-click the last point.

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4.5 Centre luminaire groups

To be able to centre luminaire groups within Relux scenes you just need to rightclick
the desired luminaire group in the Scene menu. The context menu appears (cf. Fig.
55), and you can select the Centre command to apply the function.
Note: You can easily apply the Centre command to other object groups (e.g.
groups of furniture, groups of basic objects, etc.) as well as individual objects.

Fig. 55: Command: centre luminaire groups

Fig. 56: Luminaire group in centre after use

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4.6 Align objects to external walls

Move an object onto a rectangular wall and see how the object rotates around its
lengthwise axis so that it is always parallel to the wall (Fig. 57).

Fig. 57 Align objects to external walls


If you want to repeat this command, please select the object and, after you have
moved the mouse pointer to the small black cube of the coordinate system, its initial
colour changes to yellow. Keep the left mouse button pressed and align the object to
an external wall of your choice (Fig. 58 - Fig. 59).

Fig. 58 Selected object

Fig. 59 Click the black cube: its initial colour changes to yellow.

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Fig. 60 Keep the left mouse button pressed and align the object
Whether the object turns the right way or not will depend on where the origin point
and the object axis of the object are defined. Click on the object, press the right
mouse button and select Use object axis. If the zero point is on the rear side and
the Y-axis is parallel to that part of the object, as it should be, then there will be no
problem.

Fig. 61 Object axis related to the scene

Fig. 62 Press the right mouse button

Fig. 63 and select Use object axis

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Note: The automatic object rotation works for all objects in 2D and 3D. You can
move objects along rectangular external walls using the object axis.

4.7 Modification of insertion points

From now on it is very easy to change the insert point of 3D objects. This can be done
by select an object (except manufacturers 3D luminaires, or 3D furniture), open
the context menu via right mouse click and select the option edit insertion
point. Another option is to select the same command from the fly-out Tools menu.

Fig. 64 Select the object of your choice and click the right mouse button

4.8 Multiple insert function

If you want to insert an object into your scene from the objects and control panel you
have two options:
Use the drag and drop function to insert an object from the objects and control panel
into your scene as usual (as of Version 2006-1).
Click once on the object of your choice in the objects and control panel. Now youve
entered the multiple insert function mode. You can click onto the 3D view as well as
the floor plan as often as you wish to insert the object. Exit this command with ESC.

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Fig. 65 Objects and control panel and multiple insert function mode

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4.9 Placing grid/ raster snap

There are two different snap functionalities. The first is for a typical Relux scene, and
the second for imported CAD drawings. Here we will consider the typical Relux scene
(for CAD snap mode please see capture "CAD Import).
The icons in the toolbar are:

switch the view of the snap grid on and off.

snap onto the crossing points (standard).

raster properties: change the grid size, snap into the center, etc.

snap into the center (youll find it in the menu raster properties).

The center snap option in the raster properties menu is very helpful for recessed
mounted luminaires in certain ceiling systems. You can use the above-mentioned icon
for this. To change the grid size, for instance, open the Raster properties menu.

Fig. 66 Centered grid on the floor plan

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4.10 Move and scale room elements

From now on, room elements, such as windows, doors and pictures, can be selected
directly on the wall and moved afterwards (Fig. 67).

Fig. 67
Their size can be changed as well (Fig. 68).

Fig. 68
To change a dimension, click on the red point and move the mouse. To move the wall
element, use an axis (X, or Y) or the square area between the X- and Y-axes, like all
Relux Objects.
If you would like to move the wall element from one wall to another wall, click on the
black cube and press the left mouse button while moving it.

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4.11 Boolean operations on design elements

Relux is offering new options for modelling 3D objects. Closed solid bodies (Relux cu-
boids and 3D objects) can now be subtracted from each other, united or intersected.
This then opens up a large number of new options for designing the scene.

4.11.1 Boolean objects


The following operations have been implemented in Relux 2012.

Difference: one or more objects are subtracted from an initial object. This can
be used to punch a hole in an object, for example.

Union: a number of objects are combined to form a new object. This can be used
to avoid penetrations, for example.

Intersection: a number of objects are intersected so that the only volume that
remains is that which is enclosed by all the objects in question. This can be used, for
instance, to create a new shape from different existing shapes.

4.11.2 Generating Boolean objects


To generate a Boolean object, it is necessary to select the objects involved and then
select the desired operation via the context menu (right click in the 3D/2D view, right
click in the scene tree) or the main menu (Edit Create Boolean group).

Fig. 69 Fig. 70

If the objects are closed and thus suitable for a Boolean operation, they will be includ-
ed in the operation. Objects with openings will be ignored during Boolean operations.
The Relux scene tree then shows the generated Boolean object as a group. The oper-
and geometries are sub-objects of the Boolean object (Fig.70).

In the example of a difference (Fig. 69) the sequence inside the Boolean group is de-
cisive. The first object is the original object and all further objects are subtracted from

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this. Boolean groups or parameterised groups (field, strip, circle) can also be fitted
into each other.

4.11.3 Editing Boolean objects


The Boolean object can still be edited after it has been created. To do this, you should
click on one of the operand objects in the scene tree and edit it via the property win-
dow or in the 2D/3D view.

4.11.4 Parameterising and positioning of operand objects


In the current example in Fig. 71, a cuboid defined as round was subtracted from a
rectangular cuboid. If you want to change the cylinder afterwards, then you should
select this in the scene tree. If a sub-object of a Boolean group is selected, then the
operand objects are shown in addition to the generated object (in this case the cuboid
with the hole). The selected object is coloured orange and the non-selected ones cy-
an.

Fig. 71 Editing objects inside a Boolean group

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The Boolean object generated from a rectangular and a round cuboid.


Select the round cuboid. The cuboid selected is orange and ready for editing.
Change the radius of the round cuboid.
Move the round cuboid.
Deselect the object.
The function of interactive duplication keeping the CRTL key pressed can also be ap-
plied inside Boolean groups. In the example in Fig. 71, additional holes could be
punched out of the rectangular cuboid by moving them while keeping the CTRL key
pressed.

4.11.5 Sequence of operand objects


As already mentioned in Chapter 4.10.3, the sequence of the operand objects within
the Boolean group may be decisive. This is the case, for instance, if objects are to be
subtracted from each other (creation of a difference). Which object is to be subtracted
from which other one is important here (A-B B-A). The sequence can be subse-
quently altered via the scene tree. To do this, click on the object whose position is to
be changed and, keeping the left mouse button pressed, move it to the desired posi-
tion. If it is moved to the group node of the Boolean object, it will fall out of the
group, or alternatively fall into it, depending on whether it was already in the group or
noti.
The example in Fig. 40 shows how the corner of a cube is to be cut off by a second
cube. The initial intention was to cut off the top corner of the lower cube with the bot-
tom corner of the upper cube. The group was generated in the wrong sequence, how-
ever. In order to change this sequence, you should proceed as follows:

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Fig. 72 Changing the sequence in a Boolean group


The object generated the wrong way: the lower cube is subtracted from the upper cu-
be.
Select the upper cuboid in the scene tree (first sub-object in the Boolean group).
Keeping the left mouse key pressed, move the upper cube (sub-object 1 in the scene
tree) on to the lower cube (sub-object 2 in the scene tree) or the other way round.
Let go of the mouse key (drag and drop).
Deselect the object.

4.11.6 Defining the materials of the Boolean object


When a Boolean object is generated, new surfaces are created. These surfaces are
always in the same material as the surface from which they have been created. If red
cuboids are punched out of a grey cuboid, for example, the outside surface of the
generated object will be grey and its holes red. If the partial surfaces of the Boolean
objects are to subsequently be given a different colour, this can be done by editing
the operand objects in the property window or by pulling a material onto the operand
object by drag and drop. To do this, the operand object must, however, have been
selected beforehand (Fig. 73).

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Fig. 73 Subtraction of objects with different materials


Original objects.
Red cubes are subtracted from the grey cuboid.

4.11.7 Incorporating a Boolean object in the 3D library


Once a Boolean body is finished, it can be incorporated in the library of 3D objects.
This will enable it to be positioned in additional scenes in the same way as all other
library objects. It must, however, be borne in mind that the Boolean group can then
no longer be edited. Holes that have been generated cannot be moved any more or
have their dimensions changed. The command to perform this is "Convert to 3D ob-
ject" and it can be called up with a right click via the context menu. Once the com-
mand has been executed, the object will be found in the library (left side of Relux
Objects 3D Objects / Furniture).

Fig. 74 Converting a Boolean group into a 3D object

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4.12 Examples

The following chapter shows a few sample applications for a number of simple Boolean
operations.

4.12.1 Difference: holes in a partition wall


An indoor room is to be modelled, which is divided up into two offices and a corridor
by means of partition walls. The offices are to be accessible from the corridor through
an opening. One of the offices is additionally to have a hatch between the office and
the corridor for serving customers.

Fig. 75 Example of cut-outs in a partition wall


Model the partition wall and the cut-outs in the wall in the form of Relux partitions and
Relux cuboids.
Create the Boolean difference between the partition wall and the cut-outs in the wall.

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4.12.2 Union/difference: facade


A facade with windows is to be modelled for an outdoor view. The windows are half-
rounded. The frames on the outside and the window sill are to be taken into account
too. Fig. 76 shows one possible way of doing this. Use is made of nested Boolean
groups in order to implement the final result. On the inside, this is a union (wall with
frames and their window sills). Holes for the window openings are subtracted from
these.

Fig. 76 Example of modelling a facade


Modelling the wall and an individual window frame.
Rectangular cuboid for the wall.
Rectangular cuboid for the window sill (blue).
Rectangular cuboid for the window frame at the side (green).
Round cuboid for the window frame at the top (blue). Convert into a polygonal cuboid
and scale in the y direction. Delete the superfluous points at the bottom.
Group together the cuboids for the window frame and the window sill in a free group
and duplicate as a field (5x5).
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Form the Boolean union between the wall and the group (window frame and window
sills).
Generate the same cuboids again as those that were modelled for the window frames
under Point "1" above, but without the window sill. This time, however, reduced by
twice the thickness of the window frame (for the window cut-out).
Group together the cuboids generated under Point "4" above in a free group and du-
plicate as a field (5x5) window cut-outs.
Generate the Boolean difference between the union generated under Point "3" above
and the window cut-outs (Point "5").

4.12.3 Intersection: lentil


A lentil or a discus as it is known in athletics is to be modelled. The lateral surfac-
es of the discus are to be flattened so that they end in a blunt edge. To do this, we
use a Boolean intersection of three objects. The objects required are two compressed
spheres and a cylinder.

Fig. 77 Example of modelling a discus


Position a compressed sphere.
Duplicate the sphere positioned under "1" and shift it sideways.
Position a round cylinder (rotated 90 around the x-axis).
Generate a Boolean intersection between all three objects.

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4.13 New Basic Objects

Additional basic objects have been added to Relux to enable more elaborate objects to
be modelled. All the new objects are rotational solids. The angle through which they
are rotated (0 < angle 360) and the number of segments generated can be speci-
fied for all the rotational solids. The object height is a further parameter that can be
set. The object can be made of one or more materials depending on the object type.

Sphere: the sphere is made up of a single material. In addition to the number of


segments, it is also possible to specify the number of layers here. A texture is adapted
by means of sphere mapping.

Hemisphere: the hemisphere can be made up of two different materials one


for the upper hemisphere and one for the base surface. In addition to the number of
segments, it is also possible to specify the number of layers here too. A texture on the
hemisphere can be adapted by means of sphere mapping, and a texture on the base
surface by means of cuboid mapping.

Cone/truncated cone/pyramid/truncated pyramid: in the case of a cone, a radius


can be specified for the base and a radius for the top. If the radius for the top is
greater than 0, this is a truncated cone. If a value of 4 is selected for the number of
segments, a pyramid or a truncated pyramid will be generated. The cone is made up
of a maximum of three different materials: the outside surface and the base and top
surface. A texture on the outside can be adapted by means of cylinder mapping and a
texture on the base and top surface by means of cuboid mapping.

Ring: the ring is parameterised by means of four radii: the inside radius at the
top and the bottom and the outside radius at the top and the bottom. In this way, it is
possible to model conical pipes too.

Polygonal rotational objects: in addition to the fixed parameterised rotational


objects mentioned above, the rotational solid can also be polygonal. To generate sol-
ids of this type, you use the "Construct rotational solid" tool under "Tools" "Con-
struct" "Rotational solid". The polygonal rotational body is made of just one materi-
al. When it is generated, there are fundamentally two different ways in which a rota-
tional solid can be created:
Rotation around an axis: first of all, you draw the axis around which the closed poly-
gon is to be rotated. Following this, the rotating polygon is drawn in (this is not per-
mitted to intersect the axis of rotation). The action is completed with a double click or
by pressing the enter key.
Rotation around the end points: after selecting the "Construct rotational solid" tool,
press the enter key to skip the step for drawing the axis of rotation. The polygon that
has been generated can be rotated around its end points by a double click or by
pressing the enter key on the keyboard again. What is important here is that the pol-
ygon should not intersect its axis of rotation that is defined by its end points.

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4.14 Polygonal Window and Window Frames

The existing room elements for indoor rooms (windows, skylights, doors and pictures)
have been extended and enhanced. This section describes the points that have been
implemented here.

4.14.1 New shapes


Windows and doors, etc. have traditionally been defined by their length and width in
Relux, i.e. they have been rectangular. These shapes have been extended by circular,
semi-circular and polygonal shapes. Figure 78 shows the new shapes that are now
possible.

Fig. 78: From left to right: rectangular-, circular-, semi-circular-, polygonal windows

4.14.2 Additional geometry


Well-versed Relux users will be familiar with the option of adding window frames and
window sills, etc. from our raytracing engine. The raytracer has been capable of calcu-
lating an additional geometry for a long time. This additional geometry can fundamen-
tally now be used in Relux as well. It can be accessed and adjusted via the property
window for the room element in question.

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Fig. 79 and Fig. 80: Settings for the additional geometry of a window
The geometry of the frame can be edited via the properties window for the windows,
doors, or pictures and relates to all the geometries which point to the same reference.
This additional geometry is comparable with a library object. It is naturally still possi-
ble to administer a number of different additional geometries.
If a window has an additional geometry, then the window-bar factor is superfluous,
since the bars are already taken into account in the calculation through the additional
geometry. For this reason, this factor is set on 1.0 if an additional geometry is allocat-
ed to the window and is blocked in the dialogue (Fig. 79).

4.14.3 Rotation of the wall objects


With skylights, in particular, planners would frequently like to be able to rotate these
around their z-axis. This can now be done via the dialogue or interactively in the
2D/3D view.

4.14.4 Depiction of a realistic wall jamb


The window is now placed in the middle of the wall. The thickness of the walls and
ceilings and hence the position of the window can be set via "Extras > Options > Out-
door room
This gives rise to a wall jamb on both the inside and the outside wall. The material for
the jamb is identical to the material for the inside or outside wall.

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4.14.5 Design of wall elements / drawing windows


Polygonal windows and doors can also be constructed or drawn interactively on the
screen using the mouse. To do this, you should select the tool for constructing win-
dows via "Tools" "Construct" "Window" or the "Tools" toolbar ( ). You should
then proceed as follows:
Activate the "Construct window" tool.
Select a wall on which the window is to be constructed. Via 3D or in the scene tree.
Draw the describing polygon on this wall.

4.15 New editing functions

In order to make working with Relux even more efficient, 2012 has had different edit-
ing options added to it.

4.15.1 New tool: rotate object uniaxially


If an object is to be rotated, this will generally be around a single axis. In many cases,
the desired rotation is a rotation around the z-axis. This rotation is generally per-
formed in the floor plan. This is still, of course, possible with the familiar three-
dimensional rotation. For planners wishing to have precise results, however, it was
often faster and more accurate to enter the value in the dialogue via the keyboard.
Not least if the rotation was to be based on a line in a CAD plan. The new tool "Rotate
object uniaxially" ( ) now also offers the option of interactive use of CAD snap. Us-
ing this tool, you take the intermediate angle of the x-axis of the object and a vector
by which the object is to be rotated. Fig. 81 shows how a table is lined up with a line
in the CAD plan using the "Rotate object uniaxially" tool.
If an object is not to be rotated around its origin, a different point of rotation can be
set prior to the rotation proper by keeping the Ctrl key pressed. Fig. 82 shows how a
luminaire that is placed in the middle of a corridor is lined up to the wall alongside it.

Fig. 81 Aligning a table to a CAD line Fig. 82 Aligning the luminaire to any
with the aid of the CAD snap desired line on the floor plan

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The "Rotate object uniaxially" tool can also be used as a combined tool in conjunction
with the "Place object" or "Move object" tool. This can be specified via the tool set-
tings (Tool Settings ). Fig. 83 shows the dialogue in which these options can
be set.

Fig. 83 Setting the "Rotate object uniaxially" tool as a combined tool


Setting this option means that each positioning or moving step is followed by "Rotate
object uniaxially". If you wish to skip "Rotate object uniaxially", you can do so by
pressing the Esc or Enter key.
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4.16 Draw polygonal scenes (interior, exterior)

Define a new interior project, or add a new room to your project. Choose a polygonal
room shape (Fig. 84).
After that dialog, you will be in 2D edit mode, where you can define the room shape
and the length of each wall (Fig. 85).
You can end this 2D edit mode with a double click or the "ENTER" key. A new menu
opens and you can extrude your scene either to the Z-, or X-axis (Fig. 86).
This procedure also works for exterior projects (without extrusion of the walls)
This option makes it possible to construct rooms both off of a floor plan and from a
cross-section. This procedure works both for interior rooms and for outdoor projects
(there it is not necessary to extrude the walls).

Example 1: extrude scene to Z-axis

Fig. 84 Selection of room type

Fig. 85 2D edit mode

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Fig. 86 Set the extrusion direction


(Fig. 84 - Fig. 86) If you want to add or remove corner points, select the scene and
find the Corner point insert command in the fly-out menu under Tools, or in the
following toolbar Fig. 87.

Fig. 87

Fig. 1: From left to right: click on the corner point to move it, click on the blue line
between two corner points to add a new point.
Note: During the drawing command, you can change the snap grids or use zoom
functionalities. The backspace key will remove the last corner point.

Example 2: extrude scene to X-axis


Define a new interior project, or add a new room to your project. Choose a polygonal
room shape. After that dialog, you will be in 2D edit mode, where you can define the
sectional room shape and the height of each wall. You can end this 2D edit mode with
a double click or the "ENTER" key. A new menu opens and you can extrude your scene
to the X-axis.

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Fig. 88: Selecting the room type

Fig. 89 2D edit mode

Fig. 90 Setting the direction of extrusion

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Fig. 91 Radiosity rendering

Fig. 92Raytracing rendering

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4.17 CAD import with ReluxPro

There are two ways to import CAD files. Option one is to construct a CAD scene from
a CAD plan. The second option is to import CAD drawings into existing scenes, see
File-Import-CAD Plan.

4.17.1 Example 1: CAD-Import with ReluxPro (single rooms)


The new ReluxPro offers two different possibilities of importing CAD files (of
*.dwg/*.dxf formats). The first option involves selecting the CAD Import option in
the Start menu of ReluxPro and to design a new scene using an imported CAD Plan.
The second option is to import a CAD file into an existing scene. Follow the Menu
File Import CAD-Plan.
Example 1: Create a new scene using a CAD-Plan

Fig. 93 Start menu CAD-Import


In general the following applies: The new powerful CAD interface allows you to import
any *.dwg or *.dxf file format data in a few steps. Click the option CAD-Import and
follow these seven steps:
Step 1: Enter project data
Step 2: Set the type of project (interior/exterior installation) (Fig. 95)
Step 3 (for interior projects only): Specify the type of interior project (single
room/floor) (Fig. 96)
Step 4: Select a file (*.dwg or *.dxf)
Step 4: Set the scale (often 1000/m for interior and 1/m for exterior installations)
Step 5: Rotate the drawing (requires knowledge of drawing, otherwise continue)
Step 6: Set the origin (requires knowledge of drawing, otherwise continue)
Step 7: Capture the actual Relux scene

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Fig. 94

Fig. 95

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Fig. 96 Select a CAD file: dwg or dxf.


Note: You will find in the directory examples some sample CAD files which allow
you to try out the next steps.

Fig. 97 Determine the scale

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Fig. 98 Rotate the drawing.

Fig. 99 Define the originating point of the scene


After Step 5, you can access the floor plan where you can define each corner of your
scene. For efficient working, we suggest that you use the CAD object snap. For this,
you will find the toolbar on the right side of the workspace.

Fig. 2 CAD-Object Snap.


Note: We recommend you to grasp the corner points of the room counterclockwise
and to set at the bottom left the first corner point of the room.

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Fig. 100 Draw scene (interior).


By double-clicking or using the Enter key you can complete entering the scene ge-
ometry. The procedure is analogous to constructing the polygonal areas.

Fig. 101 3D View.


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In the following, we have compiled the icons and dialog boxes which will assist you in
working with CAD drawings:
Icon for the dialog Drawing properties.

Enable and disable Object Snap. Tool palette of CAD Object Snap (below).

Enable and disable Drawing, for example, a Layer Show CAD-Plan.

Fig. 102 Tool palette CAD-Object Snap.

Fig. 103 Drawing properties.

Fig. 104
Note: If you wish, you can create more scenes in an existing project with CAD files.
For this, click on Draw Scene (see Fig. 106). This new scene need not necessarily be
on the same floor with the scene you just created. In this type of CAD import, it is not
possible to view several scenes simultaneously in the plan view. If you wish to simul-
taneously view several rooms of a floor in the plan view, it is recommended to select
the option Floor when creating the project in the selection dialog Define type of in-
terior project (see figure below).

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Fig. 105 Selection dialog window Set type of interior scene

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4.17.2 Example 2: add a second CAD drawing to your scene


A scene in your Relux Project can contain more than one CAD drawing: for example a
floor plan and a section. You should thus move your mouse pointer to "Wall 1" in the
"Scene" tab and click it with your right mouse button. The context menu will open.
Please select "Assign working plane" (Fig. 108). After this step, you can turn the
working plane through 180.

Fig. 3
Note: The origin of a working plane for walls is always in the left hand corner, as in
Fig. 72 (view from inside the room).
Open the Raster properties menu and set an appropriate placing grid for the follow-
ing steps (0.1m). The next step is the import of a second CAD section to our scene.
Select "File Import CAD Plan" and implement the following steps as before. In
the ReluxSuite program directory (..\Program Files\ReluxSuite\examples) you will find
some sample CAD drawings (Profile-UG-EFH.dwg).

Fig. 4 Selecting a file

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Fig. 5 Setting the drawing units


Set the origin point and click the Determine button. Just click on the origin and after
a successful import you should see the drawing as follows.

Fig. 6 Setting the origin

Fig. 7 3D View

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In example 1 and 2 we have shown single-scene projects. But it is also possible to


construct a whole building. Please refer to our prepared building and open the file
example3.rdf.

Fig. 106 Building

extrudes a cube based on CAD drawing vectors, or curves.

extrudes a cube based on CAD drawing vectors, or curves.

extrudes a working surface based on CAD drawing vectors.

extrudes a wall based on CAD drawing vectors. Default thickness is 10cm.

creates a virtual measuring area based on CAD drawing vectors.

creates a new escape route area based on CAD drawing vectors.

creates a new escape route based on CAD drawing vectors.

creates a new scene (interior, or exterior) based on CAD drawing vectors.

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Note: For an indoor lighting design, we recommend that the design be performed
for each floor, or individual room, instead of rebuilding the entire scenery in a single
scene. As you can see, there are, however, many different possibilities.

4.17.3 Example 3: CAD-Import with ReluxPro (planning of entire floors)


The new ReluxPro now also includes the possibility of viewing several scenes of a floor
simultaneously.
Example 2: Create a new scene using a CAD Plan

Fig. 107 Start menu CAD Import

As in the previous example, click the option CAD Import and follow these seven
steps with a change in Step 3:
Step 1: Enter project data
Step 2: Set the type of the project (interior/exterior installations)
Step 3 (for interior projects only): Set the type of the interior project (in this
case, floor)
Step 4: Select a file (*.dwg or *.dxf)
Step 4: Set the scale (often 1000/m for interior and 1/m for exterior installations)
Step 5: Rotate the drawing (requires knowledge of drawing, otherwise continue)
Step 6: Define the origin (requires knowledge of drawing, otherwise continue)
Step 7: Capture the actual Relux scene

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Fig. 108 Type of project

Fig. 109 Set the type of the interior project


Steps 3 to 6 are similar to importing of single rooms; therefore, these are not de-
scribed again in this chapter.

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Fig. 110 Draw the scene.


By double-clicking or using the Enter key complete entering the scene geometry. The
Properties window opens automatically if you press the Ctrl button simultaneously.
Note: When you draw the first scene of a project, a floor is automatically created,
into which the following scenes are integrated.

Fig. 111
The dialog box "Properties" for a scene has been revised and is now divided
ReluxSuite 2015) into four areas, which can be optionally edited: 1. Scene (Name,
Height, Geographical location); 2. Evaluation area (Setpoints, Measuring surfaces); 3.
Structure (Coordinates of the vertices,); 4. Material (reflectance).

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Fig. 112 Properties tab Scene Fig. 113 Properties tab Evaluation area

Fig. 114 Properties tab Structure Fig. 115 Properties tab Material
Once a second scene has been created, the tab Project of the objects or control cen-
tre looks like as shown in the following figure. All Floors and rooms / scenes are listed
in a clear tree structure.

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Fig. 116 Floor plan view on floor level

Fig. 117 3D View on floor level. All scenes shown are now visible.

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Fig. 118 Floor plan view on floor level


Once all the scenes of the floor have been created, an office workstation lamp will now
be inserted into any scene. However, the usual Drag & Drop function does not work in
the floor level view. (Fig. 119)

Fig. 119

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The following message will appear: The selected action can only be performed in the
Scene View (Fig. 120). Using the toolbar buttons Project, or F8, or by double clicking
the scene you can change into the Scene View. (Fig. 121)

Fig. 120

Fig. 121
In the Scene View, you can continue to plan the scene as usual (insert lamp, insert
windows, insert furniture paste, and so on). (Fig. 129)

Fig. 122

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Using F8, or by clicking on the toolbar button Project the plan view is dis-
played again on floor level. A right-click on the desired scene opens a context
menu with the option Calculate.

Fig. 123 Floor plan view on floor level


Calculated and uncalculated rooms can now be viewed in parallel in the 3D view. This presen-
tation provides a quick overview of the status (calculated / uncalculated) of individual scenes.

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Fig. 124
A right-click on the desired scene opens the above-mentioned context menu, which
also includes the option Properties. Here too, various parameters of the scene and
the setpoints can be customized at any time. (Fig. 132)

Fig. 125

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The floor level has its own summary of results, which provides a quick overview of the
most important calculation results (Fig. 134):

Fig. 126
Green Fill: the luminance (Em) specified among the setpoints and the recommended
uniformity (Uo) were achieved for this scene.
Red Fill: the luminance (Em) specified among the setpoints and the recommended
uniformity (Uo) were not achieved for this scene.
Yellow colour: A calculation result for this scene is available, but no setpoints have
been set for the scene.
White colour: No calculation result is available for this scene.
(Fig. 127)

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Fig. 127

4.18 gbXML-Import with ReluxPro

The Green Building XML format (gbXML) has been designed as an open data format.
GbXML allows you to easily transfer building data (building hierarchy, geometry, day-
light openings, doors, etc.) from Building Information Models (BIM) to engineering or
analysis software.
Currently, GbXML is being integrated into a variety of CAD programs and Engineering
Tools and supported by leading 3D BIM vendors.
The new ReluxPro 2015 - provides, like the CAD Import - two different possibilities of
importing gbXML files. The first option involves selecting the option Project Import in
the Start menu of ReluxPro and creating several new scenes using an imported gbXML
file. In this, any existing doors or windows are placed at the same time. The second
option is to import more gbXML data into an existing project. Follow the Menu File
Import Scene.

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Fig. 128 Supplemented Start dialog window


Clicking on the option Import Project opens up as usual the input window for the
project data.

Fig. 129 Dialog window Enter Project data


As early as the next step, a gbXML file can be imported in the menu Import Room.

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Fig. 130 Dialog window Import Room


Other preparations or creating the building hierarchy (Building Floor Scene) is
not necessary because all scenes are already assigned logically to their floors when
importing.

Fig. 131 Dialog window Import gbXML


Furthermore, in the plan view all the scenes are placed in their correct positions, al-
lowing the user a rapid overview of all floors along with the scenes. In this regard, the
current version of ReluxPro differs considerably from previous versions.

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Fig. 132 Floor overview of the new ReluxPro Version 2015


So as to start planning lights and lighting systems for individual scenes, it is neces-
sary to move from the floor overview into a single scene. By double-clicking a room
enclosing wall switch into the desired scene and enable the editing mode. As usual,
working with ReluxPro is convenient despite a possibly large number of scenes. The
newly-named menu group Project (see Figure below) allows you to switch back into
the floor overview if necessary (the leftmost icon in the menu group Project).

Fig. 133 Menu group Project


In the menu group Project, as usual, a so-called combo is located in the middle. On
clicking, the list of all available levels is displayed and, slightly indented, also the list
of all available scenes. Here, you can select individual rooms, or switch between the
floors of a building.

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Fig. 134Combo box in the menu group Project


The following two figures show the view of a ground plan in the floor overview, and
then in the editing mode of a scene.

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Fig. 135 View of a floor plan in the floor overview

Fig. 136 Editing mode of a scene in the floor plan

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The following two figures show the view of the respective 3D view in the floor plan
overview and then in the editing mode of a scene.

Fig. 137 Editing mode of a scene in the 3D view

Fig. 138 View of a 3D view in the floor overview

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A double-click on the room enclosing wall a currently active scene (editing mode)
opens up as usual the dialog Properties. In the four different tabs, various parame-
ters such as name, location, and northern angle, target values, measuring surfaces,
structure and reflectance can be viewed and changed if necessary (Fig. 139 - 142).

Fig. 139 Properties of the scene Fig. 140

Fig. 141 Fig. 142

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4.19 ReluxMovie Module

Fig. 143

4.19.1 Introduction
Films can be generated in a particularly easy manner with the animation module in
ReluxPro (Fig. 150). For this, you simply require the Animation toolbar and the ani-
mation bar. You can have these displayed or hidden via the Window-Animation Bar
and Window-Symbol Bar-Animation menus.
The procedure for compiling an animation has already been described in the New
ReluxMovie Module section, which is why we are now setting out the details of these
new options.

4.19.2 Animation bar

Fig. 144: Animation toolbar

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When a new camera position is set, the position of the camera on the time axis is es-
tablished automatically on the basis of the specified speed. The positions are shown

on the time axis with the symbol.


The positions on the time axis can be changed manually. To do this, you should move

the controller (black bar), either with the mouse or with the command, until it is

close to a camera position and this changes its colour to red.


Keeping the Ctrl key and the left mouse button pressed in the black area, you can
now move the camera position on the time axis. If you additionally press Shift, all the
subsequent camera positions will similarly be moved.
A new camera position on the time axis will overwrite an existing camera position.
The duration of an animation is automatically set at 30 seconds. This can be changed
in the properties of the animation in question.
There are two ways of showing the time: the number of pictures (1 B., 2 B., ) or in
hours, minutes and seconds (hh:mm:ss:ff, SMPTE timecode). The setting for this can
be made under the Extras Options General Settings menu, under the Anima-
tion units in SMPTE Timecode option.

4.19.3 Maintaining the observer height


In order to maintain the observer height when the different camera positions are set,
a useful key shortcut has been introduced for operation via the mouse and the key-
board. As long as you keep the Alt key pressed, the current observer height will be
maintained.
Maintaining the observer height when moving Alt
and rotating in the 3D View.

4.19.4 Animation path


In the 2D and 3D View, the trajectory of the camera between the individual camera
positions is shown as a dotted blue/orange path. Each section of line represents a pic-
ture. In the Floor Plan View and all other 3D Views, the camera travels along this path
when the animation is played.
By clicking on the path, the individual camera positions are shown as blue squares.
These squares can be selected and the camera position changed or deleted.
An animation path of this type can be copied, moved and rotated in the same way as
an object.

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Fig. 145 Animation path

4.19.5 Multiple animation paths


The program allows more than one animation to be conducted within a scene.
When you click on one of the camera positions (blue squares) in the 3D View, Relux
shows one or other of the animation paths in the Animation toolbar.
The 3D camera symbol is shown in red if the associated animation is active. For non-
active animations, the 3D camera symbols are shown with blue lines. These are red if
the animation is active.

4.19.6 Interpolation
Between the camera positions, the path that the camera follows is set automatically.
By way of a default, the Akima interpolation is used for the path.
This interpolation can also be switched. To do this, select one of the three interpola-
tion functions in the context menu for the animation node in the scene tree:
Linear:

Fig. 146 Linear interpolation

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The simplest type of interpolation. This connects points by means of a line. The values
between the points are established on a linear basis. This generally causes a jolt at
the point where the photo is taken.
Cubic:

Fig. 147 Cubic interpolation

This interpolation leads to a soft curve between the points. It guarantees a smooth
and jolt-free profile. There can, however, be considerable deviations from the direct
link between the photo points.
Akima:

Fig. 148 Akima interpolation


This interpolation type similarly creates a soft curve between the points. The Akima
curve remains closer to the direct link, however, than the cubic interpolation.

4.19.7 Stretch-compress animation


If you have compiled an animation and wish to compress or lengthen the playing
speed of a film, you can select the Stretch-compress function in the context menu
for the animation. In the subsequent dialog, you can specify the length in seconds to
which the animation is to be stretched or compressed. The animation cannot be com-
pressed so far that the individual photo points overlap.

Fig. 149 Stretch animation

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4.19.8 Animation properties


By double-clicking on the animation node in the project tree or clicking on the Anima-
tion toolbar, you can call up the property window for this animation. The following
settings can be made via the dialog (5):

Fig. 150 Animation settings


Frame rate: defines the number of frames per second of film.
Time axis: defines the range that is shown in the animation axis; this can be specified
by setting the time to be shown in seconds or the number of pictures.

4.19.9 Rendering the animation


An animation path must be rendered beforehand for the film to be obtained. To do

this, select the icon with the film slate-board in the toolbar or select the Extras
render animation option.
The following dialog can be used to make settings for the format and resolution (Fig.
151, Render settings).

Fig. 151 Render settings


Output type: here the user determines the output type with which the film is to be
generated. It is possible to choose between Uncalculated, i.e. the normal 3D View,
or Luminance distribution i.e. the calculated 3D View. At the moment, calculated
radiosity scenes can be rendered by this method but not raytracing scenes.

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Format: Defines the output format for the film. With the AVI option, the film is cal-
culated in the standard format used for Windows. By clicking on Options, it is possible
to select a codec that is available on the computer and also the desired compression
stage.
As a further option, the film can also be saved as a series of individual pictures, and it
is also possible to choose between JPEG and BMP.

Resolution: The most common film formats are listed in the selection box. You can
also specify the film resolution that you would like via the input fields (width and
height).

Duration: Here you decide which part of the animation is to be saved in the film. You
can choose either All pictures or just Current picture. With the input fields of
from / to, you can limit the animation to a duration that you select yourself.
By clicking on Start you call up a dialog which asks you where the target file is to be
written to. The users video folder is set as the default (My files/My videos). After
confirming with OK, the rendering process will be started automatically (Fig. 159).

Fig. 152 Render manager


The Render manager shows the following information:
Number of pictures calculated / Total number of pictures
Time elapsed since the start of the rendering process
Time remaining until the process is completed
Estimated overall time for the compilation process
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Path for the film being calculated


The checkbox can be used to show or switch off a preview. The preview shows which
individual pictures are being written to the film. The process can be stopped at any
time in order to eliminate any setting errors. If the film is to be shown in the Standard
Player once the rendering is complete, the Open after calculation box must be
checked.
Note: It is not possible to continue a rendering process that has been interrupted.
The film is not saved in the Relux project file but in a separate file.

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4.20 New GR and TI glare rating for outdoors

The glare rating in outdoor projects has been extended in the Calculation manager.
Under Artificial light and the Glare rating tab, new GR and TI glare ratings can be
calculated for observers.
The following description explicitly covers the verification required by the German
Railway (DB) for overground platforms.

Fig. 153 Calculation manager dialog

4.20.1 What is calculated?


The direct light from each individual luminaire is calculated at each observer point.
This value, set out as a ratio to the surrounding luminance, gives the GR or TI value.
The surrounding luminance value is obtained as a function of the defined measure-
ment area, referred to as the reference value.
Although this is an approximation, CIE 112 stipulates that it is a permitted approxima-
tion.
GR values stand for stationary observer points and TI values for travelling or moving
observer points.

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4.20.2 Measuring area and observers


See Point 1, Fig. 161. To calculate the GR value and the TI values, the program re-
quires a Reference area for establishing the surrounding luminances.
The Reference area must be allocated a mean Reflectance of the real area that is
positioned underneath it. The program looks for this reflectance automatically. This
procedure, as described, makes it possible to establish the GR / TI for any desired
scenes and at different levels.
Note: Try to avoid dissimilar reflections beneath reference surfaces if possible. If
the reflectance of these real surfaces (e.g. the floor) changes, it may be necessary to
adjust the reflectance of the reference surface.

Fig. 154 Measurement or reference area


See the above Figure. The observer points arranged like a table represent the waiting
passengers next to the railway lines; the observer points arranged in a row represent
the driver of the train that is arriving.
The position and size of the reference area ought always to be selected to suit the re-
quirements (sports ground, station platform...). In the picture above you can see the
reference area shown in red. Care was taken to ensure that this is lined up in parallel
beneath a repeated pattern of positioned luminaires.
The program positions a group of 5x5 observers uniformly in front of the reference
area for calculating the GR values.
The observer points for the vehicle driver are positioned in parallel to the reference
surface. The first observer point is at an angle of 20 prior to the first luminaire above
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the reference surface. In the transverse direction, it is placed 1.66m alongside the left
edge of the measurement field (platform edge). The number of steps and the distance
between them is governed by the length of the measuring surface and the number of
measuring points set. The basic parameters are set in accordance with the German
Railway (DB) Guidelines. All the parameters can be adjusted as required.

Note: The observer points are not updated automatically. If the observers have to
be realigned due to changes in the luminaire positions or the alignment of the meas-
urement surface, you must trigger the automatic positioning of the observer points
manually. To do this, go to the Calculation Manager and start DB Guidelines again.
Please note that when GR and TI values are determined for outdoors, all the light re-
flections are calculated as in the past, but, according to the method proposed in CIE
112 for determining the mean background luminance, only the reference surface is
taken into account. A bright white wall directly in the observers field of vision thus
only has an indirect influence on the mean background luminance. As a result, the
calculated GR and TI values tend to be too high (see CIE112). On the other hand, it is
not necessary to recreate every 3D detail in outdoor projects.

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4.21 Raytracing calculation in Relux Pro

4.21.1 How to use the Relux raytracing calculation

Fig. 155

Fig. 156
The raytracing calculation is based on a version of Radiance that has been revised by
Relux. This verified method, which has been validated worldwide, is noted for its accu-
rate calculation results. A ray tracer is a complex tool with many adjustable parame-
ters which need to be set by the user. To use the raytracing calculation, just open the
calculation manager of ReluxPro. (Fig. 162-163)
Note: The following chapter provides a short introduction to the use of this
calculation method. For more detailed information please refer to our newly completed
guide "Radiance calculation with ReluxPro". You will find this additional guide either on
our ReluxSuite DVD, or on our website at www.relux.biz.
Relux Raytracer offers two modes for doing calculations: in the standard mode the
most important parameters are set automatically depending on the chosen quality
setting, only the number of diffuse interreflexions can be specified separately. For
normal scenes, these automatic settings deliver very good results already, with ac-
ceptable calculation times.
For specific demands, Relux Raytracer additionally offers an expert mode, which
makes it possible to control the execution of the program separately for the different
individual tasks of a lighting simulation, like the direct or indirect part of the illumina-
tion calculation, or special adjustments for daylight scenes, etc.
Note: Both modes are independent. This then offers the option of setting low
quality values in the standard mode for quick preview renderings in the chosen image

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format and, at the same time, setting high quality values in the expert mode dialog.
Afterwards, one can easily switch between the two approaches by simply activating /
deactivating the expert mode.

Fig. 157 ReluxPro raytracing calculation

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4.21.2 The Standard mode parameters


The preparations for a visualization with the "Raytracing calculation" take in the same
steps as those for a standard light calculation in "ReluxPro" (Fehler! Verweisquelle
konnte nicht gefunden werden.).
1. Create a new project or add a new scene to your current project
2. Develop the layout of the room with furniture and wall materials, for example
3. For artificial light calculations: select and position the luminaires of your choice and
for daylight calculations: select and position at least one window or a skylight

Fig. 158 Calculation manager (Standard mode)

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Once the layout of the scene has been completed, you can go further and open the
calculation manager. Further inputs are required here, in the same way as for the
standard light calculations. The calculation manager incorporates a switch box to acti-
vate the Radiance parameters. Let us first cover the standard settings, starting with
the type of calculation:

Type of lighting
Artificial light Only luminaires are calculated as light sources Windows
are depicted as black surfaces (night).
Daylight Only The light coming through windows and skylights is cal-
culated.
Artificial light and All artificial light sources and daylight are taken into ac-
count .
daylight
Next, youll find the settings for the daylight calculations with the different sky condi-
tions, together with the date and true local time. The time is converted and also
shown as so-called "true solar time (TST)" using the date and the longitude entered in
"Project - Location". This essentially determines the position of the sun and therefore
the luminance distribution of the sky. If required, you can set the switch button "with
sun" to calculate the effect of direct sunlight as well.
Sky type
Clear sky according to CIE Only the radiation of the sky is taken into account,
without the radiation due to the sun.
CIE Publication No. 22 of 1973
Intermediate sky according A partially overcast sky with the components of over-
to CIE cast and clear sky being determined on the basis of
the sun probability and additional weighting factors.
CIE Publication No. 22 of 1973
Overcast sky to CIE The CIE defines an overcast sky with an uneven light
distribution here, deviating slightly from DIN 5034
Part 2.
CIE Publication No. 22 of 1973
Uniformly overcast sky This sky type has been described in DIN 5034 Part 2
with a specific luminance for all directions, i.e. deter-
mined solely by the angle of the point in the sky to the
zenith.
In the standard mode you can also set the image quality as well the number of "Inter-
reflections". The best possible quality of renderings is achieved with "high".
In the Expert mode, a lot more settings are additionally available. This document con-
tains only a summary.
Note: For more detailed information please refer to our newly completed guide
"Radiance calculation with ReluxPro". You will find this additional guide either on our
ReluxSuite DVD, or on our website at www.relux.biz.

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4.21.3 The Expert mode parameters

Fig. 159

Fig. 160 Expert mode


The justification for having several parameters is that the program aims to offer the
possibility of adjustment for all kinds of specific scenarios. In general, only a few of
the values will need to be changed by the user, as a function of the project. In what
follows, a number of guidelines are set out to provide you with the necessary back-
ground for performing the appropriate parameter adjustment. (Fig. 166-167)
Note: the option of changing individual parameter settings is provided as a
convience but also constitutes a challenge. It is, of course, vital to have consistent
value settings. If a high image quality is chosen and at the same time an insufficient
spatial resolution is set for the indirect light calculation, the results will most probably
not be satisfactory.

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Scene geometry: Parameters in this category do not generally require user interven-
tion, since they are only provided for very exceptional cases in which problems occur
with exporting the geometry.
For the raytracing process, the scene data are converted into a special structure (oc-
tree).
The scene is subsequently divided into cubes and sub-cubes to provide information on
which parts of the overall volume are occupied by objects and which not. An im-
portant criterion for this conversion process is, of course, the ratio of the smallest fea-
tured geometry size to the overall scene size. The underlying algorithm is already ca-
pable of handling a wide range of geometry ratios, however, so the octree resolu-
tion does not normally need to be changed. Only in cases in which huge scenes also
contain a lot of small geometric detail, especially if this detail appears in a locally con-
centrated manner, might it be necessary to augment this value (e.g. from 16000 to
32000).
A further geometry-specific adjustment option affects the way in which the objects are
stored internally. Given the fact that scenes are generally growing more complex from
year to year, Relux Raytracer allocates all the objects a highly compressed data struc-
ture by default. Thus, scenes can be rendered now with the new version which were
an impossible task for previous Relux Raytracer versions. This memory optimization
does not normally need to be changed by the user. (For simple scenes, deactivating it
can save around 10% of the calculation time)
Image Quality: For convenience, some parameters are still subsumed under the cat-
egory of image quality even in expert mode. Apart from a number of internal calcula-
tion parameters, this value also controls the over-sampling rate and the image filter-
ing, which is applied to smooth out rough borders and pixel effects in the final image.
Direct Illumination: With regard to the direct part of the overall illumination calcula-
tion, the options soft shadows and the associated value of the source subdiRelux
Raytracer amount are currently adjustable by the user. For a realistic image appear-
ance, the soft shadows option should remain activated. The subdiRelux Raytracer pa-
rameter then determines how softly the shadows are to be rendered. A higher value
for the subdiRelux Raytracer unfortunately also results in an increase in the necessary
calculation time.
Indirect Illumination: Calculating the indirect part of the illumination is undoubtedly
the most complex task of a visualization. Within Radiance, the indirect illumination is
also simulated with a ray tracing process, but in contrast to the simple direct ray trac-
ing method, rays are sent out not only from the observer's point of view in this case
but also from various points within the overall scene. These indirect rays sample the
(indirect) illumination that reaches the point under consideration from the whole hem-
isphere above it. Benefit is also derived from the fact that the indirect illumination
varies much less strongly than the direct illumination. It is thus possible, to a certain
extent, to cache values from the calculation and to re-use them for points in the vicin-
ity (interpolation method).
This general approach demands a set of specific parameters, of which the four most
important ones can be set in Relux Raytracer:
The number of interreflexions, i.e. up to which depth indirect interreflexions are fol-
lowed, the spatial resolution used for the calculation and interpolation process, the
number of indirect rays which are sent out to sample the surrounding hemisphere,
and, finally, a value for the background ambient illumination, which serves to simu-

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late the part of the illumination which is not considered due to the fact that only a fi-
nite number of indirect interreflexions are traced.
Theoretically, an infinite number of interreflexions need to be considered in order to
simulate the light flux exchange between the scene surfaces in a physically exact
manner. To limit calculation times, especially for visualizations, one can work with just
a few interreflexions and simulate the rest with an ambient background light. In this
case, 2-3 interreflexions are recommended for practical application in normal scenes.
Let us take a simple indirect illumination scenario as an example. With 1 interreflex-
ion, the path luminaire -> ceiling -> workplane is sampled, and with 2 interreflexions
additional paths like luminaire -> ceiling -> walls -> workplane can be considered.
The ambient illumination is generally scene-dependent; it is advisable to run a num-
ber of previews to establish suitable values for typical scenarios. Higher values for the
number of interreflexions (3-5) are recommended for scenes with mainly indirect illu-
mination, or if a high calculation accuracy is needed. More than 7-9 interreflexions are
generally not advisable, since the sampled contributions decrease quickly with higher
iteration levels and, in the end, fall below the general error of the applied stochastic
ray tracing method. (It is clear that the ambient light should be reduced accordingly
when using such a high number of interreflexions, or set completely at zero, in order
to avoid erroneously adding light to the scene.)
Of course, the number of indirect interreflexions has a pronounced influence on the
calculation time. For quick preview runs, the indirect calculation can be switched off
completely (0 interreflexions). Keep in mind that all surfaces which are not illuminated
directly by a light source are then rendered unnaturally dark.
The necessary spatial resolution is a critical parameter which is very much a func-
tion of the scene geometry and leads to artefacts in the image if set to inadequate
values. The default value of 0.4 m is already a relatively coarse setting to keep calcu-
lation times to within reasonable limits. Scenes with a high illumination variance
and/or fine detail might need a finer setting (such as 0.2 or, in extreme cases, as low
as 0.1 or 0.05). It should be noted that this, unfortunately, rapidly leads to a consid-
erably higher calculation time. On the other hand, with artificially illuminated exterior
areas, for instance, where the indirect component part plays a more minor role, the
value can often be increased (to between 0.6 and 1.0 m, for example) without imme-
diately causing image artefacts. The pronounced dependence on the scene geometry
and the illumination configuration make it difficult to provide any further general ad-
vice. Given the major influence on calculation time, however, it is generally advisable
to experiment with different settings.
The number of indirect rays is set to a default value which is adequate for standard
scene types (please consult the following chart). What has been said above, however,
similarly applies here a large amount of scene detail and a high illumination variance
could necessitate an adjustment (to between 800 and 1000, or more) in order to
make sure that all the surrounding details are correctly sampled. With more or less
empty scenes and fairly uniform illumination, the value can safely be reduced (to be-
tween 300 and 500, or less). The influence on the calculation time is less pronounced
than for the spatial resolution parameter (although 1000 rays might sound a great
deal, they still only permit a rather coarse sampling of the surrounding objects). Ex-
perimenting with different settings is recommended, too. Hence, in the case of scenes
that require a fine spatial resolution on account of extensive geometry detail, but
which also have only a low illumination variance, it may make sense to reduce the
number of indirect rays so as to keep the calculation times within reasonable limits.

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Simple scene (artificial and/or daylight with pre- 800 1200


calculation of daylight openings, such as win-
dows; good, uniform light)
More complex scenes (more details; highly var- 1500 3000
ied illumination through the use of narrow beam
spots und/or direct sunlight)
Calculation of daylight without the precalculation 3000 5000
of daylight openings such as windows

4.21.4 Daylight calculations


Daylight calculations are generally more challenging because of the greater vari-
ance of the illumination (by comparison to artificially lit scenes). Another difficulty is
that the sky hemisphere cannot be treated as a localized light emitter in the same
way as a normal luminaire. For this reason, the sky portion of the illumination is eval-
uated using the indirect light process in Radiance. (By contrast to the sun itself, which
similarly cannot be localized because of its great distance, but which can easily be
simulated as an angular light source with a source angle of approximately 0.5).
To accurately simulate the illumination through daylight openings, it is recommended
that a precalculation be run for all the openings (windows and skylights). Each day-
light opening is treated separately, and a luminous intensity distribution is generated
which describes the angular dependence of the incoming daylight, making allowance
for the chosen sky model and all the external obstructions (if modelled). It is, of
course, necessary for the level of the external interreflections to be correctly speci-
fied. The default (and minimum) value of 1 for the interreflection only takes the sky
itself into consideration. All the geometry objects outside the room act as pure ob-
structions. With 2 or more interreflections, it is possible to additionally consider the
amount of light (from the sun and the sky) which is reflected by external objects.

The precalculation routine thus converts daylight openings into localized light sources,
making for a more accurate calculation by comparison to a simulation that uses the
indirect algorithm for simulating the room as a whole. These localized sources can,
however, produce disturbing highlights in conjunction with reflecting surfaces when
images are generated. It is thus possible for this precalculation to be switched off. In
this case, it is recommended that the number of interreflections be increased to 3-5 or
more (both the interreflections within the room and those outside it must now be con-
sidered together). The number of indirect rays can perhaps also be increased (e.g. to
800-1000 or more). Switching off the window precalculation can also make sense for
scenes with very large daylight openings, e.g. rooms with large window sections that
cover entire walls from floor to ceiling.

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4.21.5 Set up a viewpoint

Fig. 161 Views


The "Views" dialog page (Fig. 161) has been included to allow a viewpoint to be set up
for the raytracing calculation. It also offers facilities for defining additional views and
entering the settings for the size of the visualizations. A preview button is provided for
the creation of previews..

4.21.6 Raster measuring areas and start of calculation


The Relux raytracing module has a "Raster measuring areas" dialog (Fig. 169) for cal-
culating luminances or illuminances. This dialog is used in the same way as in Relux-
Pro calculations.

The measuring surfaces contained in the project are listed in the dialog, and the basic
settings are shown for the number of points in the X and Y direction, together with the
corresponding intervals between the points. Pressing the '...' button will activate the
extended dialog for selecting the additional "vertical illuminances".

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Fig. 162 Calculation Manager (Calculation parameters)

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4.22 ReluxVivaldi Calculation

Fig. 163
ReluxVivaldi is a module for dynamic light simulations based on precalculated HDR
images (Fig. 163). When a scene with several luminaires is calculated separately on
the basis of control groups, in which there is only one group of luminaires switched on
for each individual calculation, HDR images can be added afterwards with different
scale factors. This can almost be done in real-time since the time-consuming Raytrac-
ing calculation has been performed beforehand. Thus, dynamic light control can easily
be simulated in the same way as if the luminaire groups were actually to be dimmed.
Of course, daylight can be incorporated into the process, such as by a sequence of
calculations for certain time and state of the sky.

An important additional aspect is that the ReluxVivaldi simulation includes energy in-
formation in the calculation. That way, the energy consumption of a lighting set can
be readily simulated in dynamic operations. It is, for example, possible to determine
the energy savings that can be achieved by reducing the use of artificial light on ac-
count of there being sufficient daylight.

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4.22.1 Why Relux Vivaldi


ReluxVivaldi allows you to visualise dynamic lighting solutions
ReluxVivaldi is easy to handle and convincing.
ReluxVivaldi presentations include:
lighting scenes
dynamic changes in lighting (timelines) and
energy calculations incl. CO2 emissions
ReluxVivaldi is used in the entire selling process, from the design idea right through to
the point when the solution is installed

4.22.2 Benefit for the customer:


ReluxVivaldi permits an understanding of the improved quality of lighting and the re-
duced energy consumption achieved through intelligently controlled solutions.

4.22.3 A ReluxVivaldi simulation is basically a two-stage process


First the scene is calculated separately on the basis of control groups and different
daylight times. The results are saved in compact format in the Relux project file.

With this precalculated sequence of images, the actual ReluxVivaldi Module can then
be activated for the simulation of different dynamic scenes.

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4.23 ReluxVivaldi Calculation Adjustments

Fig. 164

4.23.1 Control Panel - Interactive influence


Play your lighting solution's imaginary keyboard. The control panel enables you to in-
teractively influence the dimming level and light colour of the luminaires or sets of
luminaires used. You can choose your personal lighting scene. Select your personal
lighting scene! (cf. Fig. 164)

4.23.2 Timeline Editor - Dynamic light transitions


Use the Timeline Editor to write the notes for your lighting composition. This gives you
full control over the quantity of light and light colour of luminaires or sets of lumi-
naires at any time of day. You can bring lighting quality and lighting efficiency into
harmony and define dynamic daily transitions. (cf. Fig. 164 top right).

4.23.3 Energy Chart - Calculating energy consumption


ReluxVivaldi makes it possible to represent various daylight sequences. This way you
can easily compare different daily sequences or seasons and adjust artificial light per-
fectly to match available daylight. (cf. Fig. 164. bottom centre).

4.23.4 Daylight - Artificial light paired with daylight


ReluxVivaldi makes it possible to represent various daylight sequences. This way you
can easily compare different daily sequences or seasons and adjust artificial light per-
fectly to match available daylight.
(cf. Fig. 164 ).

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4.24 ReluxVivaldi Calculation

In this chapter, the first of two simulation steps, the so-called ReluxVivaldi Calcula-
tion will be further explained. The software organizes the necessary multiple-
calculations of the scene mostly automatically so that, without much effort, a com-
plete set of HDR images can be created for the following dynamic simulation.

The second step the use of the ReluxVivaldi Module is described in a separate
document.

The adjustments for the ReluxVivaldi calculations can be carried out in the same-titled
dialog of the Relux calculation manager. This is structured in the same way as the cal-
culation dialog of the standard Raytracing calculation (cf. Chapter 4.19). The views
can also be adjusted in the second View tab, as for an ordinary Raytracing calcula-
tion.

4.24.1 ReluxVivaldi calculation settings


The adjustment of the daylight times in ReluxVivaldi is different, though, since several
points of time and/or types of sky can be specified (cf. 4.24.3).

Furthermore, the ReluxVivaldi main dialog contains a display with information on the
number of existing artificial light control groups as well as the configured daylight
times.

Note: The adjustments (type of lighting, calculation parameters, views) are com-
pletely independent for the standard Raytracing calculation and the ReluxVivaldi cal-
culation.

Fig. 165 Calculation manager


Since, in multiple separate calculations, there is always only one lighting group active,
the demands on indirect calculations are higher than for an ordinary Raytracing calcu-

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lation, in which all the luminaires of a scene are switched on. Therefore, it might be
necessary to set the parameters on higher values, especially for indirect calculations.

4.24.2 Artificial Light Control Group


The control groups are automatically determined by Relux depending on how the lu-
minaires are merged in the scene. Specifically, the following units are valid as control
groups
Each single or combination luminaire on the first level of the scene tree
Each 'fixed' luminaire arrangement (line, field, circle) on the first level of the scene
tree
Each 'free' group on the first level of the scene tree (all containing luminaires, re-
spectively)
1.) The luminaire heads of combination luminaires are treated equally. It is not pos-
sible to distribute individual luminaire heads separately over different control groups.
2.) If there are subgroups (e.g. fields or lines), then all the luminaires will be assem-
bled in one control group.
3.) The free group can contain other objects apart from luminaires (cube, 3ds ob-
jects). Moreover, it can be divided into further subgroups. All luminaires are assem-
bled in one control group. Yet, all luminaires in that group need to be of the same
type.
The switching status, which is adjusted in the properties dialog of the luminaire (con-
trol field 'luminaire On/Off') can be ignored in the ReluxVivaldi calculation as all the
luminaires are switched on (as groups).

The number of control groups that exists is displayed in the main dialog of the
ReluxVivaldi calculation.

Notes: In a separate control group calculation, there may be a large number of


sudden calculations. It is therefore recommended that the luminaires be kept as sepa-
rate as possible in the scene tree in order to keep track of them, rather than inserting
more objects and luminaires (or arrangements) in subgroups.

Prior to the calculation the luminaire arrangements will be checked. If errors are de-
tected, an appropriate warning will be displayed.

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4.24.3 Multiple Daylight Calculations


If Daylight or Artificial and Daylight is selected as the type of lighting, the window
daylight data will be active. One click on this will open a separate dialog (see Fig. 173
- 174), where the times for the multiple daylight calculations can be set.

Fig. 166 and Fig. 167 Dialog for setting up multiple daylight times, on the left in au-
tomatic mode, on the right in manual mode with selected and modified entries.
The daylight data dialog offers 2 modes to set up multiple daylight times as well as
the types of sky. The initial selection of the date, time and sky model is performed in
the same way as in the standard Relux Raytracing calculation.
In automatic mode, the time set-up is interpreted as the initial value. In addition,
time intervals and a number of repetitions can be selected. Clicking on Create list
develops a respective set of time points with the desired intervals. Each newly created
list removes old data (where this exists).
In manual mode, each point in time and each sky type can be set individually and,
by clicking on Add, can be attached to the already existing ones. A list can also com-
prise just a single time. The available points of time in the list can be selected and
edited by double-clicking on them. Selected entries are denoted with * and current
data appear in the date and sky-type button in the top section. Adjustments can be
made there and, by clicking Overwrite, the selected entry can be modified and up-
dated. The marker * will disappear after the modified entries have been closed.

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It can be interesting to combine the two modes. In the first step, a list of time points
is created in automatic mode and then single data items can be modified in manual
mode (e.g. change sky type).
Note: At the moment it is only possible to choose hours and minutes as intervals,
and the whole period must not exceed one day.

4.24.4 Calculation Results and Start of the ReluxVivaldi Module


The result of a ReluxVivaldi calculation is a complete data record consisting of HDR
images and additional information. It is bundled up and saved within the Relux pro-
ject. It is tied to the relevant view that it was calculated for (similar to the images of
the usual Raytracing calculation).

If the ReluxVivaldi result needs to be defined for one view, it is possible to 'block' the
view in the same way as for the normal Raytracing images. (cf. Chapter
4.19.5Fehler! Verweisquelle konnte nicht gefunden werden.) The information on
existing ReluxVivaldi results appears in the blocked views where a small Raytracing
image is displayed in the ReluxVivaldi preview dialog (this image is merely meant to
provide information, it shows the number of individual control-group HDR images)

Note: The ReluxVivaldi results are not listed in the output tree as yet.
If at least one ReluxVivaldi calculation of a view of a scene is performed, the
ReluxVivaldi module can be started by clicking on the ReluxVivaldi icon.

The data of the calculated view is loaded automatically. (If there are several calculat-
ed views, the loading view needs to be chosen first).

As the next step, dynamic simulations of the scene can be performed, control groups
can be dimmed, and timelines set, etc. (cf. separate documentation for the use of
ReluxVivaldi).

Before closing the module, the adjustments done during the work with ReluxVivaldi
can be saved in the ReluxVivaldi result associated with the view. Thus, in a later ses-
sion, these will be available and can be worked on.

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4.25 Planning according to EN 12464-1:2011, 12464-2:2007, or ASR


3/4:2011

Starting from ReluxSuite, version 2012.3, the specifications as well as nominal val-
ues of the following directives were implemented in the work sequence: EN 12464-
1:2011, 12464-2:2007, or ASR 3/4:2011 (Germany only).
Similar to the road projects with their "evaluation classes", the user has now the sim-
ple option to assign a usage profile with defined nominal values to a scene. This op-
tion is available for indoor as well as outdoor systems.

4.25.1 Example project: Planning according to DIN EN 12464-1:2011


Already after project creation via the "Interior" menu item (compare to fig. 175) the
usage profile can be selected via the "Edit nominal values" icon in the slightly modified
"Interior" menu window (next after the next menu window)(Fig. 176).
However, prior to that you can define the areas enclosing the space as follows: Room
dimensions: L=6.0m x W=8.0m x H=2.80m. Rho: Floor=20%, Walls=50%, Ceil-
ing=70% (default values).

Fig. 168 Fig. 169

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In the "Edit nominal values" menu window (compare to fig. 177), you can now find
the list of interior areas, areas of visual tasks or areas of activities according to chap-
ter 5.2 of EN 12464-1:2011. At the top of this menu window, the specifications of
12464-2:2007 (chapter 5: Listing of lighting requirements) or of ASR 3/4:2011 (Light-
ing requirements for work spaces, work stations and activities) can be optionally se-
lected in the "Manage profiles" menu item.
For this example profile 5.26 "Offices: Writing, typing, reading, data processing"
should be selected. Close the "Edit nominal values" window by clicking on "OK".
When returning to the "Interior" menu window it can be seen that an evaluation pane
was created in addition to the usage level. In addition to the usage level, this evalua-
tion pane contains additional measurement areas for walls and the ceiling of a scene
as required in EN 12464-1:2011. If needed, these measurement areas can be deac-
tivated in this menu window as well.

Fig. 170 Usage profile according to EN 12464-1:2011

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Fig. 171
Clicking on "OK" closes the "Interior" window and you can observe the scene in the 3D
view of ReluxPro. As it can be clearly seen, the illustrated example contains already
six suspended lights in the scene. These lights were places after product selection us-
ing the "Easy Lux" command.
In the next step (compare to fig. 177, 178) you can place four desks as a group in
such a way that they meet at one location.
Notes: After right-clicking on the group, the "Centring" option can be selected from
the context menu (compare to chapter 4).
In the vertical "Objects" menu you can find an option called (visual) "Task area" under
"Measurement elements". Using drag and drop, you can place this visual task in the
proximity of the desks. After you set the snap grid: dX, dY and dZ distance to 0.1 cm
each, you can comfortably place the visual task such that it overlaps with the group of
desks. Length and width are adjusted by sliding the "handles" or red dots, which be-
come visible, if you mark the visual task.
The area of the visual task in the central area of the measurement object is sup-
plemented by the immediate surrounding area with a width of 0.5m. The usage
level, which spans the entire room with a distance to the walls of 0.5 m, is now auto-
matically the background area. By the way, this terminology is adapted from EN
12464-1:2011 (compare to fig. 179, 180).

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Fig. 172

Fig. 173

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Note: You can mark individual tables or objects simply by clicking on it with the
mouse in order to select the "Define task area" option in the "Extras" menu. Now, a
visual task with the immediate surroundings is created overlapping the table (com-
pare to 181).

Fig. 174 Fig. 175


Now, open the calculation manager, determine the maintenance factor (compare to
fig. 182) and start the calculation. As soon as the calculation is finished, click on the
Event overview icon (compare to 183, top right).

Fig. 176 Result overview in ReluxPro

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4.25.2 Calculation results


As can be seen in fig. 184, the result overview has been significantly extended with
ReluxPro. As already mentioned at the beginning of this chapter, the calculation re-
sults are shown, as well as the values requested and/or recommended by the stand-
ard to the right of the results in brackets.
These values correspond to the profile from table 5.26 "Office: Writing, typing, read-
ing, data processing, which you defined when creating the scene. The nominal values
for this case are shown in the table in fig. 184.

Usage Area Eav (horizontal) Ec (cylindrical) UGR


Eh,av [lx] Uo Ez,av [lx] Uo

Office Task area 500 0.6 150 0.1 19

Surrounding 300 0.4 - - 19

Background 100 0.1 - - 19

Walls 75 0.1 - - -

Ceiling 50 0.1 - - -

Fig. 177

Note: The UGR classification of the lighting system is realized in the result overview
according to the Table Method of the CIE Unified Glare Rating process, as the calcula-
tion according to the UGR formula, which is supported in ReluxPro, may not generate
any loadable results (compare to DIN EN 12464-1:2011).
However, the Table Method has its limitations. The UGR value cannot be printed in all
cases. If one of the following boundary conditions is not met, the UGR value is not
shown on the result overview.
1. The scene must be rectangular or at least "almost rectangular".
2. One light type only may be used in the scene.
3. The scene must have a usage level (for the calculation of the scene dimensions,
e.g. "4H 8H"). This can for example be the respective usage level within the
evaluation area.
4. The lights must be at the same height above the usage level and must show
maximum scattering of +/- 5cm (height difference).
5. Lights must be placed in the scene. Otherwise, no artificial light calculation is
possible.
6. The lights must be suitable for an UGR evaluation. For example, combination
lights with several light outlets do not meet this criterion.

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4.26 ReluxEnergy

ReluxEnergy is a powerful free-of-charge module for calculating the energy consump-


tion of interior lighting in non-residential buildings. It is based on energy standards,
such as EN 15193 and DIN 18599-4, SIA380/4 & CTE HE-3.
General information: ReluxPro data files can be imported into the ReluxEnergy pro-
gram. Once the files have been imported, you then add the extra details regarding
consumption and the information that is required by the standards. Changes which
are made in ReluxPro data files will automatically be transferred to the ReluxEnergy
project as long as you do not move or delete these reference data files.
Note: An overview of the total energy consumption will be provided on the basis of
the EN 15193 energy standard. No recommendations are given regarding the
maximum overall energy consumption per year at the moment, since there are no
recommendations contained in the standard.
An overview is also available for the DIN 18599-4 energy standard, together with a
"stop" light which provides direct feedback on whether the DIN standards have been
attained or not. In addition to this, ReluxEnergy provides you with the total maximum
permitted energy consumption per year, as well as the current energy consumption.

The graphic user interface for ReluxEnergy

Fig. 178: GUI of Relux Energy

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Note: To achieve meaningful results, it is necessary to have a basic knowledge of


the energy standards, including EN 15193 and DIN 18599-4, when using ReluxEnergy.
Relux Informatik AG and their partners in Europe offer frequent training courses on
this special field of light engineering. For further information please visit
www.relux.biz.
Use of the graphic user interface is highly intuitive. It contains two different tabs.
1. Energy evaluation (see above) is divided into three sections:
Scene explorer, where all the rooms and sections are listed (green outline)
Settings, where the data can be entered for the building and its zones (yellow outline)
Results overview, for the building, individual rooms and sections (red outline)
2. Results: This tab works in the same way as the Print manager in ReluxPro and
makes it possible to organize all the project results.
The following two project examples illustrate the capability of ReluxEnergy.

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4.26.1 Example 1: Project as per EN15193


Open a new ReluxEnergy project with a click on the icon, or press <Ctrl-N>.

Insert one zone with a click on the icon, or press <Ctrl-L>.

Import ReluxPro project files with a click on the icon, or press <Ctrl-I>. You
can also import more than one project file and scene. An example is provided in your
program installation folder at ..\Program\ReluxSuite\Examples\ReluxEnergy.rdf
Select the rooms in the following menu, or just use the drag & drop function to import
a room into your ReluxEnergy zone (this does not work with scenes that are extruded
to the X-axis).

Fig. 179 EN 15193


Select the EN 15193 standard; for every zone, you need to select a pre-defined profile
from the combo box in the Additional settings tab for purposes of defining the annu-
al hours of use (Fig. 186).
The energy consumption will now be calculated automatically for each room and for
the project overview. Rooms that include daylight openings will influence the calcula-
tion in a different way from rooms without daylight.
Note: If you have to change the lighting design for any reason, select the room in
the scene explorer and press F6. The room will now appear in ReluxPro and, after
all the changes have been made, the results will automatically be transferred back
into ReluxEnergy.
General settings for room: (Fig. 187) You can fill in how many times you wish to eval-
uate this room, should one and the same room occur more than once in your building
(this is typically the case in office buildings).

Fig. 180 General settings

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Additional settings for room: (Fig 188): an average Absence factor of 0.2 is set as
the default (This means 20%/day when the room is not in use).
A light control system could significantly reduce the energy consumption. Click the
Controlled constant illuminance switch box to enable or disable this option (it should
only be enabled for use with daylight openings like windows).

Fig. 181
General settings for section: select one of the presence control options to enable
and define this option (Fig. 189).

Fig. 182 General settings

Fig. 183 Additional settings


You have now completed your entries and will find the energy consumption for an in-
dividual room in the Results tab. Repeat the procedure (6 to 9) for each of the
other rooms which have no daylight openings such as windows.
General settings for room with daylight: (Fig. 190) You can fill in how many times you
wish to evaluate this room, should one and the same room occur more than once in
your building (this is typically the case in office buildings).

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Fig. 184 General settings


Additional settings for room with daylight: an average Absence factor of 0.2 is set as
the default (this means 20%/day when the room is not in use). A light control system
could significantly reduce the energy consumption. Click the Controlled constant illu-
minance switch box to enable or disable this option.

Fig. 185 Additional settings


General settings for section: (Fig. 192) select one of the presence control and day-
light depending control system options to enable and define this option.

Fig. 186 General settings


Additional settings for section: (Fig. 193) if there is any additional installed power re-
quired, such as parasitic power for controls or emergency charging power, you can fill
in the values here.

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Fig. 187 installed power


The different parameters for rooflights such as Daylight sources and the dimensions
in the Rooflight properties tab will be filled in automatically. Modifications should be
kept within limits. You should simply select the type of rooflight (Fig. 194).

Fig. 188 Rooflight properties

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The project-related parameters for vertical windows, such as Window properties and
Obstruction, will be not be provided by either ReluxEnergy or ReluxPro . If there is
an atrium or a double-glazed facade, more parameters will need to be filled in. Please
refer to DIN 18599-4, where all these parameters are explained in detail.

Fig. 189 Window properties

Fig. 190 Obstruction


Now you have completed your entries, you will find the energy consumption for an
individual room in the Results tab. Repeat the procedure (6 to 9) for all other
rooms with daylight openings such as windows.

Note: there are several options for optimizing the power consumption of your pro-
ject.
Presence control
Daylight dependent control systems
Glare shield
Dimensions and consistency of daylight openings (ReluxPro).

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4.26.2 Example 2: project based on german DIN 18599-4


General information: the use of ReluxEnergy on the basis of DIN 18599-4 is fairly sim-
ilar to the procedure for EN 18593. There are, however, two key points that differ in
the EN 15893 and DIN 18599-4 standards:
Only the DIN 18599-10 norm contains several utilization profiles. These profiles in-
clude fixed parameters that cannot be changed by the user. They form part of the
standard.

Fig. 191 Paragraph from the German DIN 18599-10 standard


The consultant can evaluate the power consumption from the utilization profiles and a
recommended maximum power consumption for each profile. The consultant can thus
compare their planned power consumption with a reference value (for each individual
zone and section).

Fig. 192 excerpt from a German energy pass

Open a new ReluxEnergy project with a click on the icon, or press <Ctrl-N>.

Insert one zone with a click on the icon, or press <Ctrl-L>.

Import ReluxPro project files with a click on the icon, or press <Ctrl-I>. You can
also import more than one project file and scene. An example is provided in your pro-
gram installation folder at:
..\Program\ReluxSuite\Examples\ReluxEnergy_18599_4.rdf.

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Select the rooms in the following menu, or just use the drag & drop function to import
a room to your ReluxEnergy zone (this doesnt work with scenes that are extruded to
the X-axis).
Define zones and utilization profiles: for every zone, you need to select a pre-defined
utilization profile from the combo box.
Follow steps 5 to 17 from the previous example (example 1) (EN 15193) in order to
calculate the total power consumption (including per zone and per room) for your pro-
ject.

Fig. 193 Utilization profiles

Note: The utilization profiles and a recommended maximum power consumption for
each profile make it possible to evaluate the power consumption. The traffic light pro-
vides an overview of your project (green traffic light = values are within recommend-
ed range; red traffic light = revise concept). There are several options for optimizing
the power consumption of your project.
Presence control
Daylight dependent control systems
Glare shield
Dimensions and consistency of daylight openings (ReluxPro )

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4.27 Tunnel module

The tunnel calculation software has been developed for experts and is based on the
CIE88, CIE140 and SLG201 standards. Knowledge of these standards is necessary in
order to evaluate the precise results.
You must purchase a license to run this module. For further information please con-
tact us via e-mail at info@relux.ch, or by telephone on +41613330770.
After your tunnel module has been activated via a hardware lock, you can start Relux-
Pro and select the Tunnel option from the start menu.
A tunnel project is controlled via the <Scene Bar> and the <Tunnel Bar>. If these
happen to be hidden (which is unlikely), you should simply use the Scene and Tun-
nel options in the "Window fly-out menu to activate them.

Fig. 194 Start icon for tunnel project

Fig. 195 Scene Bar for tunnel lighting

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4.27.1 Step 1: Tunnel geometry


Start ReluxPro and select the project type Tunnel. Fill in the basic parameters for
the tunnel geometry and the calculation parameters.

4.27.2 Step 2: Luminaires / LDCs


You need to insert at least one row of luminaires. Therefore please move your mouse
pointer to "Room structure" in the "Scene" tab and click with your right mouse button.
The context menu opens.

Fig. 196 New luminaire row

Fig. 197 Add luminaires


If you open this option for the first time in your project, the product selection will
open automatically. Alternatively you can use the standard routes for luminaire selec-
tion.
Note: In the product selection, you can use the "Individual luminaire" tab to import
a single LDC file.
After you have added one or more luminaires to the project and closed the product
selection again, the configuration dialog for the Alternative equipment and Regulat-
ing steps will open automatically (only the first time).

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Fig. 198 Options


In the Alternative equipment dialog, you must enter the selected LDCs for the
Adaption or Interior group. You may create more than one entry in each group.
If you want to use the same LDC with a different flux value you must select it more
than once and use the Modify type function in the product selection (Fig. 206).

Fig. 199 Modify luminaire

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Fig. 200 and Fig. 201 Configure luminaire controlling


The first time the Regulating steps dialog is opened, the configuration dialog opens
as well. Choose how many Control groups and Regulating steps and the kind of con-
trolling you want.
You can change this latter setting by pressing the configure button. We currently
support three modes of switching the luminaires.
Dimming
(On/Off)
(On/50%/Off)
After creating the row of luminaires, it is possible to insert the basic parameters by
selecting the row in the scene bar. If you wish, you can create multiple rows, these
rows will automatically be synchronized, for instance after changing the type of the 4th
luminaire.

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Fig. 202 Options


By clicking the first icon in the toolbar, you can switch to the luminaire list of the cur-
rent row.

Fig. 203 Options


In Fig. 210 you can manually change the control group and the power level of each
row.
To begin with, each row will be created with a unique distance between the individual
luminaires. In list mode you can modify the x-position of each luminaire. If you select
one or more grid rows, you can use the buttons.

to insert a copy of the selected luminaire

this button deletes the selected luminaire

If you activate the shift lock and change the x-position of one of the luminaires,
all the following luminaires will also be moved.

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4.27.3 Step 3: Calculation


There are two ways of running the calculation:

Automatic placing (Button )


(Fig. 204 Tunnel automatic placement) If you select this mode, the program will try to
find the ideal position on the basis of the specified parameters and the regulating
strategy.
After running this mode, you will find the luminaires of the adaptation rows sorted like
this, for example
3 2 1 3 2 1 3 2 1 3 2 1.2 1 2 1 1 1 1
The program will also place the luminaires with the lower power levels at the end of
the row.
For the interior rows, the tunnel module will try to find the optimum distance between
the luminaires.
Before the automatic placement starts, a dialog opens which allows you run the opti-
mization of interior and entrance separately or together.

Fig. 204 Tunnel automatic placement


For the entrance lighting you have a few options to control the result.
Maximum luminaire distance:
At this distance the program uses the next lower flux level.
Min luminaire dist.
Automatic shift
Hold the initial lum. dist / Lum. dist. at the beginning
This forces the program to use the given distance in first part of the entrance zone.

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Useful to make (small) corrections if the automatic calculated value is not optimal.
Factor length / Factor luminance
The algorithm will work with modified length / entry luminance, this spreads the nom-
inal curve during the placing calculation, normal calculation (Button )
This command triggers a calculation of the current situation.
Note: at the moment you have to press the button each time you want to re-
calculate.
If no measuring area exists in the project, the program will automatically create the
three standard areas:
Entrance area: for the constant level in the first part of the threshold zone
Interior area: for the constant level in the interior zone
Adaptation area: for variable levels from the portal to the end of the transition zone

Fig. 205 Calculation specifications


You can modify these manually after the program has created them. At the moment,
the program will recreate them automatically when you delete them all. We are going
to make this behaviour configurable, and will also provide user defined areas.

4.27.4 Step 4: Checking results


After the calculation, you will find all the available results for each area and the regu-
lating steps in the <output bar>. In the regulating steps dialog, you can choose more
than one regulating step to calculate.
You can open the results by using the toolbar outputs.

Fig. 206 Toolbar Output


Note: Each time an output window is open you can use its properties dialog to
configure its specific options
The Result overview output (Fig. 214) contains a summary for all three areas.

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Fig. 207 Result overview

Fig. 208 Result overview

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Fig. 209 Properties for the result overview

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