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4-29-2004 Lumen Designer Help

Table Of Contents
Welcome to Lumen Designer .......................................................................................................1 Getting Started and Help............................................................................................................3 Installing and Authorizing ........................................................................................................3 Getting Started......................................................................................................................5 Getting Help..........................................................................................................................9 Contacting Lighting Technologies.............................................................................................12 LTI Support Utility ..............................................................................................................12 Project Management, Files, and Settings .....................................................................................15 Project Management .............................................................................................................15 Working with Project Files ......................................................................................................16 Using Settings......................................................................................................................20 CAD File Import and Export.......................................................................................................27 CAD System...........................................................................................................................31 CAD Windows, Views, and Viewing ..........................................................................................31 Selecting and Editing Entities..................................................................................................50 Selecting Entities ...............................................................................................................50 Property Editor..................................................................................................................52 Coordinate Systems (WCS and MCSs)......................................................................................59 CPlanes (Construction Planes).................................................................................................62 CAD Drawing Tools...............................................................................................................67 CAD Modification Tools..........................................................................................................72 Layers ................................................................................................................................81 Layer Manager...................................................................................................................83 Command Line.....................................................................................................................85 Precision Tool Modes.............................................................................................................89 Model Spaces .........................................................................................................................93 Space Designer ....................................................................................................................94 Project Explorer ...................................................................................................................98 Architectural Objects.............................................................................................................. 103 Object Designer ................................................................................................................. 103 Architectural Object Browser.............................................................................................. 104 Materials.............................................................................................................................. 115 Material Manager................................................................................................................ 117 Luminaires........................................................................................................................... 125 Luminaire Center................................................................................................................ 125 Building the Luminaire Type Schedule.................................................................................. 126 Luminaire Z-Adjustment Editor........................................................................................... 137 Placing Luminaires in a Project........................................................................................... 138 Quantity Estimator and Array Editor.................................................................................... 142 Luminaire Schedule Viewer and Editor ................................................................................. 143 Luminaire Editor .............................................................................................................. 145 Product Library Manager...................................................................................................... 154 Daylighting .......................................................................................................................... 157

Table Of Contents

Calculation Grids................................................................................................................... 159 Grid Designer .................................................................................................................... 160 Grid Editor ........................................................................................................................ 165 Grid Results Viewer............................................................................................................. 169 Calculations.......................................................................................................................... 171 Calculation Manager............................................................................................................ 173 Visualization and Renderings ................................................................................................... 183 Visualization Center............................................................................................................ 183 Output ................................................................................................................................ 189 Output Manager................................................................................................................. 189 Glossary .............................................................................................................................. 193 Index.................................................................................................................................. 207

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Welcome to Lumen Designer


What is Lumen Designer?
Lumen Designer is a complete lighting design and specification tool. As the next generation in lighting software, Lumen Designer was developed specifically with ease of use in mind. The user-friendly interface creates all levels of architectural spaces quickly and accurately. Design a complex project within minutes using Designer Tools Wizards, or tap into an extensive set of tools and robust CAD system to model anything your imagination (or your client's) can conceive. Illuminate the space accurately with automated tools, an industry-wide product database, and a rich library of realistic objects and materials. Visualize how the space will actually look and produce the answers you need quickly with extensive output, photo realistic renderings and .DXF/.DWG import and export. Unlimited power and flexibility are there when you need them, yet for most projects, you can rely on a standard set of easy-to-use tools and Wizards to get the answers you need - with speed, ease, and confidence.

Features and Benefits


With Lumen Designer, you can:

Design
Any geometry, including sloped surfaces and complex meshes Designer Wizards create complex spaces in just seconds Robust, built-in CAD system Import .DXF and AutoCAD .DWG files including 3D geometry Extendable Architectural Object Library Searchable, Industry-Wide Lighting Product Database (35,000+ products) Import photometric files, including .IES, .CIE and others OSnaps, multiple undo/redo, layers, dynamic CAD viewing Quick editing of information with on-screen properties dialog

4-29-2004 Lumen Designer Help

Calculate Radiosity and hybrid processing Diffuse, specular, and transparent materials Simplified gridding for surfaces, meshes, rectangular and polygonal areas Statistical areas and on-screen summaries Extensive architectural material library and editor Calculate effects of lamp color temperature and lamp color (i.e. gels) Texture mapping Daylighting Standard IESNA and CIE lighting metrics Visualize
Photo -realistic renderings Professional output On-screen grid summaries and schedules Export to AutoCAD .DWG and .DXF formats Pre-defined output reports and easy-to-use Output Manager

Partnerships
Lighting Technologies is proud to partner with these companies:

LightWorks - LightWorks calculation engines, materials and rendering tools are incorporated in the software. In addition, parts of this documentation are reproduced courtesy of LightWork Design Ltd., copyright of LightWork Design 1990-2003, 2004. LightWorks and the LightWorks logo are registered trademarks of LightWork Design Ltd. Finelite - Use of the Series 15 luminaire geometry and photometry in the Finelite Office tutorial is provided courtesy of Finelite, Inc. Series 15 and Finelite are registered trademarks of Finelite. Lumen Designer rendering of Series 15 produced for Finelite, Inc. The Series 15 double diffusing optical system is patent pending. eLumit - eLumit integration and compatibility are provided courtesy of eLumit, Inc. eLumit is
a registered trademark of eLumit, Inc.

Getting Started and Help

Installing and Authorizing


System Requirements
Lumen Designer is designed to run on Microsoft Windows as a 32-bit application.

Ways to Access>> (view system info)


Main Menu: Help > View System Information

Minimum requirements for running Lumen Designer:


CPU:

Intel Pentium III processor at 800 MHz (or AMD equivalent) Microsoft Windows NT4 (Service Pack 6), 2000, or XP 256 megabytes (MB) of RAM 150 MB of free hard disk space to install main application 250 (appx.) MB of free hard disk space for Product Library with images CD-ROM drive Microsoft Internet Explorer (for help and web links)

Graphics card:

OpenGL compatible graphics/video card SVGA graphics card with 32-bit color (true color) 1024 x 768 graphics card resolution 8 MB of graphics memory User Requirements: Basic understanding of Microsoft Windows operating system and interface Fundamental understanding of the terms and analysis of lighting design and engineering

Installing and Updating from a CD


Before installing, please verify that you have adequate disk space on your computer's hard drive. In addition, please read the README file located on the CD for the latest instructions and improvements not documented in this help system.

Steps:
To install or update from a CD: 1. 2. 3. 4. Close any applications that are running. Insert the Lumen Designer CD into your CD-ROM drive. If your operating system has AutoLaunch, the Lumen Designer Installation Wizard will open. If not, click Start > Run on the Windows Toolbar. Type D:\SETUP and click Ok (your computer's CD-ROM drive may use a different letter). Alternately, select Browse and navigate to the Setup.exe file. Then, click Open and Ok in the Run screen.

Installing and Updating from the LTI Web Site


Most Lighting Technologies products, updates, upgrades and patches will now be downloadable from the LTI web site. For Lumen Designer installations, and updates, please access the download web page through the LTI Support Utility.

Ways to Access>>
Main Menu: Help > Check for Updates

4-29-2004 Lumen Designer Help

Licensing Lumen Designer


To begin using your copy of Lumen Designer, you must first license the application by sending your computer's unique Site Code to Lighting Technologies.

Steps:
1. 2. 3. 4. 5. 6. 7. 8. 9. In Windows, click Start > All Programs > Lighting Technologies > Lumen Designer > Lumen Designer. After Lumen Designer opens, click Help > A bout/Licensing. You will see your computer's Site Code in the Licensing|Site Code field. If applicable, toggle the Laptop Computer box. Click the Email button. Your default e-mail application will open. Fill in the user information fields. Click Send. You will receive an e-mail reply from Lighting Technologies with an Authorization Key. Cut and paste the Authorization Key into the field provided on Lumen Designer's licensing screen. Click Submit . A message will appear stating, "Authorized: Version x.x.x When you close and reopen Lumen Designer, it will be ready to use.

Notes: If you do not have e-mail enabled, you can also send your Site Code to us by another means. Lighting Technologies, Inc. 1630 Welton Street, Suite 400 Denver, CO 80202 United States of America Phone: 011-720-891-0030 Fax: 011-720-891-0031 register@lighting-technologies.com www.lighting-technologies.com

Optimizing Application Speed


There are certain ways you can ensure that Lumen Designer runs as fast as possible. For instance: CAD:

Turn off the visibility of entity grips. This will speed up the selection of CAD entities with multiple grips. F ile > A pplication Settings > CAD tab > Display grips = False If you have an object with multiple adjacent polygons, convert the polygons to a mesh function. Meshes are more efficient to work with and calculate than their individual polygons. Modify > Convert Polygons to Mesh. Keep your polygonal surfaces one-sided, which they are by default. Entities can be made doublesided in the Property Editor, but it will slow your computer processing speed. In the Property Editor, set Calculations|Double-sided = Yes. Turn off infrequently used running OSnaps in order to conserve system memory, and keep Lumen Designer running as fast as possible.

Calculations:

Disable transmissive materials in the Calculation Manager. Calculate > Calculation Manager > toggle Enable point source calculations in the Calculation Manager. Calculate > Calculation Manager > toggle Run fast, basic calculations. Calculate > Calculation Manager > Settings Template > Fast, basic Calcs. Add the fewest and simplest architectural objects to your design as aesthetics allow. The more surfaces for which interreflections have to be calculated, the longer your calculation time will be.

Getting Started and Help

Rendering:

For faster and crisper renderings, resize your CAD window to the smallest window you can use. Hybrid Shaded renderings are pixel-by-pixel, so the size of your CAD window will have an effect on both the rendering speed and resolution. To speed up saving and reopening files, as well as decrease file size, choose the Save (without rendering data) commands, rather the Save with Rendering Data commands. This will purge calculation data from your saved file. F ile > Save (As).

File storage:

Uninstalling Lumen Designer


In the unhappy event that you must remove Lumen Designer, please use this method.

Steps:
In Windows NT: 1. 2. 3. 4. 5. 1. 2. 3. 4. 5. Click Start > Settings > Control Panel. When the Control Panel opens, double-click Add/Remove Programs . In the Add/Remove Programs Properties Window, click Install/Uninstall . Scroll down and click Lighting Technologies Solutions . Click OK. Lumen Designer will disappear from your list of available programs. Click Start > Control Panel. When the Control Panel opens, double-click Add or Remove Programs . In the Add or Remove Programs window, click Install/Uninstall. Scroll down and click Lighting Technologies Solutions . Click OK. Lumen Designer will disappear from your list of available programs.

In Windows XP:

Getting Started
Getting a Quick Start
To start using Lumen Designer right away, try one of the following quick start methods (click a topic below). At the end of the first two methods, you will have completed an entire project.

Designer Shortcut Menu>>


Click this icon in the Designer Tools window to open the Designer Shortcut Menu. Then click Create Area and follow the prompts to work through the steps. When you are finished, continue to work through the other shortcuts. They are in a logical project order; most steps are contingent upon having completed the prior steps. They include:

Menu.

Click (if you want to generate a rendering) this icon when you finish the steps on the Shortcut

4-29-2004 Lumen Designer Help

Click any of these and set your view using dynamic viewing tools. or Click to generate a radiosity or hybrid rendering of your finished model.

Tutorial Projects>>
Click this icon on the Help Toolbar to access the Tutorial Project Menu. Then click a tutorial name and use the browse tools at the top of the Tutorial window. Each tutorial will lead you, step-by-step, from creating or importing a model to generating a rendering.

Quick Movies>>
Click this icon on the Help Toolbar to access the Quick Movie Menu. Then click a category and finally a movie title. A full screen window will open and automatically begin showing a Flash movie of one of Lumen Designer's most useful or complex functions. You can use the toolbar on the bottom of the screen to restart the movie or move forwards and backwards in the sequence.

Next Step Topic Sequence>>


Click this icon at the bottom of topics to advance to a topic on the next, most logical step in creating a project. Similar to how the Designer Shortcut Menu guides you through all of the functions of a typical project, the Next Step Topic Sequence guides you through a similar help documentation path.

Designer Tools>>
In the Designer Tools window, click any of the center or designer icons shown below. Within each Designer Tool window, hover your cursor over various icons and click to use Lumen Designer's functionality. When you are finished, click the next Designer Tool icon to access the next center. Space Designer Object Designer Luminaire Center Grid Designer Visualization Center (you will need to calculate prior to rendering) Three helpful items to review before starting any project are:

Ideas for Project Management Tools for Project Management Lumen Designer's Interface browse sequence in the Tutorial Window.

Using the Designer Shortcut Menu


The Designer Shortcut Menu is a set of quick links that you can use to access and work through the basic steps in creating a complete design project.

Ways to Access>>
Designer Tools:

Designer Shortcut Menu:

Getting Started and Help

Steps:
1. 2. Click Create Area. The Area Wizard will open and prompt you through steps. After you have created an area and room, click Add Objects . When you are finished, continue to work through the other shortcuts. They are in a logical project order; most steps are contingent upon having completed the prior steps. Click Menu. (if you want to generate a rendering) when you finish the steps on the Shortcut

3.

4. 5. or

Click any of these and set your view using dynamic viewing tools. Click to generate a radiosity or hybrid rendering of your finished model.

Notes:
For the 'Perform Calculations' step, calculations are based on the current settings in the Calculation Manager; the Fast, basic calc template is the default.

Transitioning from Lumen Micro


Upgrading software that your business depends on can be a daunting task. In light of Lumen Designer's depth, power and flexibility, Lumen Micro users may be uncertain about how to begin. Fortunately, Lumen Designer incorporates these features to make the transition smooth:

a clear and simple interface common CAD tools and concepts a checklist you can click to work through a complete project topical design centers model space and calculation grid wizards context-sensitive help topics a thorough, searchable, online help system tutorial projects demonstration movies a 'next step' topic sequence

Click any of the features above or below to read more. When you are done with each topic, you can return to this page through the Related Topics button.

Comparing Lumen Designer with Lumen Micro:


In Lumen Micro, I could: In Lumen Designer, I can:

4-29-2004 Lumen Designer Help

General CAD System select multiple entities with ctrl+tab select entities by windowing edit entities through the right-click menu

create, save and use project templates select multiple entity types with Select Include and Exclude select entities by windowing and crossing edit entities in the Property Editor set the view position and direction using coordinates and angles display a CAD model in a culled, surface orientation view style display, hide, and edit layers in the Layer Manager display, hide and edit layers using the Project Explorer as well set the CPlane to any surface associate entities, grids, and luminaires with any model space stretch entities

Model Spaces

designate spaces as interior or exterior

build a model without designating types of spaces - additional outdoor and roadway functionality will be included in advanced plug-in modules create rooms of any shape create free-standing walls of any shape punch holes in walls

create orthogonal rooms add walls from a predefined set of objects

Architectural Objects

pick architectural objects

pick, or create and save architectural objects to libraries create and convert polygons into meshes extrude or revolve background entities into architectural objects and model spaces

Materials Luminaires edit luminaires through the rightclick menu aim to a point aim by angle through the right-click menu array through the right-click menu create an 'array' (group object) of luminaires edit luminaire array spacing using the right-click menu manually insert luminaires based on an imported drawing

create, edit, and save unique materials edit luminaire types in the Luminaire Editor (coming soon) aim by angle in the Property Editor array luminaires using the Array Editor convert arrayed luminaires into a group object coming soon! replace imported 'luminaire' blocks with photometered luminaire types create, edit, and save advanced physical and luminous geometry and symbols

Daylighting Calculation Grids edit calculation grids through the right-click menu

set date, time, geographic location, and sky conditions for daylighting edit calculation grids in the Grid Editor

Getting Started and Help

add rectangular calculation grids to pre-defined surfaces Calculations

set the CPlane to the plane on which you want calculation grids, and then create rectangular, polygonal or linear grids create, save and use calculation templates edit radiosity and advanced calculation settings

Renderings

generate a radiosity rendering

choose between radiosity and hybrid rendering solutions adjust rendering exposure and brightness

Output Help view or print a .PDF user's guide

create, save and use report templates view online help, context-sensitive help, and quick movies, and/or order printed documentation

About the Designer Tools


In the Designer Tools window, click any of the center or designer icons shown below. Within each designer, hover your cursor over various icons and click to use Lumen Designer's functionality. When you are finished, click the next Designer Tool icon to access the next center. Space Designer Object Designer Luminaire Center Grid Designer Visualization Center

Getting Help
About the Help System
Two great features of Lumen Designer are its clean, intuitive interface and easy-to-use wizards. The embedded help system you are now viewing will also assist you in finding the answers you need. Click the tabs and icons to the left to access the Main Help Window features.

Ways to Access>>
Main Menu: Help Help Help Help > Help > A ctiveHelp > Quick Movies > T utorials (Help) (ActiveHelp) (Tutorial Projects) (Quick Movies) Command help (for available commands)

Toolbar:

4-29-2004 Lumen Designer Help

Line:

help_toc (for contents) help_index ? (for available commands) F1

Hot Key: Designer Start Menu:

Main Help Window features:

Contents - Organizes all of Lumen Designer's help topics into nested chapters, similar to a book. Double-click on any book icon to open a chapter, and double-click any topic to open it. When you are done reading, double-click the chapters again to close them. Index - Enables you to type a keyword in the field at the top. Click List Topics to initiate a search for all of Lumen Designer's help topics associated with the keyword. The results of your search will appear in the lower results pane. Click to select a topic from the search results, and click Display (or simply double-click) to open the topic. Search - Enables you to type a key word in the first field. Click List Topics to initiate a search for all instances of the keyword in Lumen Designer's help topics. Click to select a topic from the search results, and click Display to open the topic. The keyword will be highlighted wherever it appears in the topic. Glossary - Includes a comprehensive set of definitions for the Computer-Aided Design (CAD) and lighting terms used throughout the help system and in the application. Click a glossary entry in the top pane to display its meaning in the bottom pane. Hide/show - Conceals or displays the left pane of the Main Help Window, depending on whether or not you need to access Contents, Index or the Glossary. Back - Displays the prior (previously viewed) topic. Forward - Displays the next (previously viewed) topic. Home - Displays this topic. Print - Opens the Print Manager so you can generate printed output of the currently displayed topic. On the Index tab, the prefaces, "How do I...," "I want to ...," " Tell me about...," are implied. Simply type the verb or noun that would follow such phrases. On the Search tab, use quote marks around a phrase to refine your search. For example, typing luminaire schedule returns 25 topics, whereas typing "luminaire schedule" returns 8 topics.

Tips:

Other help windows:

Tutorial Project Window - Lumen Designer's sample projects will lead you, step-by-step, from creating or importing a model to generating a rendering. You can choose projects from beginning, intermediate, and advanced levels. ActiveHelp Window - Displays context-sensitive help topics as you activate different functions of the program. In addition, some topics in this window are part of the Next Step Topic Sequence, which guides you to the next most common and logical step's topic. Quick Movie Window - The Quick Movie Menu launches in the same spot as the Tutorial and Active Help windows. Click a category on the Quick Movie Menu and then a movie title. A full screen window will open and automatically begin showing a flash movie of one of Lumen Designer's key functions.

About ActiveHelp
This ActiveHelp Window displays context-sensitive topics as you activate different functions of Lumen Designer. Content in the ActiveHelp Window is formatted to display the Steps section of each function's topic. It is also important, however, to read the Notes section beneath the steps to fully understand the help topic.

Ways to Access>>
Main Menu: Help > A ctiveHelp F ile > Application Settings

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Getting Started and Help

Menu:

> General tab > ActiveHelp = On/Off (enable/disable ActiveHelp) (toggles On or Off)

Toolbar:

Tips:
For easier viewing, open only one of the ActiveHelp, Tutorial or Quick Movie windows at a time.

About the Tutorials


To learn Lumen Designer quickly and easily, let us guide you through comprehensive tutorials. This is where you can relax and have a little fun while you learn how to make Lumen Designer's power and flexibility work to your advantage. Sample projects will lead you, step-by-step, from creating or importing a model to generating a rendering. You can choose projects from beginning, intermediate, and advanced levels.

Ways to Access>>
Main Menu: Toolbar: Help > T utorials

Tips:
An additional browse sequence in the Tutorial Window describes the components of Lumen Designer's Interface.

About The Quick Movies


If you want to watch the most useful or complex functions performed in short demo movies, click to access the Quick Movie Menu. Then click a category and then a movie title. A full screen window will open and automatically begin showing a flash movie. You can use the toolbar on the bottom of the screen to restart the movie or move forwards and backwards in the sequence.

Ways to Access>>
Main Menu: Toolbar: Help > Quick Movies

About the Next Step Topic Sequence


Click this icon at the bottom of topics to advance to a topic on the next, most logical step in creating a project. Similar to how the Designer Shortcut Menu guides you through all of the functions of a typical project, the Next Step sequence guides you through a similar help documentation path.

Related Topic Menu


Click a category and then a topic to display it in this window. Each topic has a Related Topics link back to this page.

Common Error Messages


Occasionally, error messages will appear in pop-up windows or on the Command Line. Clarification of these is shown alphabetically below:

"Invalid point" (shown on Command Line) - User is trying to place a luminaire into a model. Luminaire's Z-adjustment method is set to Ceiling suspended or Ceiling Recessed, and no ceiling

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is present at luminaire placement point. Change the Z-adjustment method or place the luminaire in a room containing a ceiling.

"Unable to read downloadable photometrics" (shown in the Luminaire Web Search screen) This is likely due to security/permissions set on the hosting web site. Visit the specifier or manufacturer's web site directly using the Internet. Then download available files into the folder that you access through the External Photometric File Browser.

Contacting Lighting Technologies


Training Seminars
Please visit the Training Seminar page of the Lighting Technologies web site for the most current schedules and information: LTI Training Seminar Web Page

Technical Support Policy


To view the Lighting Technologies Technical Support Policy, please click the link below. LTI Technical Support Policy Web Page

General Inquiries and Comments


At Lighting Technologies, we appreciate your thoughts on our products, as well as suggestions for future versions. To request more information on Lighting Technologies' products, or to tell us what you think, please click the link below. LTI Inquiries and Comments Web Page

Frequently Asked Questions (FAQs)


For the answers to the most commonly asked questions, please click the link below to visit the FAQs page of the Lighting Technologies web site. LTI FAQs Web Page

LTI Support Utility


Requesting Technical Support
To request Technical Support, please use the LTI Support Utility. If you have purchased a Premium Maintenance Contract, or installed Lumen Designer within the last thirty (30) days, please feel free to phone us for faster technical support. 001 (720) 891-0030

Ways to Access>>
Main Menu: Help > Contact Technical Support

Before contacting Technical Support, please:

Use the Support Utility to check your version and, if necessary, download the latest Lumen Designer updates. When submitting a request for technical Support, the more information you provide, the faster we can solve your problem. Please include:

View all applicable online help topics, tutorials, quick movies and sample projects. Visit the LTI FAQ Web Page .

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Getting Started and Help

Sample design file (.DXF, .DWG or .DES) if applicable. We are here to help you, and will respond to your request as soon as possible.

Contact information, including user name, company name, and location. System information (simply toggle the box in the Support Utility). Process you were attempting. Steps just prior to the technical problem. Specific error messages you received. Methods by which you attempted to solve the problem.

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Project Management, Files, and Settings


About Project Files and Settings
All information specific to your design project will be contained in a single .DES file. This includes all model spaces, CAD entities, architectural objects, materials, luminaires, calculation grids, calculation results and renderings in your project. In addition, Lumen Designer Project files retain whatever Project Settings and Project Configuration that were in effect when the file was created. It is wise to check and reset Application Settings and output Settings when you reopen a project, as these are not retained in project files.

Project Management
Ideas for Project Management
Planning your project before you begin will save you time and result in a model that is easier to manage.

Notes:
Project management ideas:

Goals - Determine the goal for your project. For some users, the focus will be on specifying luminaires, laying them out, and calculating results. For others, the aim will simply be to generate presentation quality renderings. Many users will want to achieve both. These distinctions are important. For instance, those focused solely on calculations can avoid the time required to choose and add architectural details and materials. People who are interested primarily in exporting beautiful images can be more carefree when specifying luminaires and generating calculations, but will spend more time preparing model spaces and objects. Settings - Begin projects with a review and update of the current application and project settings and configuration. Structure - Plan the hierarchical structure of model spaces in your project, and be certain to set the appropriate areas as 'current' when adding luminaires and objects to these areas. Perspectives - Consider displaying two or more CAD windows while building your project. This will save you the time required to change views and view styles in a single CAD window. Occasionally, an additional CAD view will alert you to an aspect of your design you hadn't noticed in your current window.

Tools for Project Management


After you determine the structure of your project, Lumen Designer enables you to manage your project in global ways. Below are some of the tools you can use. (To return to Getting a Quick Start, click Related Topics below)

Notes:
Project management tools:

Project templates - Save Luminaire Type Schedules, Architectural Object and Material Palettes, calculation settings and output settings as templates for consistent application to any new project. Project settings - Set user/project info, default distance and illuminance units, and CPlane settings for the current project. Project configuration - Set calculation grid and luminaire property settings for future projects for all new projects. Libraries and archives - Build and organize collections of the luminaires, objects, and materials that you use most often. Report templates - Generate uniform output for project types without changing settings. Layers - Edit entire categories of entities. Select include and exclude - Globally select or avoid selecting certain entity types by name. AutoCAD block replacement - Exchange blocks (group objects) for photometered luminaire or architectural object instances throughout an imported model.

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Luminaire placement - Adjust the mounting method and height for all instances of a certain luminaire type. Named and saved CAD views - Save, list, and restore user-defined viewpoints for consistent rendering perspectives. Named and saved CPlanes/MCS - Save, list, and restore commonly used or unique work planes and coordinate systems. Project Explorer

View and control your model's active/displayed spaces and entities in a hierarchical structure. Select, modify, display, hide, and delete entire layers.

Working with Project Files


Using the Designer Start Menu
The Designer Start Menu is Lumen Designer's opening screen, which enables you to open new or existing projects, browse the embedded help system, or visit the Lumen Designer page of Lighting Technologies' web site. In addition, the Designer News pane will update periodically to keep you informed about LTI products, upgrades, patches, and other relevant news.

Ways to Access>>
Windows Desktop:

Windows Start Menu:

Programs > Lighting Technologies > Lumen Designer > Lumen Designer

Lumen Designer Start Menu:

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Project Management, Files, and Settings

Starting a New Project


You can begin a new project file with default settings, and clean palettes and schedules at any time.

Ways to Access>>
Main Menu: Toolbar: Hot Key: Designer Start Menu: CTRL+N F ile > New

Steps:
1. 2. Access the function. Lumen Designer will prompt you to save your current project. Click Yes to save your current project, or No to discard changes you have made and close it. If you choose to keep your current project and have made changes, the Save Project browser will open. Double-click folders to browse for a location in which to save your file. Type a name for your project in the File name field. Click Save. Your current project's CAD windows will close, and a new CAD window set to Plan View will open in the Work Area.

3. 4. 5.

Notes: New project files will use the default Project and Application Settings that you, or Lumen
Designer, have defined. These are referenced in the LTDesigner.INI file.

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Tip:

When you save a project, the file will automatically be given a .DES extension denoting that it is a Lumen Designer file. Only one project can be open at a time. If you start a new project or open a previous project, you will be prompted to save your current project, which will close when the new project opens. If you design projects with consistently similar settings, architectural objects, luminaires, layers or materials, creating and using project templates will save you time and effort.

Opening an Existing Project


Lumen Designer enables you to quickly find and resume a project by displaying your four most recent projects on the Start Menu. The ten most recent Lumen Designer projects will be listed at the bottom of the File Menu. You can also browse your local computer or network's folders for any previous project file.

Ways to Access>>
Main Menu: Toolbar: Hot Key: Designer Start Menu: CTRL+O F ile > Open

Steps:
1. 2. Access the function. Lumen Designer will prompt you to save your current project. Click Yes to save your current project, or No to discard changes you have made and close it. If you have made changes, and choose to keep your current project, the Save Project browser will open. Double-click folders to browse for a location in which to save your file. Type a name for your project in the File Name field. Click Save. The Open Project browser will open. Double-click folders to browse for your file. When you locate the file you want to open, double-click on the file name, or click to select it and click Open. Your file will load and appear in Plan View in Lumen Designer's CAD window.

3. 4. 5. 6. 7.

Notes:
When you open a Lumen Designer file, it will be in the same state in which it was saved, including having certain entities selected. You can name a file with an extension other than .DES, but the default is .DES When you save a Lumen Designer file, if will be given a .DES extension. You cannot directly open Lumen Micro files in this version of Lumen Designer, but you can import them as .DXF files.

Saving a Project
Lumen Designer enables you to save project files with the same or new names. In addition, you can save files with or without rendering data. Files saved without rendering data will retain calculation data, but be much smaller and faster to open than those with rendering data. Lumen Designer also includes an AutoSave function which automatically generates a backup copy of your file at regular increments.

Ways to Access>>
Main Menu: F ile > Save (no rendering data)

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Project Management, Files, and Settings

data) F ile > Save As (no rendering data) F ile > Save with Rendering Data F ile > Save As with Rendering data Toolbar: (Save only)

Ways to Access>> (AutoSave)


Main Menu: F ile > Application Settings > General tab> AutoSave F ile > Application Settings > General tab> AutoSave Increment

Steps:
To save a file without changing the name: 1. 1. 2. 3. 4. 5. 1. 2. 3. 4. Simply access the function. Access the function. The Save Project browser will open. Double-click folders to find the folder in which you want to save your file. Type a unique name in the File name field. Click Save. Access the function. Click the drop-down arrow in the AutoSave field and click On. Click in the AutoSave Increment field. Type a value for the number of minutes between automatic saves. Saving a file for the first time will walk you through the Save A s steps. The default extension for Lumen Designer files is .DES, but you can save using a different extension if needed. AutoSave saves a file with a .BAK extension to the location of your last saved file. Project file names can contain spaces. To save a file with a new name:

To use AutoSave:

Notes:

Using Lumen Micro Files


Lumen Designer 1.0.0 does not directly import Lumen Micro files. This functionality will be enabled in future versions. Please continue to check the Lighting Technologies' web site for updates. In the meantime, you can use this work-around.

Ways to Access>>
Main Menu: Toolbar: F ile > Import > DXF/DWG

Steps:
In Lumen Micro:

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1.

Export your model as a .DXF/.DWG file. F ile > Export to > DWG/DXF > (specify file name and type: AutoCAD Files [*.DXF, *.DWG]). Import the .DXF/.DWG file. All of the model's luminaires and architectural objects come in as blocks (group objects). Calculation grids will not be imported. Use the Replace function to change blocks to actual luminaires and objects. Recreate your calculation grids. Reset your calculation settings in the Calculation Manager.

In Lumen Designer: 1. 2. 3. 4.

Using Project Templates


Project templates enable you to specify and save settings, luminaire schedules, architectural object palettes, layers, and material palettes to use as your defaults each time you create a new project. If you design consistently similar projects, project templates will save you the time normally required to build your palettes and schedules, as well as ensuring consistency and continuity among projects. Imagine, for example, that you needed to design a five-story building with uniform luminaires, objects, layers, etc., but you want to treat each floor as a separate project file. You can create and begin each project (floor) with the single template.

Ways to Access: (path to your saved project template)


Main Menu: F ile > Application Settings > General Tab > Project Template > (path to .DES file)

Steps:
To create and save a project template: 1. 2. 3. 4. 5. 6. 7. 8. 9. Build your architectural object palette and schedule, if desired. Create/edit any new layers you wish to include in your template file. Build your material palette and assign materials to layers. Specify your project settings and configuration. Specify your Calculation Manager and Output Manager settings, if desired. Save this template as a project with a unique file name denoting that it is a project Template, eg. TennisCourtTMP.des. Copy the path to your new template. In Lumen Designer, open F ile > Application Settings > General Tab >. Paste the template file path and filename into the blank field next to the Project Template label. Until you change this path, all of your future Lumen Designer projects will begin with the default palettes, schedule, and settings contained in the template file. Other settings will depend on the defaults you have specified in Lumen Designer's Application Settings. Save project templates to your company's server to give all staff a consistent framework from which to start design projects.

Notes: Tips:

Project templates will retain>>

Project Settings Project Configuration Material Palette Architectural Object Palette Luminaire Type Schedule Calculation Manager Settings Output Manager Settings Report Templates

Using Settings
20

Project Management, Files, and Settings

Editing Application Settings


Application settings are properties of Lumen Designer that you can change to suit how you want program functionality to work. They are general to the Lumen Designer application, and will be used for every project. To change and save settings that apply only to the current project, use Project Settings.

Ways to Access>>
Main Menu: Command Line: F ile > Application Settings applicationsettings osnap

Screen Image>>

Notes:
Application Settings (except User Info) are stored in the LTDesigner.INI file, in the [Application] section. This file is located in the same directory as the LTDesigner.exe file (program path). User Info is saved to the LTshared.INI file on your hard drive, and is therefore accessible to other Lighting Technologies applications. If you update your profile in Lumen Designer, it will be updated in Simply Lighting modules as well. This file is located in your \Windows\ directory. Application Settings are not saved in project templates; they apply to all projects.

Application Settings: General>>

AutoSave -Enable/disable the function that automatically generates a backup copy of your project file at specified intervals. AutoSave Increment - Type a value in minutes for the interval between AutoSaves. ActiveHelp - Activate or deactivate the context-sensitive assistance system topics. Project Template - Type the path to your default Project Template, e.g. When this field is empty, Lumen Designer will use the default Project Settings and Configuration.

Tip: Save project templates to your company's server to give all staff a consistent framework from
which to start design projects.

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Apply .INI settings to Project Template - Enable Project Settings and Configuration for Project Template to be determined by the .INI file's settings.

Luminaire OTS Directions - Choose to specify luminaire aiming with left, right, left degrees (IESNA standard) or right, right, right degrees for the Orientation, Tilt, and Spin. User Info>> User Name - Add current user and company information to all projects, both in Lumen Designer and all other Lighting Technologies applications running on your computer. User Title Company Name Company Address Company CitySt Company Zip Company Phone Company Fax Email

OSnap>>


CAD>>

OSnap - Activate all of the running OSnap types listed below, just as toggling the Precision Tool OSnap mode does. OSnap Endpoint - Activate a running OSnap to either final point of a line or polyline. OSnap Midpoint - Activate a running OSnap to the halfway point of a line or polyline. OSnap Intersection - Activate a running OSnap to the convergence point of two lines or polylines. OSnap Perpendicular - Activates a running OSnap to the point on a line segment at which the line being drawn would form a 90 angle. OSnap Centerpoint - Activate a running OSnap to the center (radius origin) point of a circle or ellipse. Force to CPlane - Set the Z coordinate of the selected OSnap point to the CPlane, instead of the OSnap location. Ortho - activate the orthogonal mode which constrains drawing to straight horizontal and vertical lines that are perpendicular to each other. Also, restrict CAD actions, such as move, to horizontal and vertical movements. CAD Background Color - set the color behind your model in CAD windows. Right-click as Enter - enable right mouse button to be used as an additional ENTER key. This ENTER can be used to end functions, such as polyline. CPlane for each view - enable CPlanes to be view-specific or model-specific. Display Grips - enable grips to be visible, and entities to be modified by grips. Zoom Increment - set the percentage by which Zoom In and Zoom Out commands will change the CAD view. Surftab 1 - set the default number of surfaces a revolved entity will contain. Surftab 2 - set an additional default number of surfaces a revolved entity will contain.

DXF/DWG>>

Export version - Set the default AutoCAD version for exporting .DXF and .D WG files.

Editing Project Settings


Project Settings are properties of the current project that you can change to suit your project needs. They are specific to the current model, and not applied to every project that is opened in Lumen Designer. Templates of project settings can also be saved and loaded.

Ways to Access>>

22

Project Management, Files, and Settings

Main Menu: Command Line:

F ile > Project Settings projectsettings units

Screen Image>>

Notes:
Project Settings apply only to the current project. However, units and current CPlane settings can be saved as defaults and will be applied to future projects, as are Project Configuration settings. Click Save As Default after choosing a setting you want to use consistently. Current distance and illuminance units are always displayed on the Status Bar to the right of the Precision Mode Toolbar.

Project Settings: Project Info>>

Project Name - Identify and describe your project. Project Number Revision Number Project Address City/State Description Origin Date (read-only) Current Date (read-only)

Units>> Length Units - Set your project to be measured in meters or feet. Illuminance Units - Set your light values to be measured in Footcandles or Lux.

Distance Unit Options: Feet - United States Customary and British Imperial units each consisting of 12 inches (foot).

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4-29-2004 Lumen Designer Help

Meters - International units each consisting of 100 centimeters.

Illuminance Unit Options: Footcandles - British Imperial units each equal to 1 lumen per square foot. Lux - International units each equal to 1 lumen per square meter. Current CPlane>> Snap - Enable or disable the Snap Precision Tool. Grid X Spacing - Set the distance between gridlines that run parallel to the X axis. Grid Y Spacing - Set the distance between gridlines that run parallel to the Y axis. Major Gridlines X Interval - Set the interval between bolded gridlines that run parallel to the X axis. Major Gridlines Y Interval - Set the interval between bolded gridlines that run parallel to the X axis. Grid X Extents - Set the maximum number of gridlines that will be displayed parallel to the X axis. Grid Y Extents - Set the maximum number of gridlines that will be displayed parallel to the Y axis . Grid is Visible - Enable or disable the display of the CPlane XY grid. Gridline Color - Set the display color for the CPlane grid. X Axis Color - Set the display color for the X axis extending from the Origin. Y Axis Color - Set the display color for the Y axis extending from the Origin. Display Quadrant - Set the portion of the screen in which CPlane gridlines will appear.

Editing Project Configuration


Project Configuration settings are properties that will be applied to all future projects, until the configuration is changed and resaved as the default.

Ways to Access>>
Main Menu: Command Line: F ile > Project Configuration configureproject cplanesettings

Screen Image>>

24

Project Management, Files, and Settings

Notes:
Project Configuration: Calc Grid>>

Offset Y - Set the distance from the Origin for the first calculation point parallel to the X axis. LumTypeLT>> LLF (Light Loss Factor) - Allows you to set the percentage to be multiplied against the luminaire's candle-power value, to account for environmental conditions that reduce luminous output.

Spacing X - Set the distance between calculation points parallel to the X axis. Spacing Y - Set the distance between calculation points parallel to the Y axis. Offset X - Set the distance from the Origin for the first calculation point parallel to the X axis.

25

CAD File Import and Export


About .DXF and .DWG Files
A .DXF file is an ASCII text file containing geometric data of a drawing file. This file format is a common CAD file format supported widely by CAD programs. A .DWG file is a proprietary file format created by AutoCAD. .DXF and .DWG files can be imported to use as background objects or as active/participating objects in your design. Background objects do not participate in, or affect calculations, whereas active architectural objects (including generic polygons and meshes) reflect, block and transmit light and therefore participate in calculations. Lumen Designer can import other types of entities, such as arcs, polylines, text, etc., but they will not become part of the active lighting design. They will simply serve as background objects. These background entities, however, can be useful for designing, as entities such as luminaires and architectural objects can be snapped to them, or they can be used as extrusion geometry for creating walls and other structures. 3D .DXF and .DWG files, on the other hand, can be imported and used as model spaces and architectural objects if they have been properly created using polygons, and meshes (3D faces) with correct surface orientation. Luminaires with photometric data and materials (or at least reflectances) will need to be specified and added in Lumen Designer.

Notes:
You can replace imported blocks representing luminaires with true luminaires by using the Replace tool. Lumen Designer does not currently support the importing of Solids. You can, however, use AutoCAD to convert solids to meshes, which are importable.

.DXF and .DWG geometry that imports as active/participating entities:

3DFace - Will be converted to a Lumen Designer polygon. Mesh

Materials for imported active/participating entities: By default, each layer imported will be assigned a diffuse material with the same reflectance values as their original AutoCAD layer color. Lumen Designer will support AutoCAD specified materials in future versions.

Supported AutoCAD Versions>>

Tips:

AutoCAD 2000 AutoCAD 14 AutoCAD 13 AutoCAD 11 AutoCAD 10

Use a .DXF file of a building facade to create and render a elevation at which you can aim exterior lights. If you only want to import a section of an external model, choose Clip by Window, and window the piece you wish to import. Segments of the model outside of the window will be masked and will not be imported.

Importing .DXF and .DWG Files


Lumen Designer's import functions help you avoid duplicating design work you have already put into CAD projects. You have the flexibility to import entire projects with all layers intact, or to clip your model area, overwrite layers in either model, or purge layers manually.

Ways to Access>>
Main Menu: Toolbar: Command Line: importdxf F ile > Import > .DXF/.DWG >

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importdwg dxfin dwgin

Steps:
To import .DXF and .DWG files: 1. 2. 3. 4. 5. 6. Set the area you want to import into as 'Current' (see below). Access the function. The Import .DWG File browser will open. Click to open the drop-down File Type menu. Click AutoCAD/Open DWG files so only .DXF and .DWG files will appear in the browser. Double-click folders to browse for your file. When you locate the file you want to open, double-click on the file name, or click to select it and click Open. Duplicate layers, the path and statistics of your imported file will be displayed on the Command Line. 7. Select a method for reconciling duplicate layers. All layers that are not duplicates will be retained. Layer purge and geometry import messages will appear on the Command Line. Your imported model will appear in the CAD window. 8. If desired, type clipbywindow to select only the portions of the model you need. Then click and window around them in the CAD window. 9. On the Command Line, specify the drawing units you want to use for the import. You may need to gauge the imported model's scale by zooming into a part of the drawing where you know a dimension (the width of a single parking space, for example). Note this as your "Needed distance". Move your cursor between the two points, noting the difference in the X and/or Y coordinates displayed at the bottom of the window. Note this as your "Measured Distance". Perform a simple division calculation: Divide "Needed Distance" by "Measured Distance". This is your scaling factor. Quite often, this number is 3.28, 1/3.28, 12, or 1/12 (Meters to feet, or feet to inches). 10. Choose to grab and move the imported geometry by either its Origin, or click a point in the CAD window. You can also type coordinates in the Command Line. 11. Specify the imported geometry's insertion point by either dragging and dropping, or typing coordinates. To set a area you want to import into as 'Current'. 1. 2. 3. In the Project Explorer, click the + sign to expand the project tree until you see the area into which you want to import. Right-click on the desired area and select Set Current. Import your .DXF file as shown in the steps above.

Notes: Imported geometry's relative placement point is where its grip will be located. Tips:
Import using the same units in which the external model was created. If the original units are not displayed or known, you may have to measure to determine the correct units, or scale the importing geometry appropriately.

If your CAD window appears to be empty after you import a .DXF or .DWG file, it is possible that the view is zoomed out to the imported model's extents. Closely scan the edge of your CAD view for the imported geometry, and zoom into that portion of the screen. Options for reconciling duplicate layers>>

Purge - Use your model's layers, overriding all duplicate layers from the external model. Purge Model - Use the external model's layers, overriding all duplicate layers in your model. Merge - Import all external layers and retains your models existing layers. Current (default) layers, as outlined in the Layer Manager, will be inherited from your model. LayerByLayer - Manually choose the overriding layer for each instance of duplication.

Statistics shown during the file import process>

File Path and Name

28

CAD File Import and Export

File Size (in bytes) Min Point - Denotes the imported model's X,Y,Z coordinate closest to the current area's Origin. Max Point - Denotes the imported model's X,Y,Z coordinate farthest from the current area's Origin. Number of geometric objects imported - Displays the quantity of entities imported on nonpurged layers.

Additional import and relative placement point options>> Import options: ClipByWindow - Draw a window, from top left to bottom right, around the section of imported geometry that you wish to retain. Relative placement point options:

File Origin - Use the external model's origin as its grip for moving and placing the image. Selected Point - Specify a point in the CAD window as the grip for moving and placing the geometry.

Exporting .DXF and .DWG Files


You can save Lumen Designer projects as .DXF and .DWG files for use in other CAD programs.

Ways to Access>>
Main Menu: Command Line: F ile > E xport > .DXF/.DWG > exportdxf exportdwg dxfout dwgout

Steps:
To export .DXF and .DWG Files: 1. 2. 3. 4. 5. 6. 7. Access the function. A browse prompt will appear on the Command Line. Specify a path and filename, or press ENTER to open the Export .DWG File Browser will open. Double-click folders to find the folder in which you want to save your file. Type a unique name in the File name field. Click Save. The Command Line will prompt you to save out the entire model or selected entities. If you choose to export selected objects, window or click to select them. Specify the units in which you want to save the model. The Progress Bar will show the export status. The .DXF or .DWG version that will be exported is defined on the DXF/DWG tab in Application Settings.

Notes:

Importing .STL Files


Lumen Designer supports .STL files which most solid model based CAD programs can export. .STL files are stereolithography files that represent 3D geometry with the interior and/or exterior surfaces of 3D triangles (tetrahedrons). .STL files were developed as a basic way to store data about 3D CAD entities. Although their size can be prohibitive, they are advantageous because surfaces are always oriented correctly.

Ways to Access>>
Main Menu: Command Line: F ile > Import > STL importstl

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stlin

Notes: .STL files are most useful when they can be exported from the assembly model and they export

as a single .STL file for each part in the assembly. If your CAD program cannot provide this functionality, then there are a few other options. If you also have a copy of AutoCAD, then check to see if your CAD program exports to an ACIS (SAT) file. If so, then follow the instructions in Option 1 of the Solid Edge FAQ on the Lighting Technologies web site. If not, then you can convert your .IGES file to a 3D DXF file using a third party translator such as Polytrans or Rhino. See the Rhino FAQ for complete instructions for converting .IGES files in Rhino to a .DXF file for Lumen Designer.

Using 3D Studio Files


Lumen Designer does not currently import 3D Studio files. However, if you have AutoCAD you can open the 3D Studio file in AutoCAD , then save it as a .DWG or .DXF file for importing in Lumen Designer.

Using AutoCAD Solids


Lumen Designer does not currently import AutoCAD Solids. However, Solids within AutoCAD can quickly be converted into polyline mesh surfaces (which Lumen Designer accepts) by exporting the solids first as 3D Studio files using the 3dsout command and then importing them back into AutoCAD using the 3dsin command. The mesh resolution can be set using the FACETRES (FACET RESolution) system variable. FACETRES has a range between 0.01 and 10.0, with 10.0 being the highest resolution. The default value of 0.5 is not ideal for most models so it is recommended that this value be increased until a satisfactory model is achieved.

Steps:
To convert AutoCAD solids into polyline mesh surfaces: 1. 2. Put each part onto a unique layer. This will facilitate assigning materials in Lumen Designer since materials are assigned to each layer in the model. Set the mesh resolution with the FACETRES system variable. The default value of 0.5 is very low and results in a course polygon mesh approximating the shape of your model. We recommend you set the value to a higher level to create a more accurate part shape. Export the solids to a 3D Studio files using the 3dsout command or by selecting File > E xport from Main Menu and setting 3D Studio as the file type. Keep the default settings on the 3D Studio File Export Options screen. Import the 3D Studio file into a new AutoCAD drawing using the 3dsin command or by selecting Insert > 3D Studio from the Main Menu. Click Add All in the Available Objects section of the Import 3D Studio File Options screen and keep the rest of the settings at their default values. Save the meshed parts to a .DWG file. The .DWG file can be imported into Lumen Designer.

3.

4.

5.

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CAD System
About the CAD System
Lumen Designer incorporates powerful Computer-Aided Design (CAD) tools, modes and features to help you graphically create, modify and manipulate complex entities, rooms, areas, and objects. This CAD functionality has been inspired by, and developed to complement, the CAD programs which are most widely used in the lighting, construction, and architecture fields. This orientation gives you the flexibility to either create original designs, or adapt imported designs.

Notes:
CAD System functions:

CAD Views and Viewing Selecting Entities Editing Entities Coordinate System Construction Plane Modifying Tools Drawing Tools Layers Precision Tool Modes Command Line

CAD Windows, Views, and Viewing


About CAD Windows, Views, and Viewing
CAD windows are the frames in which CAD views are displayed. CAD views are the graphical display of your design project. Lumen Designer enables you to see your project from multiple and changeable positions and magnifications. In the Work Area, you can open and view several CAD windows concurrently. You can choose from a variety of set views and viewing methods for each window, and restore each to its original state if needed. This flexibility facilitates the selection and modification of project entities and objects, reduces the chance of overlooking design errors, and improves lighting analysis. All view and viewing functions will affect only the active CAD window.

Ways to Access>>
Main Menu: Toolbar: View >

Command Line: Right-click menu:

view v

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Designer Tools: >

Diagram>>
Diagrams showing Viewpoint, View Center, View Focus and Aperture - Coming soon!

Using CAD Windows


Lumen Designer enables you to open, resize, reposition, and close CAD windows, each displaying a different CAD view. There are also two ways to automatically arrange all of your open CAD windows.

Ways to Access>> (Open a new CAD window)


Main Menu: Toolbar: View > New CAD View

Ways to Access>> (Arrange all or cascade CAD windows)


Main Menu: Window > A rrange All Window > Cascade

Ways to Access>> (Minimize, maximize and close CAD windows)

Minimized CAD window:

Maximized CAD window: Steps:


To resize CAD windows: 1. 2. Place the cursor on the border of the CAD window; it will change to a double sided arrow. Click and drag the border of the window to the desired size. Dragging from the corner of the screen will resize the screen in both directions. Click and hold on the Titlebar of the CAD window. Drag to the desired location. Opening additional CAD windows enables you to view your project from several observer positions at one time. New CAD windows are created in Plan View, which is the standard, orthographic Top View. Only five CAD windows can be opened at one time. If you select entities in different CAD windows, the entities will be highlighted in all of the windows. Currently open CAD windows are listed at the bottom of the Window drop-down menu. Each is listed with by its view orientation or saved name, and the active window's name displays a check mark. Even if you close all CAD windows, your project remains open until you exit Lumen Designer. When you maximize a CAD window, the icons to maximize, minimize and close it will appear in the top, right-hand corner below the Titlebar icons. Different CAD windows can contain different CPlanes.

To move CAD windows: 1. 2.

Notes:

CAD window components>>

32

CAD System

Origin - The Origin denotes the 0,0,0 (X,Y,Z) position of the current coordinate system and CPlane. CPlane/MCS grid - Displays lines parallel to the X and Y axes in the increments defined on the Project Settings > Current CPlane tab. CPlane/MCS X,Y, and Z axes - Indicate the baselines for each of the three planes relative to the current CPlane (Construction Plane) or MCS (Model Coordinate System). WCS X,Y, and Z axes - Indicate the baselines for each of the three planes relative to the WCS (World Coordinate System).

Using Named CAD Views


Specific user-created CAD views can be named, saved, listed, and quickly reopened to assist in returning to a preferred view or rendering perspective.

Ways to Access>>
Main Menu: View > Named Views > Save View > Named Views > Restore View > Named Views > List viewname

Command Line: Designer Tools:

> >

(save) (restore)

Steps:
To save a named view: 1. 2. 3. 4. Access the function. The Command Line will prompt you. Type the viewname command: viewname Type s for the save option. Type a name for your new view: eg. myview2 The name will be added to the list of saved view names. Access the function. The Command Line will prompt you. Type the viewname command: viewname Type l for the list option. All of the saved view names will be listed: MYVIEW1, MYVIEW2 To list all named and saved views, type the viewname command: viewname Type r for the restore option. Enter the name of the view you want to restore: myview2 If needed, type ? for a complete list of your saved views. The Command Line will list them: MYVIEW1, MYVIEW2 Then type the name of the view you wish to restore: myview2 Saved CAD views include the observer location, direction, perspective mode state, culled mode state, and CAD view style.

To list a saved view: 1. 2. 3. 1. 2. 3. 4.

To restore a saved view:

Notes:

Viewing Standard Ortho Views


Lumen Designer's standard CAD views are six fixed orthographic observer positions from each 'side' of your design. The view name denotes where you are 'standing', or 'viewing from'. Different views can help you see and select entities in you design more easily and consistently, and to standardize printed and exported images.

Ways to Access>>
Main Menu: View > Standard Views (Ortho) >

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Toolbar:

(Plan) (front) (left and others)

Command Line:

vieworient vo viewposition Standard Views (Ortho) >

Right-click menu:

Screen Images:
Top/Plan>>

Bottom>>

34

CAD System

Left>>

Right>>

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4-29-2004 Lumen Designer Help

Front>>

Rear>>

36

CAD System

Notes:
The standard orthographic views are always in reference to the WCS (World Coordinate System). Top (default/Plan View) - Displays model from above , as one views a map (facing the -Z direction). Bottom - Displays model from below (facing the +Z direction). Left - Displays model from the left side, with the front to your right (facing the +X direction). Right - Displays model from the right side, with the front to your left (facing the -X direction). Front - Displays model from the front (facing the +Y direction). Rear - Displays model from behind (facing the -Y direction). Standard CAD views (Ortho):

Viewing Isometric Views


Isometric CAD views enable you to see from four fixed observer positions above each 'corner' of your design. The view name denotes where you are 'standing', or 'viewing from'. Different views can help you see and select entities in you design more easily and consistently, and to standardize printed and exported images.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: viewposition Isometric Views > View > Isometric Views >

Screen Shots: Southwest>>

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Northwest>>

Northeast>>

38

CAD System

Southeast>>

Notes:
The isometric views are always in reference to the WCS (World Coordinate System). Southwest - facing the +X,+Y,-Z direction Northwest - facing the +X,-Y,-Z direction Northeast - facing the -X,-Y,-Z direction Isometric Views:

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4-29-2004 Lumen Designer Help

Southeast - facing the -X,+Y,-Z direction

Viewing Dynamically
Dynamic viewing enables you to visually move around within a CAD window, changing the CAD view and seeing it from unique observer positions.

Ways to Access>>
Main Menu: Toolbar: View > Dynamic Viewing > (Orbit and Pan) (drop-down for Dolly, Roll, Tilt, Look, and Turn) orbit pan dolly tilt turn look roll Dynamic Viewing > (for Pan, Orbit, and Zoom only)

Command Line:

Right-click Menu: Designer Tools:

>

Steps:
1. 2. 3. 4. Access the dynamic viewing mode that you want. Click and hold the left mouse button in the CAD window. Move the cursor to operate dynamic viewing. Press ESCAPE or right-click to end the function.

Notes: When certain dynamic viewing is started, the CAD cursor will change to a specialized cursor to
designate the type of viewing in which you are working.

Dynamic viewing is active until you press ESCAPE or right-click in a CAD window. Orbit and Pan are the only Dynamic Viewing tools available in normal (non-perspective) viewing mode. All of the Dynamic Viewing tools are enabled while in Perspective Viewing mode.

Dynamic Viewing Modes: Orbit Orbit rotates the perspective any direction around the Origin (default) or the center point on the CPlane of the current area or room. This enables you to view your project from any angle. The easiest way to orbit in a CAD view is to set the View Focus (pick an object or point around which you wish to revolve).

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: Right-click Menu: orbit F3 Dynamic Viewing > Orbit View > Dynamic Viewing > Orbit

40

CAD System

Designer Tools:

>

Pan Pan grips and moves a planar image of the current view in any direction, without changing the perspective or size of entities in your view. This is useful when you are zoomed into specific area of the view, and wish to move the planar view to a part not currently within the zoomed area.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: Right-click Menu: Designer Tools: pan F2 Dynamic Viewing > Pan View > Dynamic Viewing > Pan

>

Dolly (enabled in Perspective Viewing Mode only) Dolly slides the viewpoint in and out from the current view along an invisible track.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: Designer Tools: dolly Dynamic Viewing > Dolly View > Dynamic Viewing > Dolly

>

Tilt (enabled in Perspective Viewing Mode only) Tilt rotates the perspective vertically around an invisible horizontal axis centered in the view.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: View > Dynamic Viewing > T ilt > Tilt tilt Dynamic Viewing > Tilt

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Designer Tools:

>

Roll (enabled in Perspective Viewing Mode only) Turn rotates the perspective horizontally around an invisible vertical axis centered in the view.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: Designer Tools: roll Dynamic Viewing > Roll View > Dynamic Viewing > Roll

>

Look (enabled in Perspective Viewing Mode only) Look turns the perspective in any direction around a point centered in the X, Y and Z planes.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: Designer Tools: look Dynamic Viewing > Look View > Dynamic Viewing > Look

>

Turn (enabled in Perspective Viewing Mode only) Turn rotates the perspective horizontally around an invisible vertical axis centered in the view.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: Designer Tools: turn Dynamic Viewing > Turn View > Dynamic Viewing > T urn

>

42

CAD System

Zooming
Zooming increases or decreases the magnification of the view. Lumen Designer enables you to zoom either dynamically or by set increments. Use Zoom to focus on specific areas of a project, especially smaller and more complex regions.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: zoom z Zooming > View > Zooming

Notes:
Zooming commands can be nested, or used between other commands, on the Command Line. Dynamic Zooming Zooming dynamically gives you the ability to zoom in and out to any magnification. After accessing the function, hold the left mouse button down and move the mouse upwards on the screen to zoom in. Hold the left mouse button down and move the mouse downwards on the screen to zoom out. Right-click to end the function.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: Right-click Menu: zoomdynamic dynamiczoom zd F4 Zooming > Dynamic View > Zooming > Dynamic

Zoom Extents Zoom Extents expands the view in the CAD window to encompass the room or area set as 'current' in the Project Explorer.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: Right-click Menu: zoomextents ze CTRL-E Zooming > Extents View > Zooming > E xtents

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Zoom Window Zoom Window enables you to enlarge a rectangular region in the current CAD window. Draw a rectangle with two clicks around the area that you would like to fill the CAD window.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: Right-click Menu: zoomwindow zw CTRL-W Zooming > Window View > Zooming > Window

Zoom In Zoom In magnifies the current view by the factor specified as the zoom increment on the CAD tab in Application Settings.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: Right-click Menu: zoomin zi F6 Zooming > In View > Zooming > In

Zoom Out Zoom Out reduces the current view by the factor specified as the zoom increment on the CAD tab in Application Settings.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: Right-click Menu: zoomout zo F7 Zooming > Out View > Zooming > Out

Increment settings for Zoom In and Zoom Out Modes:

Ways to Access>>
Main Menu: F ile > A pplication Settings > CAD > General

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Steps:
To set the Zoom Increment: 1. 2. 3. Enter the desired value in the Zoom Increment cell. Click OK. The Zoom Increment must be a value between .01 and .99, which represents a percentage by which the view is zoomed in or out.

Zoom Previous Zoom Previous displays the prior view. You may select previous until there are no longer any previous views.

Ways to Access>>
Main Menu: Command Line: Right-click Menu: View > Zooming > Previous zoomprevious zp Zooming > Previous

Using CAD View Styles


CAD view styles enable you to display your model with different appearances. This function gives you the flexibility to choose the most effective style for each stage of your design project.

Ways to Access>>
Main Menu: Toolbar: Command Line: display viewmode vm View > Sty les >

Screen Images: Wireframe>>

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Filled with Outlines>>

Show Surface Orientation>>

Show Surface Orientation with Culling>>

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Hidden Line Removal>>

Notes: Once you select a view style in a certain CAD window, it will remain until you change it.
View Styles:

Wireframe (default style) - Displays only the edges of all spaces and entities as lines; all surfaces are transparent. Filled with Outlines - Displays the polygonal surfaces of entities and objects as opaque and colored according to their CAD layer Show Surface Orientation - Displays a filled style with outlines in which the front/participating and back/non-participating sides of surfaces appear in different colors; fronts appear in the correct layer color, while backs appear as the inverse of the layer color. Culling makes the backs of single-sided polygons invisible. Hidden Line Removal - Displays a wireframe style in which all edges that fall behind other entities are removed.

Viewing in Perspective Mode


Perspective Viewing mode enables you to view your model in a (real-world) manner where lines converge in a single point on the horizon. This viewing mode is also know as 'single-point perspective'.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click Menu: persp viewsettings Toggle Perspective View > Perspective Viewing

Notes:

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Perspective viewing is primarily used to set your view for rendering; it offers a more realistic view of your project as the eye would see it. Perspective viewing mode must be active to use many of the dynamic viewing functions. Standard viewing and Perspective Viewing are mutually exclusive; one or the other is always active. If you are working in a cluttered design, Perspective Viewing offers a way to move into your space in order to select entities more easily. CPlane and standard zooming functions are not available while in Perspective Viewing mode.

Viewing in Culled Surface Mode


Culled Surface Mode makes the non-active side of all surfaces invisible, enabling you to identify surfaces that need to be reoriented to participate in calculations.

Ways to Access>>
Main Menu: Toolbar: Command Line: Right-click menu: culled viewsettings; Toggle Culling View > Cull Surfaces

Screen Image:
Unculled surface mode>>

Culled Surface mode>>

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Notes:
The active/participating sides of surfaces are determined when the surface is created, according to the Right-hand Rule. The active side is also known as the 'normal' or front side. All view styles, except for wireframe, can be culled.

Setting the View Center and Focus


There are three ways to set the center or focus of your view to make seeing your model easier. For basic planar view centering, you can pick a point in a CAD window that will move into the center of your view. For the Dynamic Viewing modes Orbit, Dolly, and Roll, you can specify either an object, or a point in 3D space around which the view will move.

Ways to Access>>
Main Menu: View > Positioning > Set View Center View > Positioning > Set Dynamic View Center by Object View > Positioning > Set Dynamic View Center by Point viewcenter viewposition;userdefined > > (set view focus by object) (set view focus by point)

Command Line: Designer Tools:

Steps:
To set a View Center: View Center enables you to specify a point which will become the middle of your view. 1. 2. Access the function. Click a point in a CAD window you wish to move into the center of the view. The specified point will be centered in the active CAD view only, not in all CAD views. The view will move as a planar, 2D image. Access the function.

To set the View Focus by selecting an object: 1.

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2.

In a CAD view, click an object to set it as the View Focus. The object will shift to the center of the view. Access the function. In a CAD view, click a point on the CPlane to set it as the View Focus. The point will shift to the center of the view. Access the function. Type coordinates on the Command Line. The coordinate position will shift to the center of the view. The View Focus or Center is set only for the active CAD window. When you create a model space, the View Center and Focus is positioned by default in the center of the volume of the area. If, after setting your View Focus, you move your view using Pan, Tilt, Look, or Turn, the View Focus will remain in the center of your view. It will not move with the previously specified object or point.

To set the View Focus by specifying a point: 1. 2.

To set the View Focus by specifying a point on the Command Line: 1. 2.

Notes:

View centering options>>

Center current view - Simply moves the planar (2D) image so that the position you specify is in the center of the active CAD View. Set View Focus by object - Enables you to specify any CAD entity or architectural object around the volume of which the view will Orbit, or on which the view will center (Dolly and Roll). You can only select the object by selecting it in a CAD view. Set View Focus by point - Enables you to specify a point on the CPlane, or in 3D space, around which the view will Orbit, or on which the view will center (Dolly and Roll). You can specify a point by either clicking in a CAD view, or by typing coordinates on the Command Line.

Tips:
Use OSnaps to help pick specific points or objects on which to center. To reset your View Focus to the center of a room, choose Set View Focus by Object, and choose a wall as the object. Choosing the ceiling or floor will center the focus in that 2D plane, and not the volume of the model space.

Selecting and Editing Entities


Selecting Entities
Selecting and Deselecting Entities
CAD entities and architectural objects must be selected (picked) in a CAD window to highlight and make them active for modification. All steps for using CAD tools, modes and editors assume that the entities you want to work with are selected. As you select entities, you will see their individual or common properties displayed in the Property Editor.

Ways to Access>>
Command Line: select

Steps: (for selecting single or multiple entities)


To select by clicking: 1. 2. To select a single entity, click anywhere on the entity in the CAD window. To select multiple entities, click on each entity.

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To select by windowing: 1. Click to the left of and above or below the entities you want to select. 2. Move the cursor to the right so that the selection window you are defining encompasses all of each entity you want to select.

1. 2.

Objects which cross the window, but are not wholly encompassed, will not be selected. Click to the right of and above or below the entities you want to select. Hold and drag the cursor left so that the window it creates crosses part of each entity you want to select. To deselect a single entity, hold SHIFT and click anywhere on the selected entity. To deselect all active entities, press ESCAPE.

To select by crossing:

To de-select entities: 1. 2. 3. 1. 2.

To disable architectural objects to avoid participation in calculations: Click the object in the CAD window to select it. Set the Property Editor's Calculation|Calc Active field = Inactive. The entity will cease to affect calculations. Entities that are selected will be highlighted in pink, indicating that they are active. By default, the CAD cursor is in Select mode. When you select an entity, it will be selected in all open CAD windows; and entities can be selected in any open CAD window.

Notes:

A maximum of 100 entities can be selected concurrently for editing in the Property Editor. Tips:
To make selection easier, turn off visibility for layers that clutter the view. These can be accessed in the Layer Manager or Property Editor's Layer Listing. In wireframe view styles, you must select entities by their visible edges. In filled view styles, you can select entities by any visible surface. If you have trouble selecting an entity, change your view orientation; try bottom view, orbiting, or viewing in Perspective Mode. Sometimes background entities and the architectural objects they create have identical paths, making it difficult to deselect - try selecting just the object by crossing.

Using Select Include and Select Exclude


Select Include and Select Exclude enable you to filter in or out certain types of entities when selecting.

Ways to Access>>
Main Menu: Command Line: T ools > Selection > selectinclude selectexclude selectincludecount

Steps:
To select by inclusion: 1. 2. 3. 4. 1. In the CAD window, click an instance of the type of entity you want to include in your selection. Note the name in the header of the Property Editor. Access the function. The Command Line will prompt you to enter the name of the entity type. Examples of names include Wall, Ceiling, Floor, LumType\A, Grid, etc. Select entities in a CAD window by clicking, windowing or crossing. Only entities specified for inclusion will then be selected. Press ENTER to end the filter command. In the CAD window, click an instance of the type of entity you want to exclude from your selection. Note the name in the header of the Property Editor.

To select by exclusion:

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2. 3. 4.

Access the function. The Command Line will prompt you to enter the name of the entity type. Select entities in a CAD window by clicking, windowing or crossing. No entities specified for exclusion will be selected. Press ENTER to end the filter command. To enter multiple entity types in a filter, use a pipe (|)between the type names. type: selectexclude;arc3d|polyline3d. Zoom viewing can be used during select include and select exclude functions. Determine entity type names prior to using select include or select exclude by clicking on an instance of the entity. The name will appear in the header of the Property Editor. For example,

Notes:

A maximum of 100 entities can be selected concurrently for editing in the Property Editor. Tips:
For objects such as luminaires, grids, and architectural objects, only the first portion of the entity type name should be used in specifying the selection. For example, if the entity name is LumType\A_A, disregard that last two characters.

Selecting Using the Project Explorer


Through the Project Explorer, you can select areas, rooms, calculation grids, and luminaires.

Ways to Access>>
Designer Tools: >

Steps:
1. 2. 3. 4. 5. Access the Project Explorer. Use + to expand areas until you see the entity you want to select. Click to highlight the entity. Right-click to open the drop-down menu. Click Select. The entity will become highlighted and active in the CAD window.

Property Editor
Editing Entity Properties
Each type of entity you can create in, or import into, Lumen Designer has attributes know as properties. Some properties are common (shared by all entity types), while others are entity-specific. Entities and objects can inherit the default properties from the layer to which they are assigned, or they can be assigned properties directly. The Property Editor enables you to view and edit attributes of any entity in your project. Areas, rooms, surfaces, luminaires, objects, calculation grids, polygons, and other entities can be selected in CAD windows and edited in the Property Editor. Properties of the entity can then be viewed and edited in real time; the changes are immediately seen in the CAD windows. If multiple entities are selected, the common properties of these entities can be edited. The Property Editor is powerful because it not only enables you to view and modify the attributes of any entity, but it allows you to edit the properties of multiple entities at the same time.

Way to Access:

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Steps:
To edit the properties of single or multiple entities: 1. 2. 3. 4. Select the entity in the CAD window. The Property Editor will refresh with a list of its properties. Click in the field for the property that you want to edit. Depending on the property type, either a drop-down menu arrow will appear, or the field's contents will be highlighted. Type, or select from the drop-down the menu, the change you wish to make to the property. To commit the change to the property, press ENTER or click in another property field. When multiple dissimilar entities are selected, only properties shared by all of the entity types will be displayed and available to edit in the Property Editor. When entity types are the same, all of their properties will be displayed for editing. When individual luminaires are selected for editing, certain properties that must be changed at the luminaire 'type' level will be unavailable for editing. A maximum of 100 entities can be selected concurrently for editing in the Property Editor. The Property Editor's window can be widened or lengthened by clicking and dragging a side. You can tab through property fields.

Notes:

Property Editor components>> Header - displays the type of entity, or quantity of multiple entities that are selected. Property type name | property fields - type or click in drop-down menus to edit entity attributes. Footer - describes the selected property field.

Properties inherited from layers>> Certain of an entity's properties are automatically inherited from their default layer. You can also set entity properties to 'bylayer'.

Tips:

Material - the material attributed to the entity, object or mesh. Display color the hue/shade assigned to the entity's wireframe line or surface. Line type the style of lines the entity is drawn with in wireframe view styles. Line width the width of lines the entity drawn with in wireframe view styles.

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If you cannot see the entire property field you need to edit, simply click and drag the edge of the Property Editor window to widen it.

Color Editor
Lumen Designer enables you to change colors on drop-down menus or through a standard Windows Color Editor. You can also define and save custom colors.

Ways to Access>>
Main Menu: Toolbar: > Color > Other (for layers) Command Line: Property Editor: applicationsettings > Color > Other (for CAD background) layer > Color > Other (for layers) Color > Other (for entities) F ile > Application Settings > Color > Other (for CAD background) View > Layer Manager > Color > Other (for layers)

Screen Image>>

Steps:
To choose a color from the Color Editor: 1. 2. 3. 1. 2. 3. Access the function. Click the color you desire from among the 48 boxes under Basic colors, or from Custom colors you have previously defined. Click OK. The entity, layer, axis or CAD background will reflect the new color. Access the function. Click Define Custom Colors>>. Click and drag your cursor in the color spectrum pane on the right side of the Color Editor. The color will appear and change in the Colors|Solid preview pane below the color spectrum pane as you move the cursor. Release the mouse button when you are satisfied with the hue. You can also set exact colors by typing values between 0 and 255 in the Red, Blue and Green fields below the Luminosity (brightness) slider. Adjust the Luminosity of the hue using the slider to the right of the color spectrum pane.

To define and choose a custom color:

4.

5.

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6. 7.

Click A dd to Custom Colors. Click OK. The entity, layer, axis or CAD background will reflect the new color. You can set up to 16 custom colors. To overwrite one of these, click the custom color before defining a new one. Imported entities will be assigned a diffuse default color based on their reflectance.

Notes: Tips:
Find out the Red, Blue and Green values of your corporate colors, and create custom colors to reflect them in your projects.

Non-material related colors applied to entities are visible while working in the different view styles, whereas materials are visible only in renderings. Color-changeable features>> Entity (background or architectural object) Layer CAD Background - inverse of the CAD cursor color X and Y Axes Materials CAD cursor - inverse of the CAD window background color Gridlines Luminaire lamp color

Properties by Entity Type


Each type of entity has various attributes, some of which are unique, and others which are shared with other entities. Understanding these properties will enable you to modify individual and sets of entities more efficiently and accurately.

Notes:
Descriptions of individual properties for selected entities are displayed in the footer of the Property Editor when you click in the property fields.

Properties by entity type: Common to all>> General:

Name Layer Display Color Line Type Line Width

Specific to: Polyline and Rectangle>> Geometry:

Vertex - you can toggle through these or specify the one to select Vertex X Vertex Y Vertex Z

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Has arcs

Circle and Arc>> Geometry:


Text>> Text:

Origin X Origin Y Origin Z Radius

Content Height Rotation Horizontal Justification Vertical Justification - set to true to make text stay parallel to the current view, so that as the view orientation changes text is always readable. If set to false, text remain's in the plane it was constructed in as the view changes orientation.

Geometry:

Origin X Origin Y Origin Z

Luminaire>> General:

Type ID Calculation:
Display Calculation Active LLF Tilt Factor

Total LLF Geometry Origin X Origin Y Origin Z Symbol Text Display Symbol Symbol Text Height Orientation Tilt


Aiming

Spin Polygon>> Calculations:


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Calc Active Material Double-sided

CAD System

Max Mesh - Specify maximum patch size for adaptive meshing. Geometry:

Filled in Wireframe Eff. Reflectance

Normal X Normal Y Normal Z Vertex Vertex X Vertex Y

Vertex Z Mesh>> (ceiling, wall, floor) effective reflectances General:

Name Calculations:
Calc Active Material Double-sided Facet Edge Eff. Reflectance

Max Mesh - Specify maximum patch size for adaptive meshing. Geometry: Num Facets Facets Normal X Normal Y Normal Z Vertex Vertex X Vertex Y

Vertex Z Architectural Object>> General:

Name Calculations:
Material Geometry:

Calc Active

Origin X Origin Y

Origin Z Layer>>

Layer Material Group Object>> General:

Name On (visible)

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Line Width Calculations: Material Geometry:

Name Layer Color Line Type

Calc Active

Origin X Origin Y

Origin Z Calculation Grid>> General: Layer Calculations:

Name

Calc Active Geometry:


Grid Normal X Normal Y Normal Z Spacing X Spacing Y Elevation Offset X Offset Y Num Pts


Display

Displayed Metric CPlane>>


Snap Grid X Spacing Grid Y Spacing Major GridLines X Interval Major GridLines Y Interval Grid X Extents Grid Y Extents Grid is Visible Gridline Color X Axis Color Y Axis Color Display Quadrant -

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Coordinate Systems (WCS and MCSs)


About the Coordinate Systems
A coordinate system is a numbered grid, uniformly spaced outward from an origin point which determines an entity's position in 2D or 3D space. Lumen Designer uses an X,Y,Z Cartesian coordinate system. In Lumen Designer, you can use the pre-defined origin, or move it to define as many custom ones (Model Coordinate Systems) as you need. For example, if you layout an area and a building full of rooms and objects, instead of referencing every entity to the area's origin point, you can create new coordinate systems for the building and each room.

Ways to Access>>
Main Menu:

Command Line: Precision Mode Toolbar:

mcs toggle to

Screen Images:
Coordinate Readout: Origin and Axes>>

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Notes:
Coordinates of the current cursor position are displayed in the Coordinate Readout. You can view coordinates in either CPlane or MCS mode. A circle with cross hairs always indicates the Origin in the CAD windows. The MCS can be changed, named, saved and reused. Type @ before a coordinate to indicate that is a relative coordinate, not an absolute coordinate.

Pre-defined coordinate system: World Coordinate System (WCS) - the WCS is Lumen Designer's default, global coordinate system; its position and orientation cannot be changed.

Model Coordinate Systems (MCSs): Model coordinate systems are local coordinate systems created by either you, or Lumen Designer, i.e. when you create a room or area, and MCS is automatically created. MCSs are indicated by the red, blue and green axes in the lower left corner of the CAD window. Arrows indicate the positive direction on each axis. The red "X" indicates the positive X direction, the blue "Y" indicates the positive Y direction, and the green "Z" indicates the positive Z direction. Coordinate system components>>

Name - Identifies the coordinate system. Origin - Circle with a cross-hair, denoting the 0,0,0 (X,Y,Z) coordinate where the three axes converge.

Units - Denote whether your project is measured in meters or feet. This readout can be in either CPlane coordinates of MCS coordinates. Differences between MCSs and CPlanes>>

The MCS is the reference point by which distance/positions are measured/based in areas and rooms. The CPlane is a drawing surface that provides the Z coordinate for CAD window clicks. You can move the CPlane to reestablish where you want to draw or work. The coordinate system can readout in either CPlane coordinates or MCS coordinates. In the WCS, the positive X axis would be in the horizontal right/east direction when looking at a top view. The positive Y axis would point up/north when looking at

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a top view. The positive Z axis would point up/north when looking at an elevation view such as front, back, left or right. You cannot change the orientation of the WCS - it is always fixed. You can however, change the orientation (and location) of the MCS. By default, the MCS is oriented to match the World Coordinate System (WCS). In the WCS, the positive X axis would be in the horizontal right direction when looking at a top view. The positive Y axis would point up when looking at a top view. The positive Z axis would point up when looking at an elevation view such as front, back, left or right. You cannot change the orientation of the WCS - it is always fixed. You can however, change the orientation (and location) of the MCS. Viewing the Coordinate Readout>> The current position of your cursor in the CAD window is always displayed in the Coordinate Readout. The format is: X position, Y position, Z position [measurement units]. Units and can be changed on the Units tab in Project Settings. The coordinate readout, as well as the coordinates shown in the properties window, can display either the current CPlane or the WCS, depending on how the Precision Tool is toggled. The current position of your cursor in the CAD window is always displayed in the Coordinate Readout. The format is: X position, Y position, Z position [measurement units]. Units can be changed in Project Settings. The Coordinate Readout, as well as the coordinates shown in the Property Editor, can display either the current CPlane or the WCS, depending on how the Precision Tools icon is toggled.

Tips:
For example, if you have several rooms, and you would like to place luminaire at a specific distance from a corner of a room, move the MCS to the corner of a room that is not already located at 0,0,0 in the WCS. This will make it easier to create and edit entities. Another use of a MCS would be to set your origin at a known GPS coordinate.

Creating and Changing MCSs


The ability to add and redefine Model Coordinate Systems (MCSs) simplifies working with coordinates in complex designs because you may not always want to use the same Origin for reference. For example, if you layout an area and a building full of rooms and objects, instead of referencing every entity to the area's origin point, you can a create new coordinate systems for the building and each room. This will make it easier to accurately position entities and architectural object entities.

Ways to Access>> (new MCS creation)


Main Menu: Command Line: T ools > Ne w MCS > mcs

Steps:
To redefine MCSs by Origin: 1. 2. 3. Access the function. The Command Line will prompt you. Type r to redefine the MCS. Specify or enter coordinates for new Origin position. The Origin will move to the coordinate you specified, but the MCS X,Y,Z orientation will remain the same. Find a surface with the orientation to which you want to set the new MCS. Set your view to face the surface. Access the function. The Command Line will prompt you. Type r to redefine the MCS. Type 3p for the three point option. Type a coordinate for the new origin , or activate OSnap mode and snap to an OSnap point. Specify another point on point on the same plane. Specify a third point on the plane.

To redefine MCSs with 3 points: 1. 2. 3. 4. 5. 6. 7. 8.

To set MCSs to an orthogonal view:

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1. 2. 3.

Access the function. Type o to choose an orthogonal view option. Specify one of the six Standard Orthogonal Views. The Origin will be at 0,0,0, but the orientation is set by the orthogonal direction set. Access the function. Type w to reset to the World Coordinate System. The MCS will return to its default position.

To set MCSs to the World Coordinate System: 1. 2.

Notes:
Command Line and menu options for changing MCSs>>

Origin - create a new MCS by enabling you to move its Origin without changing its orientation. 3 Point - create a new MCS by prompting to enter three positions on a new plane. Redefine create a new MCS by enabling you to move its Origin without changing its orientation. Ortho specify any of the 6 orthographic Standard Views for the WCS. Restore retrieve a saved MCS by its name. Save create a new MCS by enabling you to name and save it. World reset your current coordinate system to the default World Coordinate System (WCS).

Using Named MCSs


To avoid recreating coordinate systems that you use often, Lumen Designer enables you to name, save and reopen as many MCSs (Model Coordinate Systems) as you need.

Ways to Access>>
Main Menu: T ools > Named MCS > Save T ools > Named MCS > Restore T ools > Named MCS > List mcs;save mcs;restore mcs;list

Command Line:

Steps:
To save a named MCS: 1. 2. 3. 1. 2. 1. 2. 3. Type the MCS command: mcs Enter the save option: s Type name to save your new MCS as: eg. mcs2 Type the MCS command: mcs Enter the list option: l The Command Line will list all saved MCSs. Type the MCS command: mcs Enter the restore option to list all saved MCS: r Enter the name of the MCS you want to restore or ? for a complete list of named coordinate systems: ? The command line lists all saved MCSs: FRONT, LEFT, TOP, MCS2, WORLD, XY, XZ, YZ Type the name of your MCS to restore it: mcs2

To list named MCSs:

To restore named MCSs:

4.

CPlanes (Construction Planes)


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About CPlanes (Construction Planes)


The function of a CPlane is to give you a 2-dimensional surface on which to draw Background Entities and add Architectural Objects. Whenever you click in a CAD window to define a point, the CPlane defines that point. CPlanes are required whenever you need to draw a 2D entity (such as a circle) or perform a 2D operation (such as rotate) in a plane that differs from the XY plane in the WCS. All 2D drawing and editing commands are restricted to the XY plane of the current coordinate system. Having the ability to create CPlanes allows such commands to be used anywhere in 3D space.

Screen Images:
CPlane set to WCS (World Coordinate System - default)>>

CPlane set to front view (of model)>>

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CPlane set to (current) view>>

Notes:
CPlanes can be set as CAD window-specific, or model-specific on the CAD tab in Application Settings.

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Creating and Changing CPlanes


When a new project is started, the CPlane is set to the default World Coordinate System. To make it easier to add and manipulate entities, Lumen Designer enables you to redefine the CPlane in a number of ways.

Ways to Access >> (redefine CPlane)


Main Menu: Command Line: T ools > New CPlane > constructionplane cplane

Ways to Access >> (CPlane settings) Main Menu: F ile > Project Configurations > CPlane tab (for future CPlanes) cplane; settings (for the current CPlane only)

Command Line :

Steps:
To redefine CPlanes by Origin: 1. 2. 3. Access the function. The Command Line will prompt you. Type r to redefine the CPlane. Specify or enter coordinates for new Origin position. The Origin will move to the coordinate you specified, but the CPlane's X,Y,Z orientation will remain the same. Find a surface with the orientation to which you want to set the new CPlane. Access the function. The Command Line will prompt you. Type r to redefine the CPlane. Type 3p for the three point option. Type a coordinate for the new origin , or activate OSnap mode and snap to an OSnap point. Specify another point on point on the same plane. Specify a third point on the plane. Set your CAD view to face the orientation in which you want your new CPlane. Access the function. Type v for the view option. The Origin will remain at the same point, but the CPlane will be reset to face your CAD View. Access the function. Type o to choose an orthogonal view option. Specify one of the six Standard Views (Ortho). The Origin will remain at the same point, but the CPlane will be reset. As the Origin remains constant, choosing opposite orthogonal views, such as Left vs. Right, will keep the CPlane on the same plane, and merely flip the orientation of the axes. Access the function. Type w to reset to the World Coordinate System. The CPlane will return to its default position. Each CAD window can have its own CPlane, but a CAD window cannot contain more than one CPlane. Changes made to CPlane settings in Project Settings will affect the current and future CPlanes.

To redefine CPlanes with 3 points on a surface: 1. 2. 3. 4. 5. 6. 7. 1. 2. 3. 4. 1. 2. 3.

To set CPlanes to the current View:

To set CPlanes to an Orthogonal View:

To set CPlanes to World Coordinate System: 1. 2.

Notes:

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When a new area or room is added to a project, the CPlane will automatically be added to the extents of the new area. Options for redefining CPlanes>>

Redefine create a new CPlane by moving its Origin without changing its orientation. Settings hide the grid representing the CPlane, change the extents of the grid or change the grid spacing. Ortho specify any of the 6 orthogonal Standard Views for a CPlane (currently only works while in WCS). Restore retrieve a saved CPlane by its name. Save create a new CPlane by enabling you to name and save it. View - align the CPlane with your current CAD View (same as the CPlane function). World reset your current coordinate system to the default World Coordinate System (WCS). Origin - create a new CPlane by enabling you to move its Origin without changing its orientation. 3 Point - create a new CPlane by prompting to enter three positions on a new plane. Z Shift - shift the CPlane up or down in it's current orientation.

Using Named CPlanes


To avoid recreating construction planes that you use often, Lumen Designer enables you to save and reopen as many user-defined CPlanes as you need.

Steps:
To save a named CPlane: 1. 2. 3. 1. 2. Type the CPlane command: cplane Enter the save option: s Type the name to save your new CPlane as: eg. cplane2 Type the CPlane command: cplane Enter the list option to list all saved CPlane: l CPLANE1, CPLANE2 The command line lists all saved CPlane: eg.

To list the named CPlanes:

To restore a named CPlane: 1. 2. 3. 4. Type the CPlane command: cplane Enter the restore option to list all saved CPlane: r Enter the name of the CPlane you want to restore or ? for a complete list of named coordinate systems: ? The command line lists all saved CPlane: eg. CPLANE1, CPLANE2 Type the name of your CPlane to restore it: cplane2

Shifting the CPlane's Z Position


When you draw entities, place objects, or specify positions in Lumen Designer's CAD window, the Z coordinate is defined by the CPlane (Z=0.0). You can reset this default (CPlane's Z height). Ways to Access >> Main Menu: Command Line: T ools > Shift CPlane Z cplane;zshift cplane;z

Steps:
To change the Z position of the CPlane: 1. 2. Access the function. The Command Line will prompt you for a Z shift distance. Type a number representing current units. The CPlane will move up or down the specified distance; you will see a difference in its position relative to the Origin.

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Setting CPlane Properties


You can control the appearance of the CPlane by setting properties for the current or future projects. CPlane spacing, interval and extent settings dictate the same for the Snap Grid.

Ways to Access>>
Main Menu: F ile > Project Settings > CPlane tab T ools > E dit Current CPlane cplane; cplanesettings

Command Line:

Notes:
Changes made to CPlane settings in Project Settings will affect the current CPlane and future projects if you click Save As Default.

CPlane Settings:

Name - Identify the current CPLane so you can list, save, and restore it. (for current CPlane only) Snap - Enable or disable the Snap Precision Tool. Grid X Spacing - Set the distance between gridlines parallel to the X axis. Grid Y Spacing - Set the distance between gridlines parallel to the Y axis. Major GridLines X Interval - Set the interval between bolded gridlines parallel to the X axis. Major GridLines Y Interval - Set the interval between bolded gridlines parallel to the X axis. Grid X Extents - Set the maximum number of gridlines parallel to the X axis that will be displayed. Grid Y Extents - Set the maximum number of gridlines parallel to the Y axis that will be displayed. Grid is Visible - Enable or disable the Grid Precision Tool. Gridline Color - Set the display color for the CPlane grid. X Axis Color - Set the display color for the X axis color extending from the Origin. Y Axis Color - Set the display color for the Y axis color extending from the Origin. Display Quadrant - define whether the CPlane spans all four of the coordinate areas (quadrants), or resides in only one of the four.

CAD Drawing Tools


About the CAD Drawing Tools
Lumen Designer enables you to construct background entities that will not be included in calculations. While these entities do not affect calculation results, they serve as a means for snapping and moving objects, as shapes from which to extrude or revolve architectural objects, and as visual references when locating luminaires. In addition, background entities are useful when reviewing calculation results; they provide an architectural reference for the calculated values. Examples of background entities are parking lot islands and parking space lines.

Ways to Access>>
Main Menu: Toolbar: Draw >

Notes:

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General functionality:

If you can import background entities from a CAD program as .DWG or .DXF files, you will save the time that drawing them yourself requires. Get used to drawing according to the Right-hand Rule; i.e., in a counter-clockwise direction so all surfaces you create will be facing you. For many CAD adding commands, c and u can often be typed to close or undo the last segment of an entity, respectively.

Terminology in steps:

Click - always refers to clicking the left mouse button in the current CAD window. Type - always refers to entering text or coordinates on the Command Line. ENTER or - must be pressed on the keyboard after most Command Line entries. Right-click - in the CAD window, this will finish the current CAD function is you have enabled Right-click = Enter in Application Settings. @ - type before coordinates to designate them as relative to the selected entity, not the WCS.

Using the Right-hand Rule


As in most CAD systems, Lumen Designer uses the Right-hand Rule to dictate the active/participating or 'normal' side of polygons. The Right-hand Rule is a geometric concept for determining the direction in which to draw your polygons to make them face you. Close your right hand into a fist. Extend your thumb towards yourself. Notice how your closed fingers curl counter-clockwise? Your thumb indicates the direction the active/normal side faces. Your knuckles represent vertices of your polygon. Your fingers represent the direction/order in which you need to draw your vertices for the polygon's normal side to face yourself. By default, all surfaces created in Lumen Designer are one sided, although polygons can be set to double-sided in the Property Editor.

Drawing Lines
Use the line command to draw a straight segment between two points. The line tool also enables you to create a series of lines end-to-end. Each segment, however, has distinct properties and is edited individually.

Ways to Access>>
Main Menu: Draw > 3D Line (individual segments) > 3D Lines (individual segments) line l

Toolbar:

Command Line:

Steps:
1. 2. 3. 4. 5. Access the function. Click or type coordinates to specify a start point. Specify the next point. For multiple contiguous lines, continue to specify the points. Right-click or press ENTER to end the function.

Notes: You can undo a single line segment during the Line command by typing u in the Command Line. You can close a multi-segmented line by typing c in the Command Line. Tips:
Use the Ortho mode or hold down the SHIFT key while drawing the line to create lines that run exactly horizontal and vertical.

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Drawing Polylines
Use the polyline function to draw a series of connected lines and/or arcs that form a single entity. A polyline may have as many segments as you wish. All of these segments will share common properties and be edited as one.

Ways to Access>>
Main Menu: Draw > Complex Polyline (planar with arcs) Draw > 3D Polyline (no arcs) (options) polyline pline closedpolyline line3d (no arcs for these commands) CTRL+P

Toolbar: Command Line:

Hot Key:

Steps:
1. 2. 3. 4. 5. 6. Access the function. Type coordinates or click to specify the start point. Specify either a next point (or type a to begin an arc if drawing a complex polyline). Specify another point (type l anytime to return to Polyline). If desired, type c to close the first and last points to form a closed polyline. Right-click in the CAD view, or press ENTER to end the entity.

Notes:
Polyline options:

Tips:

3D Polyline (no arcs) - can be drawn with Z coordinates, but does not contain any arc commands. Complex Polyline (planar with arcs) - can include arcs, but will ignore any Z coordinates and snap to the XY plane. 3D Lines (individual segments) - will create a single straight line between any two coordinates. Use polylines to create complex walls with curved segments by extruding from your polyline to create a mesh. Use the Ortho mode while drawing the polyline to create a line segments that run exactly horizontal or vertical.

Drawing Rectangles
Use the rectangle command to create a closed, four-sided polyline with four 90 angles.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: rect rectang rectangle CTRL+G Draw > Rectangle

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Steps:
1. 2. 3. Access the function. Click or type coordinates to specify a corner point. Specify an opposite corner point.

Drawing Circles
Use the circle function to draw a 360 closed arc.

Ways to Access>>
Main Menu: Toolbar: Command Line: circle c Draw > Circle

Steps:
1. 2. 3. Access the function. Type coordinates or click to specify a center point of the circle. Click or type coordinates to specify a radius. Create columns, pillars or pipes by extruding from your circle.

Tips:

Drawing Arcs
Use the arc function to create a uniformly curved segment which, if closed, forms a circle.

Ways to Access>>
Main Menu: Toolbar: Command Line: arc a Draw > A rc

Steps:
To draw an arc, using three points on the arc: 1. 2. 3. 4. 1. 2. 3. 4. 5. 1. 2. 3. 4. Access the function. Specify a start point. Specify a second point. Specify an end point. Access the function. Specify a start point. Type c for the center option. Specify a center point (around which the arc will be formed) . Specify an end point. Access the function. Type coordinates of click to specify a start point. Specify a center point. Type an included angle.

To draw an arc, using a center point (axis):

To draw an arc, using an included angle:

Tips:
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Use arcs to create domes by making your CPlane vertical, drawing an arc, and revolving the arc 360.

Drawing Ellipses
The ellipse command enables you to create a closed arc defined by a major (longer) and minor (shorter) axis which define its length and width.

Ways to Access>>
Main Menu: Toolbar: Draw > E llipse (dropdown) ellipse

Command Line:

Steps:
1. 2. 3. 4. Access the function. Type coordinates or click to specify an end point of the first axis. Specify the opposite end point of the first axis (the center point of the ellipse will bisect this axis). Specify the point defining the length of the second axis.

Adding Text
Use the text command to add alphanumeric data (letters and numbers) to your design.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: text CTRL+T Draw > T ext

Steps:
1. 2. 3. 4. 5. 6. 7. Access the function. Specify a start point. Specify a text height, in current drawing units. Specify a rotation angle, which starts horizontal and rotates counter-clockwise using the Righthand Rule. Type the first line of text. If needed, type a second, and subsequent, lines of text as needed. Right-click or press ENTER again to end. You may add as many lines of text as you desire. Once text has been added to your model, it can be edited in the Property Editor. The Text grip, located at the insertion point, is a move grip and not a stretch grip. The insertion point is at the top, left-hand corner of the first character. When you mirror text, the position of the base point is mirrored, but the text remains facing you and to the right of the base point. In the Property Editor, you can modify the horizontal and vertical justification of text relative to the start point. Use Text to add labels or construction notes for CAD or plot output.

Notes: Tips:

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You can set the vertical justification of text in the Property Editor, to make text stay parallel to the current view.

CAD Modification Tools


About the CAD Modification Tools
Lumen Designer enables you to modify, manipulate, and duplicate background entities, architectural objects, area and room geometry, and luminaires by using standard CAD (Computer-Aided Design) tools.

Ways to Access>>
Main Menu: Toolbar: Modify >

Notes:
General functionality:

For most CAD commands, the entities to be modified can be selected before or after the function is accessed.

Terminology in steps:

Click - always refers to clicking the left mouse button in the current CAD window. Type - always refers to entering text or coordinates on the Command Line. ENTER or - must be pressed on the keyboard after Command Line entries. Right-click - in the CAD window, this will finish the current CAD function is you have enabled Right-click = Enter in Application Settings. @ - type before coordinates to designate them as relative to the selected entity, not the current MCS or WCS.

Using Undo and Redo


Use the undo command to revert to the state of your project prior to your last action or command. Redo performs your last action prior to an Undo command. Redo is only effective after Undo.

Ways to Access>> (Undo)


Main Menu: Toolbar: Command Line: Hot Key: undo, u CTRL+Z Modify > Undo

Ways to Access>> (Redo)


Main Menu: Toolbar: Command Line: Hot Key: redo r CTRL+Y Modify > Redo

Notes:

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Lumen Designer retains multiple Undo and Redo commands in its memory.

Copying Entities
Copy duplicates single or multiple entities to another location in the CAD drawing window. There are two ways to use copy. You can specify a base point and then an absolute or relative coordinate at which to place the copy's base point, or you can simply specify a distance and direction (displacement) from the original to place a copy.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: copy cp CTRL+C Modify > Copy

Steps:
To copy single or multiple entities (using a base point): 1. 2. 3. 4. 5. Access the function. In the CAD window, click to select the entities you want to copy. If you want to add more than one copy, type m for multiple. Click or type a coordinate to specify a point (base point) from which you want to specify the position of the copy. Click or type coordinates to specify the point at which you want to place the base point of the copy, or relative coordinates to specify the distance from the original entity at which you want to drop the copy. The copy will appear at the point you specified. To add additional copies at the same relative distance from your last copy, type u. This can be repeated indefinitely to create a linear array. Press ENTER or right-click to end the command. Access the function. Select the CAD entity you want to copy. Click or type a coordinate to specify a relative distance (displacement) from original the entity to drop the copy. Press ENTER again to accept your previously specified displacement distance. Type u to use the previous displacement. To create a linear array, continue to type u. When using the copy command, it is important to determine from the outset whether the first coordinate you enter is a base point or a distance to displace the entity. When prompted for a second coordinate, simply pressing ENTER will instruct Lumen Designer that the first coordinate entered was a displacement, not a base point. Displacement means a shift relative to the original entity or last copy. Daylighting windows cannot be copied or arrayed at this time; each must be individually created.

6. 7. 1. 2. 3. 4. 5. 6.

To copy a single or multiple entities (using displacement):

Notes:

Arraying Entities
The array function duplicates a single entity or many entities multiple times in a rectangular, polar (circular around a point) or checkerboard (alternating grid) pattern.

Ways to Access>>
Main Menu: Toolbar: Modify > Array

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Command Line:

array array_rotate

Steps:
To create a rectangular or checkerboard pattern: 1. 2. 3. 4. 5. 6. 7. 1. 2. 3. 4. 5. 6. Access the function. Select the entities you wish to array. Type rectangular or checkerboard on the Command Line. Specify the number of horizontal rows. Specify the number of columns. Specify the distance between rows. Specify the distance between columns. Access the function. Select the entities you wish to array. Type p on the Command Line. Type the number of entities you want in the array (including the original entity). Type the angle you want the array to cover (0-360) Type a coordinate or click a center point for the pattern to be created around.

To create a polar pattern:

Notes:
General:

The entities created by arraying are placed on the current CPlane. To array vertically, redefine the CPlane. Daylighting windows cannot be copied or arrayed at this time; each must be individually created.

Rectangular and checkerboard arrays: The distance between entities refers to the distance between their base points, therefore, to space 2' squares 1' apart, the distance to specify is 3'. By default, new rows for rectangular and checkerboard arrays are created above the original entity. To create new rows below the original entity, specify a negative number. New columns are created to the right of the original entity. To create new rows to the left of the original entity, specify a negative number.

Polar Arrays:

Tips:

By default, the rotation angle for new entities is defined counterclockwise from the entity at 12:00. To create new entities clockwise from the original entity, specify a negative degree. Use the array function to lay out consistently spaced entities or luminaires, such as parking lot luminaires or luminaires in a grid ceiling.

Example>>
Rectangular - Checkerboard - Polar

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Mirroring Entities
Use Mirror to create an inverse/reversed image of an entity on the opposite side of a mirror line.

Ways to Access>>
Main Menu: Toolbar: Command Line: mirror Modify > Mirror

Steps:
1. 2. 3. 4. Access the function. Select the entities you want to mirror. Specify a first point for the mirror line, or type coordinates. Specify the second point of the mirror line. When you mirror text, the position of the base point is mirrored, but the text remains facing you and to the right of the base point.

Notes:

Tips: Use the mirror command to create exact symmetry in irregularly shaped entities, or to quickly
draw half of uniform/symmetrical objects.

Use the mirror command to space aimed luminaires in the same relation to the centerline of an entity, such as a piece of artwork.

Offsetting Entities
Use the offset command to create a polyline or open arc with a shape parallel to, and at a uniform distance from, an existing polyline or arc, respectively.

Ways to Access>>
Main Menu: Toolbar: Command Line: offset Modify > Offset

Steps:
1. 2. Access the function. Type an offset distance, or press ENTER to accept the default distance.

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3. 4. 5.

Click to select the entity you want to offset (it won't be highlighted). Click a point on the side of the entity that you want the offset to appear. To repeat and create another offset, click another entity, or press ENTER to end the command. To create a type of array, stay in offset mode, continue to select the newly created entity to offset it, and then pick the same direction in which to offset.

Tips:

Replacing Entities
When you import .DXF or .DWG files into Lumen Designer, any luminaires in the external model will import as blocks. Use the replace function to insert true luminaires in the place of these blocks. The replace command can also be used to switch any existing luminaires, architectural objects, or group objects in your model with different luminaires or objects.

Ways to Access>>
Main Menu: Command Line: Modify > Replace replace

Steps:
To replace existing CAD objects and luminaires: 1. 2. 3. 4. 5. 1. 2. 3. 4. 5. 6. 7. 8. Add a single instance of the object or luminaire you want to use in your model to replace an existing object or luminaire. Access the function. Click to select or type the name of the object type that you want to replace. Click to select or type the name of the replacement object type. Delete the single instance of the replacement object you previously added to the model. Import your .DXF file, making sure you choose the correct scale. In the Luminaire Center, click to select the luminaire you want to insert in place of the blocks from the Luminaire Type Schedule. Add a single instance of the luminaire to your model. Access the function. In the imported model, click to select or type the name of the block that you want to replace. Click to select or type the name of the replacement luminaire. Delete the single instance of the luminaire you previously added to the model. If the imported model was a 2D drawing, use the Placement Method tool to adjust the luminaires' placement type and height. To display names of entities to be replaced, click on the entity. The name will appear in the header of the Property Editor. Use the select include or select exclude commands for easier selection of entities to replace.

To replace imported blocks with luminaires:

Notes: Tips:

Moving Entities
Use the move command to change an entity's position in the CAD window. Move will not change the proportions or orientation of an entity, but merely shift it in a planar fashion.

Ways to Access>>
Main Menu: Toolbar: Command Line: move m Modify > Move

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Steps:
1. 2. 3. Access the function. Specify a base point, or a displacement distance. Specify a second point to define the new absolute location, or press ENTER to apply the displacement distance. Access the function. In the CAD window, click to select the entities you want to move. Click or type a coordinate to specify a point (base point) from which you want to reposition the entity. Click or type coordinates to specify the point at which you want to re-place the base point, or relative coordinates to specify the distance that you want to move the entity. The entity will move. Access the function. In the CAD window, click to select the entities you want to move. Click or type a coordinate to specify a relative distance (displacement) from original the entity to drop the copy. Press ENTER again to accept your previously specified displacement distance. The entity will be repositioned. The fastest and easiest way to move entities is to simply click and move in the CAD window. When using the move command, it is important to determine from the outset whether the first coordinate you enter is a base point or a distance to displace the entity. When prompted for a second coordinate, simply pressing ENTER will instruct Lumen Designer that the first coordinate entered was a displacement, not a base point. Moving an entity by clicking points in the CAD window will always move the entity on the current CPlane. To change the entity's Z level, you will need to enter coordinates via the Command Line.

To move single or multiple entities (using a base point): 1. 2. 3. 4.

To move a single or multiple entities (using displacement): 1. 2. 3. 4.

Notes:

Tips: You can move the entity relative to its original position by entering @ when specifying the second
point, eg. type @5,4,0.

You can also move an entity in the Property Editor by changing its X,Y or Z coordinate.

Rotating Entities
Use the rotate function to turn an entity around an axis.

Ways to Access>>
Main Menu: Toolbar: Command Line: rotate Modify > R o tate

Steps:
To rotate using an angle of rotation: 1. 2. 3. 4. 1. Access the function. Select the entity you want to rotate. Specify a base point that will serve as an axis on which the entity will turn. Specify a counter-clockwise rotation angle (0 - 360), using the Right-hand Rule. Access the function.

To rotate using an orientation line:

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2. 3. 4. 5. 6. 1. 2. 3. 4. 5.

Select the entity you want to rotate. Specify a base point that will serve as an axis on which the entity will turn. Move your cursor away from the entity. An orientation line will appear; this controls which direction the entity will face. Move your cursor around until the entity faces the whatever angle you wish. Click or press ENTER to end the command. Access the function. Select the entity you want to rotate. Type X (or Y) for the axis around which you wish to rotate. Type or click a temporary position for the X (or Y) axis. Type a rotation angle (0-360). You can also specify an azimuth from which you want the new rotation angle to begin. The Z axis is the default around which entities will be rotated, unless otherwise specified.

To rotate using the X (or Y) axis:

Notes:

Scaling Entities
Use the scale function to enlarge or reduce an entity in size by a specified multiplier. Scale allows you to resize entities in three dimensions, maintaining relative their proportions.

Ways to Access>>
Main Menu: Toolbar: Command Line: scale s Modify > Scale

Steps:
1. 2. 3. 4. 5. 6. Access the function. Select the entity you want to scale. Click or type coordinates to specify a base point. Specify a scale factor. If using reference, type a reference length, or click two points to define it. Specify a new length for the reference length. When specifying a Scale factor, a value of less than 1 will reduce the size; a value greater than 1 will increase the size.

Notes:

Group Objects can be scaled as a single entity. Luminaires cannot be scaled. Tips:
Use Scale to adjust imported CAD (.DXF) files to a known size/scale. It is often more efficient to resize an entity in the CAD window than by typing in new dimensions in the Properties screen. The graphical method, although not as exact, can improve your design speed. This type of resizing does not apply to luminaires. The CAD display of a luminaire's type ID (identifying character) can be resized in the Property Editor's Display Symbol Text Height field.

Exploding Group Objects and Meshes


The explode function enables you to break a group of entities (including those imported as .DWG/.DXF block), architectural object, multi-segmented polyline, or mesh into individual entities, so that each can be edited apart from the whole. For instance, when an architectural object is exploded, it might contain meshes, polygons, and polylines. The meshes could be further exploded into polygons. This is

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particularly useful when you need to modify only a small component of an entity, such as a backwards surface.

Ways to Access>>
Main Menu: Toolbar: Command Line: explode x Modify > E xplode

Steps:
1. 2. Access the function. Select the group object, architectural object, mesh, multi-segmented polyline, or .DWG/.DXF block you need to explode. Entities will be reduced to their next lowest structural level. Each of these entities can then be selected and modified individually. You can regroup entities so they form a single entity by using the Group Object function.

Tips:

Reparenting Entities
Use the reparent command to disassociate luminaires or objects from one area or room and assign them to another.

Ways to Access>>
Main Menu: Toolbar: Command Line: reparent Modify > Reparent

Steps:
1. 2. 3. 4. In the CAD window, select the luminaires or objects you want to reparent. Access the function. In the CAD window, click to select the area or room to which you want to assign the luminaires or objects. To confirm the new association, expand the former area and new area in the Project Explorer's Project Tree. If the Project Explorer is already open, refresh it by switching to Layer Listing or a different Designer Tool, and then back.

Notes: When you need to erase a room or area but retain the objects and luminaires contained therein,
use reparent first to assign them to a new area or room.

Measuring Distances
Use the distance function to measure the absolute and X,Y,Z length between two points. This is useful for obtaining the exact distances needed when using other tools, such as when creating array spacing.

Ways to Access>>
Main Menu: Toolbar: Command Line: distance dist Modify > Distance

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Steps:
1. 2. 3. Access the function. Click or type coordinates to specify one end point of the measurement. Specify the other end point. An absolute distance in current units, as well as distance in X,Y,Z, coordinates will be shown on the Command Line. To measure distances in the X, Y plane, change to the Plan (Top) View or the Bottom View. To measure distances in the Z direction, change to one of the Standard CAD Views for elevation, such as Front, or Left. To measure distances in 3D space, you will need to type coordinates or use OSnaps.

Notes:

Stretching Entities
The stretch function enables you to pick and move multiple vertices a uniform distance and direction at the same time.

Ways to Access>>
Main Menu: Toolbar: Command Line: stretch Modify > Stretch

Steps:
1. 2. 3. 4. 5. 6. 7. Select the objects which have vertices you want to stretch. Access the function. Click to select the vertices you want to move. They will not be highlighted until you right-click, but the quantity you select will appear on the Command Line. Right-click after you have finished selecting vertices. The selected vertices will turn red. Click to specify a base point from which to move. Move the vertices in the CAD window, or type a relative coordinate to which you want to move them. Click to end the function. Stretch can be used on background entities and architectural objects. Stretch is different from stretch grips in that it enables you to move multiple vertices a uniform distance at the same time. Vertices can be selected by clicking them, windowing or crossing. Because multiple vertices are active, coordinates specified with Stretch are always relative.

Notes:

Erasing Entities
Erase to permanently remove an entity or set of entities from your project.

Ways to Access>>
Main Menu: Toolbar: Command Line: Hot Key: erase e DELETE DEL Modify > E rase

Steps:

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To delete using the Erase tool: 1. 2. 3. 1. 2. 3. 4. 5. Select the entities you want to remove. Access the function. The entities are removed from your CAD views and project. Access the Project Explorer. Use + to expand areas until you see the entity you want to select. Click to highlight the entity. Right-click to open the drop-down menu. Click Delete. The entity will be removed from your CAD views and project.

To delete using the Project Explorer:

Caution: If you erase or delete an area or room, everything contained within that area will
also be removed from your project. To delete a room but keep entities, use Reparent.

Tips:
Undo immediately to recover an entity that you have accidentally erased.

Using Grips
Grips are handles at the vertices of CAD entities and objects. They appear as small boxes. There are two types of grips: stretch grips that move a single vertex, and move grips that reposition an entire entity.

Steps:
To stretch/move/scale an entity with a grip: 1. 2. 3. 4. Select the entity. Select the vertex you want to stretch/move/scale by clicking its grip. Drag the vertex to any position. Click to drop the vertex. Text in a CAD drawing has a single move grip at its insertion point, which is located at the top left corner of the first text character.

Notes:

Stretching with grips:

Stretching with a corner grip will modify an entity in two dimensions. Invisible - non-selected, inactive Blue - selected Red - active

Grip appearances:

Default grips by entity type>> Line, polyline, or rectangle - stretch Arc - scale (midpoint) , or move and scale (endpoint) Circle - scale Ellipse - inactive Text - move Extruded object - stretch Architectural object - move Model Space (ceiling, floor, or wall) - stretch Calculation grid - stretch Luminaire - move

Layers
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About Layers
The layers in Lumen Designer's CAD system work in the same way as layers in other CAD programs; they enable you to segregate your model, similar to overlaid transparencies. Layers are useful for organizing similar types of entities into groups. Each group can be displayed/hidden, edited or enabled/disabled separately from the other groups. By default, Lumen Designer creates a layer for each type of entity, and any new entity create d will be placed on its respective layer. You can rename these layers, or add new layers. At all times, there is a 'current' layer for each entity type. You can, however, insert various entity types on one layer; layers are non-restrictive.

Using Layers
Layers allow you to work on complex projects more easily, since you can turn off, and hide, layers that you are not currently working on. This leaves less room for accidentally changing other entities and also allows you to focus on a certain part of your project.

Notes:
Use layers to:

Control what is displayed/plotted - Toggle on/off in the Layer Manager, or the Project Explorer's Layer Listing to hide or display all entities on a layer. Output of CAD views is WYSIWYG; only what is displayed in the CAD window will plot. Control how entities are displayed/plotted - In the Layer Manager, click to edit layer colors and line styles. Control what can be edited - Click Edit Selected Layers in the Project Explorer's Layer Listing screen to modify all entities on a layer. Control what affects calculations - Toggle on/off in the Layer Manager, or Project Explorer's Layer Listing to make a layer's entities inactive for calculations. Set where newly created or imported objects reside - In the Layer Manager, use the Current Layer drop-down menus to determine to what layer new entities are automatically assigned. Compare two lighting/architectural scenarios - Add a new layer in the Layer Manager, move or create an entire lighting/object layout on the new layer. Then you can turn off one layer or the other to calculate and compare values and renderings.

Setting an Entity's Layer


Each entity in Lumen Designer resides on a specific layer. Components of entities, such as iso-templates for luminaires, reside on the layer of their parent entity. Lumen Designer's layers are non-restrictive; any type of entity can be on any layer.

Ways to Access>>
Main Menu: Toolbar: Command Line: changeLayer layers editlayer listlayers

Steps:
To change entity layers: 1. 2. 3. 4. Click or window to select one or multiple entities. In the Property Editor, click in the General|Layer field. A down arrow will appear. Click the arrow to expand the drop-down menu. Click the layer to which you want to assign the entities. The entities in your CAD window will change to reflect their new layer's color (if the entities color property is set to 'bylayer'). Access the function. Select the entities.

To change the layer for 100+ entities simultaneously: 1. 2.

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3.

Press ENTER.

Layer Manager
Managing Layers
Lumen Designer's Layer Manager enables you to view and edit the properties of your project entities in a single screen.

Ways to Access>>
Main Menu: Toolbar: Command Line: Layer layers listlayers View > Layer Manager

Screen Image>>

Notes:
Current Layer fields>> Current layer - Enables you to set a default 'current layer' for each type of entity you create in the CAD window; entities that you create, are automatically placed on the layer you designate. Layer Property Fields>>

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Name Use this alphanumeric field to rename layers to more specific or appropriate titles. On Denote whether or not the layer is visible/selectable/active; also dictates whether or not the entities on that layer participate in calculations. Color Choose the hue/shade assigned to all entities (with color set to 'bylayer') on the layer; custom colors can be created in the Color Edito r. Line type Determine the style of lines drawn in wireframe view styles; select solid or various forms of dashed or dotted lines. Line width Determine the width of lines drawn in wireframe view styles. Layer material - Assign a material to any object or mesh that has its material set to 'bylayer'.

Default Layers>>

Luminaires/Poles - luminaires Surfaces/Objects - architectural objects, extruded and revolved objects Grids - calculation grids, statistical areas Background -arcs, circles, polylines, rectangles, ellipses, text Windows/Skylights - transmissive polygons created by the window function Areas - areas, rooms Ceiling - ceilings Walls - walls Floor - floors

Layer Manager functions:

New - Add and designate attributes for an additional layer. Delete - Remove a layer and all entities assigned to that layer from the project. The deleted layer will no longer be available for newly created entities.

Creating and Deleting Layers


Creating and removing layers is done using the Layer Manager. Each type is representative of a type of entity. On this screen you can also change the line type of the layer and select which layer is 'current'. Deleting a layer will remove all entities assigned to that layer from the project. The layer will be removed from the project and no longer available for newly created entities.

Ways to Access>>
Main Menu: Toolbar: Command Line: View > Layer Manager > addlayer removelayer

Designer Tools: > >

Steps:
To create a new layer: 1. 2. 3. 4. 1. 2. Access the Layer Manager. Click the ADD NEW button. Enter a layer name in the space provided and click OK. Click OK and the new layer will be added to your project. Access the function. Select the Layer you wish to delete by clicking it in the list.

To delete a Layer:

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3.

Click the DELETE button.

Caution: When you delete a layer, all entities and objects on that layer will be removed also.
You cannot undo a layer deletion.

Command Line
Entering Command on the Command Line
The Command Line enables you to directly enter textual commands that control most of Lumen Designer's functions. As intuitive as drop-down menus and toolbars are, experienced CAD users will find the Command Line equally useful. Most commands that can be entered on the Command Line have an abbreviated hotkey (alias) provided as a shortcut. Lumen Designer also includes aliases for commands that provide equivalent functionality in AutoCAD. The Command Line will guide you step by step with prompts after each command.

Way to Access:

Steps:
To enter commands via the Command Line: Type either the complete command, the abbreviated name or just the characters that are capitalized. 2. If prompted, type an option command. To specify a point via the Command Line, using absolute coordinates: You can specify points in the CAD Window by entering absolute X,Y, and Z coordinates in the Command Line. These coordinates are based on the current CPlane or MCS. The Z coordinate is assumed to be on the current CPlane, unless it is explicitly entered. Coordinates may be entered with decimals. 1. Type X, and Y positions separated by commas, eg. 15,4 1.

To specify a point 6 units above the CPlane, type X, Y, and Z positions separated by commas, eg. 15,4,6.

To specify a point via the Command Line, using relative coordinates: During a CAD command, if you do not know an exact coordinate for your next point, you can specify a coordinate relative to your current position in the CAD window. 1. Type @ at the front of any X,Y,Z coordinate. eg. @2,2,0 will specify a new point 2 units away in the X and Y directions.

To nest commands on the Command Line while executing other commands: You can insert some commands while in the process of executing others. The command line supports these nested commands for View, Dynamic Viewing, Ortho and OSnap functions. For example, if you are in the middle of a Copy command and you realize that you must zoom out, enter " 'z" to interrupt the Copy command, then "o" to zoom out, and then you will be back inside the Copy command. 1. Type ' at the front of any View, Viewing, Ortho or OSNAP command, eg. 'zoom . 2. Select from the View, Viewing, Ortho or OSNAP options, eg.: o for out. 3. Click to resume your original command.

Notes:
In steps, means press ENTER. Press ESCAPE to abort a command or function at any time. Default values will appear in the command line between arrowheads <default value>; press ENTER to accept the default, or type a new value. Press ENTER again after a command has been entered to repeat that command. To view the history of your commands, use the scrollbar on the right side of the Command Line window.

Appending commands in the Command Line:

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If you know a sequence of commands, you can enter them as one joined command separated by semi-colons, eg. for the command View > Settings > Toggle Perspective simply type v;s;p The semi-colon is analogous to pressing or ENTER. You can click and drag the top or bottom edge of the Command Line Window to resize it. Make the Command Line Window taller to see more previous Command Line actions.

Resizing the Command Line Window:

Available commands: To get a list of the available command lines, type ? in the Command Line.

Available Commands - Alphabetic


Command subjects that Lumen Designer currently supports are listed below; the actual commands and their aliases are provided in brackets. Commands are not case-specific; capitals are just included here for clarity. To view this list, type ? in the command line at any time.

Notes:
Available commands:


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ARC [ARC, A] ARCHCONVERT [CONVERTTOCEILING, CONVERTTOWALL, CONVERTTOFLOOR] AREA [AREA, AREAROOM] ARRAY [ARRAY, ARRAY_ROTATE] BLOCK [BLOCK, GROUP] CIRCLE [CIRCLE, C] COMMAND HELP [HELP, ?, HELP_TOC, HELP_INDEX] CONFIGURATION [CONFIGURATION, CONFIG] CONFIGURE [CONFIGUREPROJECT] COPY [COPY, CP] CPLANE [CPLANE, CONSTRUCTIONPLANE] DISPLAY [DISPLAY] DISTANCE [DIST, DISTANCE] DYNAMICVIEWLW [ORBIT, PAN, DOLLY, TILT, TURN, LOOK, ROLL, DYNAMICZOOM] ELLIPSE [ELLIPSE] ERASE [ERASE, E] EXPLODE [EXPLODE, X] EXPORTDWG [DXFOUT, DWGOUT, EXPORTDWG, EXPORTDXF] EXTRUDE [EXTRUDE, EXTRUDEWITHCAPS] EXTRUDETOMESH [EXTRUDETOMESH] GRID [GRID, G] GRIDEDIT [EDITGRID] GRIDMASK [MASK, UNMASK, MASK_INSIDE, MASK_OUTSIDE, UNMASK_INSIDE, UNMASK_OUTSIDE] GRIDSTAT [STAT] GROUP [GROUP] IMPORTDWG [DXFIN, DWGIN, IMPORTDWG, IMPORTDXF] IMPORTSTL [STLIN, IMPORTSTL] LAYER [LAYER, LAYERS, LISTLAYERS, REMOVELAYER, CHANGELAYER] LUMINAIREADD [LUM, ADDLUM, ADDLUMROTATE, ADDLUMAIM, ADDLUMARRAY, ADDLUMARRAYROTATE] MESH [POLYGON2MESH, P2M] MIRROR [MIRROR] MOVE [MOVE, M]

CAD System

OFFSET [OFFSET] OSNAP [OSNAP] PLACELUM [PLACELUM] POLYGON [POLYGON, 3DFACE] POLYLINE [PLINE, POLYLINE, L, LINE, CLOSEDPOLYLINE, LINE3D] PUNCH [PUNCH] RECTANGLE [RECT, RECTANG, RECTANGLE] REDO [REDO, R] REPARENT [REPARENT] REPLACE [REPLACE] REVOLVE [REVOLVE, REVSURF, TABSURF] ROOM [ROOM, WALLS] ROTATE [ROTATE] SCALE [SCALE, S] SELECTION [SELECTINCLUDE, SELECTINCLUDECOUNT, SELECTEXCLUDE] SETTINGS [APPLICATIONSETTINGS, PROJECTSETTINGS, CPLANESETTINGS] STRETCH [STRETCH] SURFACEORIENTATION [ORIENT] SURFTAB1 [SURFTAB1, SETU] SURFTAB2 [SURFTAB2, SETV] TEXT [TEXT] UCS [MCS] UNDO [UNDO, U] VIEWLW [VIEW, VIEWORIENT, VO, VIEWPOSITION, VIEWMODE, VM, VIEWSETTINGS, VIEWCENTER, VIEWSAVE, V, VIEWNAME, VI, PERSP, CULLED] WINDOW [WINDOW] ZOOM [ZOOM, Z, ZOOMIN, ZI, ZOOMOUT, ZO, ZOOMEXTENTS, ZE, ZOOMWINDOW, ZW, ZOOMPREVIOUS, ZP, ZOOMDYNAMIC, ZD]

Available Commands - Topical


Command subjects that Lumen Designer currently supports are listed below; the actual commands and their aliases are provided in brackets. Commands are not case-specific; capitals are just included here for clarity.

Notes:
Commands by type: File Commands>>

SETTINGS [APPLICATIONSETTINGS, PROJECTSETTINGS, CPLANESETTINGS] View Commands>>

CONFIGURATION [CONFIGURATION, CONFIG] CONFIGURE [CONFIGUREPROJECT] EXPORTDWG [DXFOUT, DWGOUT, EXPORTDWG, EXPORTDXF] IMPORTDWG [DXFIN, DWGIN, IMPORTDWG, IMPORTDXF] IMPORTSTL [STLIN, IMPORTSTL]

DISPLAY [DISPLAY] DYNAMICVIEWLW [ORBIT, PAN, DOLLY, TILT, TURN, LOOK, ROLL, DYNAMICZOOM] VIEWLW [VIEW, VIEWORIENT, VO, VIEWPOSITION, VIEWMODE, VM, VIEWSETTINGS, VIEWCENTER, VIEWSAVE, V, VIEWNAME, VI, PERSP, CULLED]

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ZOOM [ZOOM, Z, ZOOMIN, ZI, ZOOMOUT, ZO, ZOOMEXTENTS, ZE, ZOOMWINDOW, ZW, ZOOMPREVIOUS, ZP, ZOOMDYNAMIC, ZD] Add Commands>>

AREA [AREA, AREAROOM] BLOCK [BLOCK, GROUP] EXTRUDE [EXTRUDE, EXTRUDEWITHCAPS] EXTRUDETOMESH [EXTRUDETOMESH] GRID [GRID, G] GRIDMASK [MASK, UNMASK, MASK_INSIDE, MASK_OUTSIDE, UNMASK_INSIDE, UNMASK_OUTSIDE] GRIDSTAT [STAT] GROUP [GROUP] LUMINAIREADD [LUM, ADDLUM, ADDLUMROTATE, ADDLUMAIM, ADDLUMARRAY, ADDLUMARRAYROTATE] POLYGON [POLYGON, 3DFACE] REVOLVE [REVOLVE, REVSURF, TABSURF]

ROOM [ROOM, WALLS] Draw Commands>> ARC [ARC, A] CIRCLE [CIRCLE, C] ELLIPSE [ELLIPSE] POLYLINE [PLINE, POLYLINE, L, LINE, CLOSEDPOLYLINE, LINE3D] RECTANGLE [RECT, RECTANG, RECTANGLE]

TEXT [TEXT] Modify Commands>> ARRAY [ARRAY, ARRAY_ROTATE] COPY [COPY, CP] DISTANCE [DIST, DISTANC E] ERASE [ERASE, E] EXPLODE [EXPLODE, X] GRIDEDIT [EDITGRID] MESH [POLYGON2MESH, P2M] MIRROR [MIRROR] MOVE [MOVE, M] OFFSET [OFFSET] PLACELUM [PLACELUM] REDO [REDO, R] REPARENT [REPARENT] REPLACE [REPLACE] REVOLVE [REVOLVE, REVSURF, TABSURF] ROTATE [ROTATE] SCALE [SCALE, S] STRETCH [STRETCH] SURFACEORIENTATION [ORIENT]

UNDO [UNDO, U] Tools Commands>> CPLANE [CPLANE, CONSTRUCTIONPLANE] SELECTION [SELECTINCLUDE, SELECTINCLUDECOUNT, SELECTEXCLUDE, SELECT]

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UCS [MCS] Precision Tool Commands>> OSNAP [OSNAP] Layer Commands>> LAYER [LAYER, LAYERS, LISTLAYERS] Calculate Commands>>
Output Commands>> Window Commands>> Help Commands>>

COMMAND HELP [HELP, ?, HELP_TOC, HELP_INDEX]

Model Spaces Commands>>

WINDOW [WINDOW] Architectural Object Commands>>

AREA [AREA, AREAROOM] ROOM [ROOM, WALLS] ARCHCONVERT [CONVERTTOCEILING, CONVERTTOWALL, CONVERTTOFLOOR] PUNCH [PUNCH]

BLOCK [BLOCK, GROUP] EXTRUDE [EXTRUDE, EXTRUDEWITHCAPS] EXTRUDETOMESH [EXTRUDETOMESH] GROUP [GROUP] MESH [POLYGON2MESH, P2M] POLYGON [POLYGON, 3DFACE] REVOLVE [REVOLVE, REVSURF, TABSURF] SURFACEORIENTATION [ORIENT] SURFTAB1 [SURFTAB1, SETU]

SURFTAB2 [SURFTAB2, SETV] Luminaire Commands>> LUMINAIREADD [LUM, ADDLUM, ADDLUMROTATE, ADDLUMAIM, ADDLUMARRAY, ADDLUMARRAYROTATE] PLACELUM [PLACELUM]

REPLACE [REPLACE] Calculation Grid Commands>> GRID [GRID, G] GRIDEDIT [EDITGRID] GRIDMASK [MASK, UNMASK, MASK_INSIDE, MASK_OUTSIDE, UNMASK_INSIDE, UNMASK_OUTSIDE] GRIDSTAT [STAT]

Precision Tool Modes


About the Precision Tool Modes

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Lumen Designer enables you to several set tool modes that make drawing and moving entities simpler and more accurate. Precision Tool modes can be toggled on or off at any time and in any combination.

Ways to Access>>
Main Menu: Toolbar: T ools >

Command Line:

cplane osnap mcs

Notes:
Precision Tool Modes:

CPlane/MCS SNAP GRID ORTHO OSNAP

Switching MCS/CPlane Coordinate Modes


The MCS/CPlane Coordinate Mode toggle determines whether the MCS's or CPlane's coordinates are displayed in the Coordinate Readout, as well as shown in the Property Editor.

Ways to Access>>
Precision Mode Toolbar: or

Snapping to Points on the Snap Grid


Toggling the Snap mode activates the Snap Grid. The Snap Grid is divided into increments to which the vertices of any entities drawn will snap. This function enables you to draw entity vertices at consistently spaced positions without entering or specifying exact coordinates. The Origin of the Snap Grid is at the 0,0,0, coordinate of the CPlane/MCS.

Ways to Access>> ( the Snap mode)


Command Line: Precision Mode Toolbar: snap

Ways to Access>> (Snap Grid increment settings)


Main Menu: Command Line: F ile > Project Settings > CPlane tab

Steps:
1. Access the function. Your cursor will move freely in the CAD window, but you will see that any line or entity you draw, and any object or luminaire you move into place, will snap from grid increment to grid increment. When your line, entity or object has snapped to the correct point, click as you normally would.

2.

Notes:
Setting the Snap Grid with CPlane grid settings:

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The Snap Grid reflects CPlane grid increments and spacing and vice-versa, therefore Snap Grid increments must be set through CPlane settings For efficiency, if Snap Grid density becomes too great, Lumen Designer will not display grid points. The Snap Grid will, however, remain active and the Snap Grid button will stay toggled to indicate that the Snap Grid is active but not displayed.

Displaying the CPlane Grid


The CPlane Grid displays the position and orientation of the CPlane (Construction Plane) as well showing the Snap Grid increments.

Ways to Access>>
Precision Mode Toolbar:

Notes: Calculation grids are separate and distinct from the CPlane grid and the Snap Grid.

Using the Ortho Mode


By limiting the cursor movement to two orthogonal directions, the Ortho mode enables you to draw perfectly horizontal and vertical lines which are perpendicular.

Ways to Access>>
Main Menu: Precision Mode Toolbar: F ile > Application Settings > CAD tab

Tips:
To draw only on the Snap Grid or CPlane Grid, toggle the Snap and Ortho tools to work in both modes concurrently.

Snapping to Points on Objects Using OSnaps


OSnaps (Object Snaps) are modes that make your cursor use the nearest pre-defined type of vertex on a CAD entity for the designated function. This makes selecting vertices easier and more accurate. There are two types of OSnaps: running and single-instance.

Ways to Access>> (running OSnaps and their settings)


Main Menu: Precision Mode Toolbar: F ile > Application Settings > OSnap tab > (for settings only)

Ways to Access>> (single-instance OSnaps)


Precision Mode Toolbar:

Steps:
1. 2. 3. 4. 1. 2. Select the CAD drawing tool you want to use. Select either running OSnaps or a single-instance OSnap. Move the CAD cursor near your desired snap point until the OSnap icon appears. Click to snap the new entity to that OSnap. Access the function (Application Settings). Specify a distance to snap within.

To set snap increments:

Notes:
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Prior to using running OSnaps, check which are enabled in Application Settings. Single-instance OSnaps supersede running OSnaps. You can enable OSnaps "on the fly" while you are creating or editing something in the CAD window.

OSnap modes: Single-instance OSnaps - Snaps to the selected vertex type for the next click only. Types of OSnaps and their icons>> Endpoint: Centerpoint: Midpoint: Perpendicular: either final point of a line segment radius origin point of a circle or ellipse halfway point of a line segment point on a line segment at which the line being drawn would form a 90 angle convergence point of two line segments

Running OSnaps - Snap function remains active.

Intersection:

Tips:
Turn off infrequently used running OSnaps in order to conserve system memory, and keep Lumen Designer running as fast as possible.

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Model Spaces
About Model Spaces (Areas and Rooms)
Model spaces are the architectural areas that contain your lighting layouts. They provide the structure, and material factors such as reflectance, specular properties and transmittance, that make Lumen Designer's calculations and renderings accurate and realistic. 'Area' is the general term for all of the spaces in you model, whether they are sites, buildings, or rooms. A 'room' is a specific type of area that includes a floor and ceiling. These default attributes make it quick and easy to add walls, luminaires and other architectural objects to your model.

Screen Images:
Nested Model Spaces>>

Project Tree for nested model spaces above:

About Daylighting Windows and Holes


There are two types of apertures: daylighting windows and holes. Daylight windows (which include skylights, open doors, etc.) polygons with transmissive materials that allow daylight (solar luminance) into your model. Holes are simply openings in interior walls without any daylight attributes.

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Space Designer
About the Space Designer
The Space Designer enables you to quickly build and add multiple configurations of areas, rooms, and walls to your model.

Ways to Access>>
Designer Tools:

Space Designer:

Space Designer Components:

Area, Room, and Wall creation Wizards Name of current space UPD (Unit Power Density) average for the current area Luminaire tally for the current space

Creating Areas
You can create two-dimensional areas, such as a construction site, building footprint, or campus boundary to contain the other spaces in your project. An MCS is created for each new area by default.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > A rea area

> Create Area > Area >

Steps:
To create an area using the Space Designer: 1. 2. 1. 2. 3. Access the function. Let the Area Wizard guide you! The MCS will be set using the Auto option described below. Access the function. Type a name for the area on the Command Line. Type d to draw a polygonal area, or w to window a rectangular area.

To create an area by drawing or windowing:

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4. 1. 2. 3. 4.

Choose an MCS option. The new area will be displayed. Access the function. Type a name for the area on the Command Line. Type s to select an entity for an area. Choose an MCS option. The new area will be displayed. When you create an area, it becomes and remains the current area, until you create another, or reset the current area in the Project Explorer. When you place instances of architectural objects or luminaires into a model, they are inserted into the 'current' area, regardless of which model space they are placed into. Therefore, it is important to reset the current area when you decide to place objects or luminaires in a different model space. For calculation grids, the Origin relates only to the offset and spacing of calculation points. You can edit an area's square footage in the Property Editor to account for differences between the model as drawn and the actual area you want calculated.

To create an area by selecting an entity:

Notes:

Area creation options:

Window - Click and drag to create a rectangular area of any dimension. Draw - Click freely to create complex or non-orthogonal areas. Select - Select any CAD entity as the boundary of the area. None -

MCS options for areas: Auto - For windowed areas, Origin is set to the bottom left/southwest corner of rectangular area. For drawn and selected areas, Origin is set to the bottom left/southwest corner of areas bounding volume. Yes - Manually define the new MCSs Origin with typed or clicked coordinates. No - Use the WCS (World Coordinate System); no model coordinate system is created.

Creating Rooms
Lumen Designer enables you to create your model's architectural spaces in a few simple steps. Singlesloped, barrel vaulted, L-shaped, gabled, polygonal and other room types can be created quickly and easily using the Room Wizard.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Room room arearoom > Create Area > Room >

Steps:
To create a room using the Space Designer: 1. 2. 1. 2. 3. 4. 5. Access the function. Let the Room Wizard guide you! The MCS will be set using the Auto option described below. Access the function. Type a name for the room on the Command Line. Type d to draw a polygonal room, or w to window a rectangular room. Choose an MCS option. Type a room height.

To create a room by drawing or windowing:

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6. 7. 8.

Type u to value. Type u to value. Type u to value.

use the ceiling reflectance default, or c or r to assign a reflectance color (R,G,B) or use the walls reflectance default, or c or r to assign a reflectance color (R,G,B) or use the floor reflectance default, or c or r to assign a reflectance color (R,G,B) or The new room will be displayed.

To create a room by selecting an entity: 1. 2. 3. 4. 5. 6. 7. 8. Access the function. Type a name for the room on the Command Line. Type s to select an entity for an room. Choose an MCS option. Type a room height. Type u to use the ceiling reflectance default, or c or r to assign a reflectance color (R,G,B) or value. Type u to use the walls reflectance default, or c or r to assign a reflectance color (R,G,B) or value. Type u to use the floor reflectance default, or c or r to assign a reflectance color (R,G,B) or value. The new room will be displayed. When you create a room, it becomes and remains the current room, until you create another room or area, or reset the current area in the Project Explorer. Newly created rooms are automatically added to the current area (but not other rooms).

Notes:

Room creation options: Window - Click and drag to create a rectangular area of any dimension. Draw - Click freely to create complex or non-orthogonal areas. Select - Select any CAD entity as the boundary of the area. None Auto - For windowed areas, Origin is set to the bottom left/southwest corner of rectangular area. For drawn and selected areas, Origin is set to the bottom left/southwest corner of areas bounding volume. Yes - Manually define the new MCSs Origin with typed or clicked coordinates. No - Use the WCS (World Coordinate System); no model coordinate system is created.

MCS options for rooms:

Creating Free-standing Walls


Lumen Designer enables you to create free-standing walls in rooms and areas by either drawing a polyline or selecting an existing background entity. These entities can be extruded up to either a specified height, or a ceiling mesh.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Wall (Wall Wizard) walls

>

(Wall Wizard)

Steps:
To create a wall using the Space Designer: 1. 2. 1. 2. Access the function. Let the Room Wizard guide you! Access the function. Click to select a polyline from which to create the wall.

To create a wall using the Command Line:

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3. 4. 5.

Type u to use the ceiling reflectance default, or c or r to assign a reflectance color (R,G,B) or value. Type u to use the walls reflectance default, or c or r to assign a reflectance color (R,G,B) or value. Type u to use the floor reflectance default, or c or r to assign a reflectance color (R,G,B) or value. Walls added outside of a room must be created using the fixed height method in the Wall Wizard, since there is no ceiling mesh to extrude them up to. Walls created using the Command Line must be created using an existing polyline that lies within a room. These walls will always be extruded to the ceiling mesh; no fixed height option is available. Walls can also be created using the Extrude to Mesh command, although the resulting wall will be placed on the object layer and not the wall layer by default. Walls are created double-sided by default.

Notes:

Converting Meshes to Ceilings, Walls, and Floors


Lumen Designer enables you to select any mesh and convert it to a ceiling, wall or floor object, allowing you to create rooms of any shape. This change allows you to use the luminaire Z-adjustment function, as well as to display the room in the Project Explorer.

Ways to Access>>
Main Menu: Modify > Convert to Ceiling Modify > Convert to Wall Modify > Convert to F loor converttoceiling converttowall converttofloor > (ceiling) > (wall) > (floor)

Command Line: Designer Tools:

Steps:
1. 2. 3. Access the function. Select the mesh you want to convert. Press (ENTER) To check the conversion, reselect the mesh to display its name and layer in the Property Editor.

Notes: Caution: Although converting a mesh to a ceiling, wall or floor changes the name and type of surface, it does not automatically change the mesh's layer. You will need to manually set the layer to ceiling, floor or wall. Tips:
For easier selection of the mesh you want, set your CAD view to a filled style. Don't forget to check the effective reflectances of converted surfaces in the Property Editor. Editing can be done on the Color tab of the Material Manager's Material Editor.

Punching Holes
Holes (openings) can be cut through any polygon or mesh with the Hole Punch function. This enables you to create more realistic models by opening rooms onto other rooms, or exterior areas.

Ways to Access>>
Main Menu: A dd > Hole (with Punch tool) punch

Command Line:

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Line: Designer Tools:

>

Steps:
1. 2. 3. 4. 5. 6. Set your CPlane onto the wall to which you want to add a hole. Access the function. The Command Line will prompt you. Click to select the wall. Using the Right-hand Rule, click points counter-clockwise on the wall to draw the hole. For the last segment, type c to close the aperture polygon. The hole will disappear. Type coordinates to specify the direction to punch from, or press ENTER to accept the default punch from the normal side through the wall.

Notes: Using the Hole Punch is similar to drawing a closed polyline. It is not necessary to manually punch a hole before you add a daylighting window to a wall.

Adding Daylighting Windows


Lumen Designer enables you to add window apertures that transmit the sun's luminance, as well as sky and reflected ground luminances into your model, contributing to its illuminance, and affecting calculations.

Ways to Access>>
Main Menu: A dd > Daylighting Window window

Command Line: Designer Tools:

>

Steps:
1. 2. 3. 4. Access the function. Click the wall or ceiling to which you want to add the window. Click or type coordinates for the vertices of the daylighting window. Right-click or press ENTER to end the function. The wall will remesh around the new window.

Notes: Daylighting windows can only be added to meshes, not polygons. Tips:
If your daylighting window doesn't transmit solar luminance, check the Layer Manager to make certain that the Window layer's default is set to a transmissive material. When you add a daylighting window, the wall (or other surface) will remesh. To avoid visibility problems, you may want to explode so you are only remeshing a single surface, or wait until all interior model work has been completed before adding daylighting windows. It is not necessary to manually punch a hole in a wall or ceiling before adding daylighting windows. Daylighting windows cannot be copied or arrayed at this time; each must be individually created.

Project Explorer
Using the Project Explorer
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Model Spaces

The Project Explorer enables you to view, and manage the areas, luminaires, and objects in your project in the same type of hierarchical structure as you manager folders and files in Window's Explorers. At the top of the Project Explorer window, you will see an entry for your project, followed by the highest level area/s and then nested areas and rooms, including the entities they contain. This structure is called the Project Tree.

Ways to Access>>
Designer Tools:

Project Explorer's Project screen>>

Project Explorer's Layer screen>>

Working with Areas


As you add model spaces, grids and luminaires to your project, you will be building the Project Tree simultaneously. The Project Tree, which is visible in the Project Explorer, displays the hierarchical relationship of project entities to each other. It is important to remain aware of which model space is current when you add new areas, rooms and entities to your project, as that area will become the parent (container) of those entities.

Steps:
To build your project tree: 1. 2. 3. 4. 5. Import any external model geometry you want to use. Create nested areas and rooms using the Space Designer, Command Line, or Add Menu. Add luminaires and calculation grids to your model. Expand and view Project Tree in the Project Explorer. Reparent incorrectly associated entities.

Notes:

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Rooms cannot be created within other rooms. If your current area is a room, and you create a room, it will be placed within the area containing the original room.

When you Zoom Extents, the view will expand to encompass the current area, not your entire model. If you wish to zoom to the extents of your entire model, select the top level area in the Project Explorer, right-click and select Set as Current Area. Then Zoom Extents will display your entire project. Project Explorer's icon and right-click menu options>> For areas and rooms:

Select - Highlight the selected area in the CAD view of your model. Set as Display - Make the selected area, and all areas/rooms contained therein, visible. Set Current - Designate the selected area as active for available functions. Delete - Remove the space and all of the entities contained therein from your model.

For luminaires and calculation grids: Select - Highlight the individual entity in the CAD view of your model. Delete - Remove the individual entity from your model.

Setting the Current Insert and Display Area


The Current, Insert, and Display functions of the Project Explorer enable you to control what is visible and what is selected for editing at the model space level, rather than the layer or entity level, or by selecting in the CAD window. Setting as Display area will make the selected area, and all areas/rooms contained therein, visible.

Ways to Access>>
Project Explorer's Right-click Menu: Designer Tools: Set As Display Set Current

> >

(current display) (current insert)

> (current display and insert)

Steps:
To set the Current or Insert Area: 1. In the Project Tree, click + to expand nested model spaces until you see the area you wish to set. 2. Click to highlight and select the area. 3. To set 1. 2. 3. Click or right-click the area name and click Set as Current on the drop-down menu. the Display Area: In the Project Tree, click + to expand nested model spaces until you see the area you wish to set. Click to highlight and select the area. Click or right-click the area name and click Set as Current on the drop-down menu. To set the area as both Current/insert and Display, click instead.

Notes:
Click refresh the Project Tree.

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Model Spaces

Before adding new model spaces, architectural objects, calculation grids or luminaires into your model, it is important to remember to set the appropriate area as current. You can always check the Project Explorer's Project Tree to see what each area contains, and reparent entities as needed. The current area is denoted by the symbol in the Project Tree. Luminaires in the Project Tree are identified by the coordinates at which they were initially placed.

Editing Layers with the Project Explorer


The Project Explorer's Layer Listing gives you quick access to layer display, selection, property editing and deletion functions.

Ways to Access>>
Designer Tools: >

Steps:
1. 2. 3. In the Project Explorer, click the name of one or multiple layers you want to modify. Click a layer function icon along the right-hand side of the Project Explorer window. The CAD view will change to reflect your layer changes. For layer editing, the Property Editor will refresh with the properties common to the selected layers.

Notes: You can toggle visibility of layers on/off by double-clicking their names in the Layer Listing.
Layer Editor options>>

Edit selected layers - Open an individual layer's properties or, common properties for multiple layers, in the Property Editor, enabling you to make changes to individual fields. Turn ON selected layers - Redisplay layers, making them available for editing. Turn OFF selected layers - Hide layers, making them unavailable for editing. Display ONLY the selected layers - Hide all layers but the one specified. Restore layers to previous state - Like undoing, revert to the state of your layers prior to your last layer command. Delete selected layers - Remove layer names and all associated entities from the project.

Caution: You will be prompted to confirm a layer deletion, but neither restore nor undo will
reverse the deletion.

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Architectural Objects
About Architectural Objects
Architectural objects are CAD entities that represent model structures and furnishings. These entities can block and reflect light, and therefore participate in lighting calculations. They also enhance renderings by giving a more realistic look. Architectural objects can either be created in Lumen Designer, imported from the Object Library, or imported as .DWG or .DXF files.

Steps:
To incorporate an object into your model: 1. 2. 3. 4. Select an object type from the Architectural Object Browser. Add the object to your project's Object Palette. Select the object from the Palette. Add instances of the object into your model.

About Polygons and Meshes


Lumen Designer enables you to create entities whose surfaces participate in calculations. These entities are called polygons. Multiple polygons can be joined to form architectural spaces and objects. These polygons, connected in 3D space are called meshes. Polylines can also be converted into 3D objects by extrusion; these form meshes comprised of polygons.

Notes:
The polygons that comprise a mesh are generally joined at their vertices, however, noncontiguous polygons can be included in meshes as well. Polygons are one-sided by default, meaning that only one surface will reflect light and therefore affect/participate in calculations. In addition, the back/non-participating side of polygons is not visible in culled views or renderings. Therefore, all polygonal surfaces should be oriented correctly prior to calculations or renderings. Meshes redraw and calculate much faster in the CAD window than their individually contained polygons would. The normal direction of polygons are displayed in the Property Editor's Geometry|Normal X,Y and Z fields as directional unit vectors. Each has a value between +/1 and 0; 1 = facing exactly with that axis.

Object Designer
About the Object Designer
The Object Designer enables you to create, search, view, add, remove, and edit architectural objects (structures and furnishings) in your project.

Ways to Access>>
Designer Tools: > Add Object(s)

The Object Designer:

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Notes:
Creating architectural objects:

When you create a polygonal object, it is assigned by default to the Object layer. Similarly, when you extrude from a background entity, the newly created object is assigned to the Object layer, while the original entity remains its original layer. If you want objects that you create to be assigned to a different layer, such as wall or ceiling, switch the default object layer in the Layer Manager prior to creating your objects. After creating an architectural object from a background entity, you can delete the entity if it is no longer needed.

Architectural objects composed of multiple connected polygons are called 'meshes'. Tips:
To create a two-sided 'wall', the material must be the same on both sides. Otherwise you must create back-to-back surfaces to represent the wall.

Architectural Object Browser


Building the Object Palette
The Object Palette contains all of the architectural objects that you have selected from your object library to be available to add to your project. Once you have filled the Object Palette, you can add as many instances of selected objects to your model from it as your design requires.

Ways to Access>>
Main Menu: Designer Tools: A dd > Architectural Object > Add Object to Palette

> Build Object Palette > >

Screen Image>>

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Architectural Objects

Steps:
To add objects to the Object Palette: 1. 2. 3. 4. 5. 6. 7. Access the function. Choose either a local (your computer's hard drive) or shared (network) object library to access from the Library Location drop-down menu. Click + next to the available library object type you wish to add in order to expand the list of available objects. View the image of the object in the Object Preview Window. In the left column, click to select object types that you want to add to the Object Palette. Click the right-pointing horizontal arrow. Alternately, you can just double-click an object in the Object Tree to add it to the Selected Objects list. Click Close. the objects that you added the Selected Object list will now be on your Object palette in the Object Designer. In the Object Designer's Object Palette, click to select the object you want to remove. Click in the Object Designer window. The object will be removed from the Palette.

To remove objects from the Object Palette: 1. 2.

Notes:
You can right-click in any Object Preview Window to access views, viewing functions, and view styles for that window. Unlike luminaires, removing an object from the Object Palette does not remove instances of it from your model. If you want to remove an object from the Selected Object list to avoid putting it on the Object Palette, select it from the list (right pane) and click the left-pointing horizontal arrow.

Viewing and Organizing the Object Library


The Architectural Object Browser enables you to view and add architectural objects in your project.

Ways to Access>>

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Designer Tools: >

Notes: You can right-click in the Object Preview Window to access views, viewing functions, and view
styles for that window.

Exporting to the Object Library


Lumen Designer's export function enables you to build your architectural object library by saving objects that you create or modify in the application.

Ways to Access>>
Main Menu: T ools > Export to Library > Architectural Object

Screen Image>>

Steps:
To export from your project to the Object Library: 1. 2. 3. 4. 5. 6. 7. 8. 9. Select the geometry that you have created or modified. Access the function. Specify the origin of the object, generally 0,0,0. Specify a local (hard disk) or shared (network) library location in which to store your object. If needed, create a new folder in which to store the new object. Name your object. If desired, add a description of the object. Using the dynamic viewing tools in the preview window, zoom to a good size and set the display of your object to an isometric view. Click OK. Your object has been saved to the Object Library.

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Architectural Objects

Notes: Tips:
If you create and export many objects to Lumen Designer's object library, you may want to choose a convention for setting every object's base point and orientation. For example, objects that we have created are oriented so that the user faces the WCS North. For objects hung on or set flush with a wall, they are oriented for the WCS North wall. For non-wall objects, the base point is generally in the center of the object's base. For wall objects, the base point is set where the object will intersect the wall. The basepoint is always set at the Origin (0,0,0) when the object is exported. In the Object Export screen, right-click and use the viewing functions to set the view of your object at a useful angle and view style. Also consider setting a naming convention, such as MostBasicItemName_Style_Dimensions, e.g. Table_Conference_8x15. That way, your items will be grouped in a logical and easy to find manner. Architectural objects are stored in external libraries. Luminaire types are stored in libraries and an external, searchable database . Objects and luminaires must be added to the Object Palette and Luminaire Type Schedule, respectively, in order to become part of your project file.

Placing Objects in a Model


Once you have built your Object Palette and selected an object from it, you may add instances of the object to your current area or room.

Ways to Access>>
Main Menu: Designer Tools: A dd > Architectural Object >

> Add Object(s) > (add)

> (add and orient)

Steps:
To add architectural objects: 1. 2. 3. 4. 5. 6. 1. 2. 3. 4. 5. 6. Access the function. Select an architectural object from your Object Palette. Specify a point at which to place/insert the object. Specify another point at which to place/insert the object. If desired, continue to place additional instance of the object. Press enter or right click to end the command. Access the function. Select an architectural object from your Object Palette. Specify a point at which to place/insert the object. An aiming line will stay attached to the CAD cursor. Specify a direction in which to face the object. If desired, continue to place additional instance of the object. Press enter or right click to end the command.

To add architectural objects with orientation:

Creating Polygonal Surfaces


Lumen Designer enables you to create entities with surfaces that participate in calculations. These entities are called polygons. Multiple polygons can be joined to form meshes that comprise architectural structures and objects.

Ways to Access>>
Main Menu: Command Line: A dd > Polygon polygon 3dface

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Designer Tools: >

Steps:
To create a polygon: 1. 2. 3. 4. 5. 1. 2. Access the function. Specify the start point. Specify a next point. If desired, type c to close the first and last points to form a closed polygon. To undo the last segment, type u. Right-click in the CAD view, or press ENTER to end the entity. Select the polyline you want to convert. Access the polygon function. The polyline will be converted into a closed, polygonal surface. The order in which you draw your polygons determines which side is active and will participate in calculations. Use the Right-hand Rule to create a surface whose front faces you by specifying vertices in a counter-clockwise direction. The non-participating, back side of polygons will be displayed either as invisible or the inverse color of the active side, depending on your CAD view style. By default, polygonal surfaces are one-sided. This can be changed in the Property Editor, but it will slow your computer processing speed. Polylines can be converted into polygons. Polygons can be converted into meshes.

To convert a polyline to a polygon:

Notes:

Extruding Entities as Meshes


Extruding a polyline enables you to create a 3D object from the shape of a 2D entity. Unlike extruding a capped mesh, extruding a polyline will not close or 'cap' the ends of your newly created object.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Extruded Surface extrude

>

Steps:
To extrude a polygon or background entity vertically to a certain height: 1. 2. 1. 2. 3. 4. 5. Access the function. Specify a height to which you want to extrude. Access the function. Select the object to extrude. Type p to specify a path along which to extrude. Specify a start point for the extrusion path. Specify an end point for the path. The points you specify for an extrusion path determine the objects height and the angle at which it is extruded. Access the function. Select the object to extrude. Type p to specify a path along which to extrude.

To extrude a polygon or background entity along a path:

To extrude a polygon or background entity along a path using an object: 1. 2. 3.

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4. 5.

Type o to extrude using the path of an existing object or entity. Click the object or entity in the CAD window The object you select for an extrusion path determines the length and path of the extrusion. The default setting is 36 surfaces. You can extrude polygons and background entities, such as polylines and arcs. When you extrude these entities, you create architectural objects which participate in calculations. On the CAD tab in Application Settings, Surftab1 defines the number of segments the extruded mesh will contain. To see the difference between an extruded polyline and a polyline extruded as a capped mesh, switch to the filled with outlines view style. You will see that the ends of the extrusion are closed. When extruding using a path, remember to specify a positive Z value for your second point. Otherwise, your object will appear 3D, but only exist on the 2D CPlane.

Notes: Tips:

Extruding Entities as Capped Meshes


Extruding a polyline as a capped mesh enables you to create a 3D, 'solid-like' object from the shape of a 2D entity. Unlike simply extruding a polyline, extruding a polyline as a capped mesh will close or 'cap' the ends of your newly created object. From the exterior, these capped meshes have the appearance of solid objects.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Ex truded Solid extrudewithcaps

>

Steps:
To extrude a polyline vertically to a certain height: 1. 2. 3. 1. 2. 3. 4. 5. Access the function. Select the objects you want to extrude. Specify a height to which you want to extrude. Access the function. Select the objects you want to extrude. Type p to specify a path along which to extrude. Specify a start point for the extrusion path. Specify an end point for the path. The points you specify for an extrusion path determine the objects height and the angle at which it is extruded. Access the function.

To extrude a polyline along a path:

To extrude a polyline along a path using object: 1. 2.

Notes: Tips:
To see the difference between an extruded polyline and a polyline extruded as a capped mesh, switch to the filled with outlines view style. You will see that the ends of the extrusion are closed. When extruding using a path, remember to specify a positive Z value for your second point. Otherwise, your object will appear 3D, but only exist on the 2D CPlane. You can extrude polygons and background entities, such as polylines and arcs. When you extrude these entities, you create architectural objects which participate in calculations.

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Extruding Entities to Surfaces


The Extrude to Mesh function lets you use any surface as the extents of an extruded entity. For example, you can extrude columns flush with a sloped or vaulted ceiling, or you can extend a horizontal object to meet a curved or undulating wall.

Ways to Access>>
Main Menu: Command Line: Designer Tools: Modify > extrudetomesh

>

Steps:
1. 2. 3. 4. 5. Access the function. Select the polygon or background entity you want to extrude. Select the mesh you want to use as the end or your extrusion. To define the direction of the extrusion, type coordinates or click to specify point on the entity to extrude to the mesh. Specify point on the mesh to which the previously selected entity point will be extruded The entity's shape will be extruded to the mesh, forming a new mesh.

Notes: The easiest way to specify connection points between the entity and the mesh is to use OSnaps
on each.

Revolving Polylines
Revolving a polyline enables you to spin a 2D entity around an axis to form a 3D architectural object. You can also control the smoothness of the resulting mesh by specifying how many surfaces are created.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Revolved Surface revolve revsurf tabsurf >

Ways to Access>> (to specify number of surfaces)


Command Line: surftab1 setu surftab2 setv

Steps:
To revolve around a user-defined axis: 1. 2. 3. Select the entity you want to revolve. Access the function. Specify a start point for the axis on which the entity will revolve, or type coordinates to specify the start point. If you want to face the front of the revolved object, specify your axis according to the Right-hand Rule (counter-clockwise). Specify second point for the axis of revolution, or type coordinates to specify the second point. Specify a counter-clockwise rotation angle (0 - 360). This determines how far the entity will be revolved around the axis. The revolved object will be created.

4. 5.

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To revolve around an axis parallel to the X (or Y) axis: 1. 2. 3. 4. 5. Select the entity you want to revolve. Access the function. Type x (or y ) to specify the axis you want your rotation axis to parallel. Click or type coordinates to specify the location (translation point) of your axis. Specify a counter-clockwise rotation angle (0 - 360). This determines how far the entity will be revolved around the axis. The revolved object will be created. Select the entity you want to revolve. Access the function. Type o to specify that you want revolve around an object or entity. Select the arc, line or polyline around which to revolve. Specify a counter-clockwise rotation angle (0 - 360). This determines how far the entity will be extended around the axis. The revolved object will be created. On the Command Line, type surftab1 (or surftab2). The current default value for number of surfaces will appear between < >. Type a new value. The value you enter will become the default for extruded/revolved entities until you change the surftab number again. You can only revolve polylines and arcs (not polygons). When you revolve these background elements, you create architectural objects comprised of meshes which participate in calculations. The axis around which an entity is revolved is defined by two endpoints.

To revolve around another object or entity: 1. 2. 3. 4. 5.

To specify the default number of surfaces on a revolved surface: 1. 2.

Notes:

On the CAD tab in Application Settings, Surftab1 and Surftab2 define two defaults for the number of segments the extruded mesh will contain. Their default settings are 36 and 10 surfaces, respectively. Axis options for Revolve>>

Object -Select any CAD entity around which to revolve. X axis - Specify a point at which an axis will be created parallel to the X axis. Y axis - Specify a point at which an axis will be created parallel to the Y axis.

Tips:
Use revolve to create spheres and other symmetrical 3D shapes.

Creating Group Objects


Lumen Designer enables you to combine multiple entities or objects into a single object. These resulting group objects can then be moved and modified more easily and consistently than their individual components.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Architectural Object > Create Group Object group

>

Steps:
1. 2. 3. 4. Select the objects you want to group. Access the function. Specify a base point or displacement which will serve as the reference point/grip when placing the object. Type a name for the group object. The grouped objects will now act as a single entity.

Notes:
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Group objects can include multiple entities which reside on different layers and have disparate properties. 'Group object' is an entity type with unique properties.

Reorienting Surfaces
Use Orient to make entity or object surfaces active by flipping them so their front or 'normal' sides participate in calculations. These surfaces can be flipped toward a specified point, in a certain direction, in reverse, or to follow the orientation of an adjacent polygon (Propagate). Active surfaces are those which participate in calculations.

Ways to Access>>
Main Menu: Command Line: Designer Tools: Modify > Orient orient

>

Steps:
To Orient a surface toward or from a point: 1. 2. 3. 4. 5. Select the object, mesh or polygon you wish to reorient. Access the function. Type p to select the Point orientation method. Click or type coordinates to specify a point toward which to orient surfaces. Type t (or a ) to orient the surfaces toward (or away) from the point. The surfaces will be reoriented. Select the object, mesh or polygon you wish to reorient. Access the function. Type d to select the Direction orientation method. Specify direction for orienting surfaces in X,Y,Z or -X,-Y,-Z format. The surfaces will be reoriented. Select the object, mesh or polygon you wish to reorient. Access the function. Type r to select the Reverse orientation method. The surfaces will be reoriented. Select the mesh or polygon you wish to reorient. Access the function. Type pgp (or pgm) to select the Propagate polygon (or mesh) orientation method. The surfaces will be reoriented. If you do not select anything prior to accessing Orient, the Command Line will prompt you to specify either an object or the entire model for reorientation.

To Orient a surface in a direction: 1. 2. 3. 4.

To Orient an surface in reverse: 1. 2. 3. 1. 2. 3.

To Orient a polygon (or mesh) by propagating:

Notes:

Orient options>>

Point - Orient surfaces toward a single coordinate in 3D space (defaults to CPlane if clicked in CAD Window). Direction - Orient surfaces in the same bearing. Reverse - Flip surfaces. Polygon - Orient contiguous polygons in the direction of the selected polygon. Mesh - Orient an entire mesh in the direction of the included polygon you select. Tolerance - Set a minimum size for determining the polygons to be oriented. This is useful if your object contains a percentage of surfaces which are of negligible visual impact.

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Architectural Objects

Converting Polylines to Polygons


Lumen Designer enables you to quickly form polygonal surfaces from polylines. This is especially helpful in converting imported CAD files into useful architectural objects and model spaces.

Ways to Access>>
Main Menu: Command Line: Designer Tools: > A dd > Polygon polygon 3dface

Steps:
To convert a polyline to a polygon: 1. 2. Select the polyline you want to convert. Access the polygon function. The polyline will be converted into a closed, polygonal surface. The original polyline will remain after the polygon has been created. You may want to delete it to simplify your model.

Notes:

Converting Polygons to Meshes


After exploding blocks and meshes into polygons for individual surface reorientation or modification, the convert polygon to mesh function enables you to reassemble the polygons into a mesh for easier manipulation and faster calculations; they act as a single object, rather than disassociated entities.

Ways to Access>>
Main Menu: Modify > Convert Polygons to Mesh polygons2mesh p2m >

Command Line: Designer Tools:

Steps:
1. 2. Select all of the polygons you wish to include in the mesh. Access the function. The mesh will be created. This can be verified by selecting it and viewing the name in the Property Editor. The polygons that comprise a mesh are generally joined at their vertices, however, noncontiguous polygons can form meshes as well.

Notes:

Using .DXF and .DWG Objects


To import external architectural objects into Lumen Designer more cleanly, prepare them in AutoCAD first.

Steps:
In AutoCAD, or other CAD programs that can generate .DXF/.DWG files: 1. 2. 3. In AutoCAD, select all objects you want to import in to Lumen Designer. Explode and repeat as necessary to reduce all blocks to either a 3D face, polyface mesh, or mesh. For solids, see Working with AutoCAD Solids Check the scale of your objects.

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4. 5.

Remove all unnecessary information included with the objects, such as excess surfaces. Check the layer organization of the objects; create new, or rename layers. Reorganize objects on different layers as needed. You may want to reference your current layer naming in Lumen Designer. 6. Delete empty layers. 7. Edit layer colors to represent the materials you eventually want to attribute to each object. A default diffuse material of the color you choose will be attributed to each object on the layer when it is imported. 8. Check to ensure that object colors are set to 'bylayer'. 9. Move and rotate object geometry such that it has a logical Origin (X,Y,Z=0,0,0) and is oriented facing 0 (north). For wall and ceiling hanging objects, specify a different logical Origin, for example, you may want to set the Origin for framed pictures at Z = 6'. 10. If needed, use OSnaps to draw a construction line to create a logical insertion point (where it will be placed, eg. floor or wall). 11. Delete the background entity created (construction line). 12. Save as a new .DXF or .DWG file. In Lumen Designer: 1. 2. 3. 4. 5. 6. 7. 8. 9. Follow the steps for Importing .DXF and .DWG files. Select your objects and check for objects imported as group objects. Explode any of these group objects. Click on the View Styles Toolbar to check the surface orientation of your imported objects. Reorient any remaining backwards surfaces. Check and fix any layer inconsistencies. Build your Material Palette based on the colors assigned to various layers. Assign materials to the surfaces of your objects. These layers will appear after calculations when you render your model. Follow steps for Exporting Objects to the Library.

Tips: When renaming layers for import, envision your desired Lumen Designer layer structure and
adopt a naming convention accordingly.

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Materials
About Materials
Materials and Radiosity: Materials are used to add realism to a finished image if it is rendered using a high-quality rendering method. Radiosity assumes an average value for the color of all surfaces constructed from such materials, and this average value will be used (together with the diffuse reflectance) to calculate the secondary radiosity of patches, during the radiosity simulation. Material Type Properties:

Color - used to define the color of a surface at any point in space. It may be as simple as a plain color which specifies all parts of the surface to have a uniform color, or it may define complex surface patterns, such as marble or wood. Every surface must have a color source associated with it, and for a given surface its color source will only be called for those pixels (if any) at which the surface is known to be visible. Reflectance - the behavior of a surface in the presence of light is represented by a reflectance model which defines how much light is reflected by the surface towards the viewer. Thus, the result is dependent upon both the material properties of the surface and the lighting environment that illuminates the surface. Unlike the color sources which specify the pure color of a surface and are therefore independent of any light sources, reflectance models must account for each light source in calculating their results. Reflectance types may be thought of as defining a surfaces 'finish, and are used to model reflectance properties such as matte, metal and plastic. Transparency - used to define how transparent or opaque a surface is, and thus how much light is able to pass through it. It is important to realize that the Material Manager supports two subtly different conceptions of transparency. The first related to the concept of coveragefor example, it is possible to see through a sieve, or a fine wire mesh. This fine wire mesh may be thought of as being 50% transparent, in the sense that half the light hitting it travels through and half is reflected. It is important to realize, however, that, if the mesh were made of bright green wires, the mesh would be visibly green, but any light passing through the mesh would be simply occluded by the wires, and not tinted green in any way. On the other hand, the second way of thinking of transparency could perhaps more properly be referred to as translucency. For example, a colored piece of glass could reflect half of the light incident on it, and let half throughbut the light transmitted through the glass would also be colored by the glass. A red piece of glass would not only appear red, but light passing through it would be tinted red. In this case, the 'transparent object is acting as a filter. Since the rendering engine is capable of accounting for both of these effects, it is important to understand which effect a given transparency type is modelling. This should be clear from the parameter names provided by the typesrather than specify a simple transparency (or alpha value as it is sometimes known in other renderers), you are asked to supply either an R,G,B (Red,Green,Blue) color value. Transparency types range from a simple, plain, uniform transparency to more complex, regular or irregular, eroded patterns that would be difficult to represent using modelling techniques. Displacement - small surface perturbations can be supported by means of displacements. Typically, displacements will give an otherwise smooth surface an irregular or indented appearance by modifying the surface normal vector which is used in subsequent shading calculations. Displacements are used to represent features that would be difficult, impossible or inefficient if conventional modelling techniques were used. For example, rough, metal castings and the regular indentations produced by pressed sheet metal can be simulated. Texture - different from other material types in that the contribution that they make to the final intensity of pixels is less obvious. Their effect upon perceived pixel intensities is indirect rather than direct, since they serve to modify the environment within which color source, reflectance model, transparency source, and displacements operate. The latter four texture types may opt to perform their calculations based upon a two-dimensional coordinate system known as texture space. It is this coordinate system which is defined by a texture space. Textures are used to'wrap the effects of texture types around surfaces in predefined ways. Planar, cylindrical and spherical mappings are all supported.

Assigning Surface Reflectances


As every object reflects some portion of the light that strikes it, assigning accurate reflectance values to the surfaces of objects and model spaces is critical in calculating accurate light values in your project. Lumen Designer enables you to do this through the Room and Wall Wizards, and the Material Editor.

Ways to Access>> (Assign to a model space)

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Main Menu: Command Line: Designer Tools:

A dd > Room > A dd > Wall > room arearoom walls > Create Area > Room > >

Main Menu: Toolbar:

View > Material Manager

Ways to Access>> (Edit for any surface) Main Menu: Toolbar: View > Material Manager > Material Editor > Color tab > Material Editor > Color tab

Steps:
To assign model space surface reflectances and colors: 1. 2. 3. 4. Access the function while working through a wizard. Click Default or Assign. If you click assign, and want to change surface colors, click the gray box next to the reflectance field. The Color Editor will appear. Click one of the 48 Basic color boxes, a Custom color you have previously defined, or click and drag your cursor in the color spectrum pane on the right side of the Color Editor. The color will appear and change in the Colors|Solid preview pane below the color spectrum pane as you move the cursor. Release the mouse button when you are satisfied with the hue. You can also set exact colors by typing values between 0 and 255 in the Red, Blue and Green fields below the Luminosity (brightness) slider. Adjust the luminosity of the hue using the slider to the right of the color spectrum pane. Click OK. The Color Editor will close. The reflectance will be set by the color you chose Type in the field to edit the reflectance, or click Next to accept the value and continue in the wizard. Access the function. Follow steps 4 -6 above.

5.

6. 7. 8.

To edit entity surface reflectances and colors: 1. 2.

Notes:
In the Room and Wall Wizards, assigned reflectances affect only the individual mesh being created; they do not change reflectances for the ceiling, wall or floor layers. Effective reflectance for a selected surface is displayed in the Property Editor's Calculations|Eff. Reflectance field. It is, however, read only.

Default room reflectances:

Ceiling 0.8 Walls 0.5 Floor 0.3

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Tips:
If you build a room using the Command Line, and want to assign non-default reflectances and colors, you will need to know and enter the R,G,B (Red,Blue and Green) values in the format xxx|xxx|xxx, e.g. 255|156|35.

Material Manager
About the Material Manager
Lumen Designer's Material Manager enables you to select from, preview, and modify a large set of material types. You can then apply any of these materials to the surfaces of your rooms and architectural objects for more accurate and realistic calculations and renderings. In addition, you can create new and custom materials to meet your specific needs. The Material Manager is comprised of the Material Archive Browser, Material Palette, Material Viewer, and Material Editor.

Ways to Access>>
Main Menu: Toolbar: View > Material Manager

Screen Images>
Material Manager:

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Using the Material Archive Browser


The Material Archive Browser is a material folder and file explorer. You can use it to organize your materials by convenient criteria, such as type or project. If you work with many custom sets of materials, you can quickly create and save them as archives. Material Archives can built into project templates in the same way that material palettes are.

Ways to Access>>
Main Menu: Toolbar: View > Material Manager

Material Archive Browser:

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Steps:
To add an archived material to your Material Palette: 1. 2. 3. 4. 5. Access the function. Click + to expand folders until you see your desired material. Click the material to select it. A preview will appear in the Material Viewer. Click and drag the material icon onto the Material Palette (the pane to the right). Release the mouse button to drop and add the material to your current project's palette. New material archive files are created in a proprietary archive format, with .LWA extension. To preview a material, click on it to select it. Then click Render. If Update Rendering On is toggled, the Material Viewer will refresh automatically after any change. Advanced materials will not appear in the Material Archive Browser without LTI's Advanced Rendering Plug-in.

Notes:

Material Archive Browser Components>>

New - add and define a new material. Cut - move a material to the clipboard for pasting. elsewhere. Copy - make a duplicate of a material on the clipboard for pasting elsewhere. Paste - move a copy of a material from the clipboard onto the Material Palette. Delete - remove a material from the Material Palette. doesn't delete them from the Material Archive. Interrupt - stop a material rendering. Update Render - refresh the Material Viewer after a change has been made to a material. Update Rendering On - refreshes the Material Viewer automatically each time a material is modified. Create Archive - open a new directory in which to save material folders and materials. After creating an archive, you can simply click and drag materials from the Material Palette into your new archive folder. Open Archive - open an existing material folder/file from your local hard drive or network drive. Close Archive - close an archive folder and remove it from the Material Archive Browser. Save Archive - save changes you archived materials or the archived set of materials. Deleting materials from the palette

Standard Render - update the Material Viewer with a visualization of a material.

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Tips:

Save Current Entity to Archive Import Archive - bring external material folders/files into your Material Archive Browser. Tree View - toggle between a hierarchical (tree) view and single-level view of folders/files. Up One Level - display the next folder/file level when in single-level folder/file view. LightWorks Web Site - connect, when online, to the web site of LTI's partner, LightWorks.

Saved Archives must be reopened manually in the Material Archive Browser, unless they are saved as part of a project or project template.

Building the Material Palette


The Material Palette contains all of the materials that you have created or selected from the Material Archive to be available to add to your project. Once you have filled the Material Palette, you can add as many materials to surfaces from it as your design requires.

Ways to Access>>
Main Menu: Toolbar: View > Material Manager

Material Palette:

Steps:
To build your Material Palette: 1. 2. Click and drag the material icons from the Material Archive (the pane to the left of the palette) onto the Material Palette. Release the mouse button to drop and add the material to your current project's palette. You can click on any material already on the Material Palette to edit it in the Material Editor. The default Material Palette includes gray materials at .05 diffusion intervals.

Notes:

Viewing Materials
The Material Viewer displays the material you have selected and rendered on the surface of a sphere. You can preview materials here before adding them to your Material Palette, or placing them on surfaces in your design.

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Ways to Access>>
Main Menu: Toolbar: View > Material Manager

Material Viewer: This pane visually depicts the material and updates the rendering to reflect changes made in the Material Editor.

Notes:
Material Viewer modes: Right-click in the viewing pane for these options.

Material - display the material against a checkerboard backdrop. Sphere - display the material over a 3D curved form. Cube - display the material on a 3D squared form. Cylinder - display the material over 3D tubular form. Plane - display the material on a flat 2D surface.

Editing Materials
Materials are categorized into classes defined for specific purposes. Material properties are also separated into types defining general characteristics.

Ways to Access>>
Main Menu: Toolbar: View > Material Manager

Screen Image>>
Material Editor:

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Notes:
Dielectric vs 'regular' glass material settings can adversely affect daylighting results. The default scale for most materials has been set to '1'. Other factors have been set to standard/logical values, depending on the material type. These units will convert when units are changed from Imperial/Customary to Metric. Bonding - material 'wrapping' characteristics. Ambient Factor - controls the luminosity of materials in hybrid renderings.

Material Editor components: Name/Scale wheel>>

Name - Edit material names here, or add a material name for a new material you are creating. The material name can also be renamed by right-clicking on the material icon in the palette to access Rename on the menu. (right -click select all?) Effective Reflectance - the incident light on a material, consisting of the red, blue, and green component's reflectance values. Materials reflect light based on these components. Scale Wheel - Controls the size of visible patterns or textures in a material.

When you first open a material on your palette, the default scale is 1. Turning the wheel will change the scale by a magnification of the number shown in the scale box. When you close a material, the scale at which you last viewed it will be saved for that material. The Material Scale Wheel is deactivated for materials that have no scalable features, such as smooth glass or vinyl. These materials look the same at any magnification.

Color>> Colors include simple patterns such as checker and grid, natural materials including a variety of realistic stones and woods and artificial patterns such as brick-work or roof tiles. Alternatively, you can use any third party images.

Reflectance>> Reflectance controls the way in which light interacts with the material. Types include simple matte, phong, metal, or plastic reflectances, plus a wide range of physically accurate materials modelling diffuse and specular reflectance, refractance, Fresnel filtering, and anisotropic reflectance, which produce effects such as mirror, glass and metallic surfaces.

Matte - produces a dull, matte effect, with no specular highlights (i.e.,. there is no specular component to the reflectivity, only diffuse and ambient). Metal - produces an effect similar to a bare metallic surface. There is no diffuse component to the reflectivity, and there is also a roughness argument which can be used to specify the finish of the metal, as with "plastic". Highlights are rendered in the same colour as the rest of the metal

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surface, only brighter. It is worth noting that the "metal" reflectance shader models the reflectivity of bare metal; painted metal surfaces would look better rendered using either "matte", "phong" or "plastic", depending on the exact characteristics of the paint used.

Phong - provides both a diffuse and a specular component to the reflectivity, the relative weights of which can be altered by setting the appropriate shader arguments. Control over the highlights produced is given by the "exponent" argument (which controls the sharpness of the highlight the greater this number, the smaller and sharper the highlight) and the "specular colour" argument, which enables the colour which the highlight is painted to be specified. Do not be confused by the fact that this reflectance shader type has the same name as one of the rendering methodsit is not the case that they should necessarily be used together. Remember that the reflectance shader specifies how the shading calculation should be carried out, whereas the rendering method really just specifies how often that calculation should be performed.

Plastic - produces an effect similar to that produced by many types of plastic. As with the "phong" shader, there is both a diffuse and a specular component to the reflectivity, the relative weights of which can be altered. The sharpness of the highlights produced is however specified in a different way, via the "roughness" argument. This produces sharper, better defined highlights with lower values, rather than higher. This provides a reasonably intuitive method to specify the finish of the material. Transparency>> Transparency can be defined procedurally to give plain translucency, grids or eroded effects, or alternatively use an image file for more complex patterns of transparency or translucency. Displacement>> Displacement defines surface roughness or undulations using both image based bump maps and procedural effects such as dimples or casting. Texture>> Textures are a little different from other classes, since the contribution that they make to the final intensity of pixels is less obvious. Their effect upon perceived pixel intensities is indirect rather than direct, since they serve to modify the environment within which color source, reflectance model, transparency source and displacements operate. These latter four classes may opt to perform their calculations based upon a two-dimensional coordinate system known as texture space, and it is this coordinate system which is defined by a texture space type. Textures are used to wrap the effects of other classes around surfaces in predefined ways. Wrapped and solid patterns: The Material Archive includes both wrapped, 2D patterns, such as brickwork or floorboards, and solid patterns such as woods and stones where patterns are described in 3D space. The way in which a wrapped pattern is applied to a 3D surface is controlled by a concept known as texture space. Procedural and image patterns Materials can either be image based where patterns are defined by bitmap images, or procedural where patterns are defined algorithmically and controlled by relevant parameters. Image based materials can easily exhibit tiling when patterns are repeated across a surface, can lose definition when viewed close up, and can consume large amounts of memory. Procedural materials do not exhibit tiling, are more memory efficient, and offer more flexibility for the end user.

Tips:
Maximize the Material Manager window so you can see all of its components without using scroll bars. For luminous materials, set a high Ambient Factor value on the Reflectance tab. This will make the material 'glow' in hybrid renderings.

Applying Materials to Object Surfaces


Objects and surfaces may come into your model with pre-defined materials, or simply diffuse, default materials. The Material Manager gives you access to an archive of ready-made materials, as well as the tools to create your own custom materials, enabling you to specify and apply materials to any object surface in your model.

Steps:
To apply materials to types of objects via the Layer Manager:

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1. 2. 3. 4. 5.

Click or got to View > Layer Manager to open the Layer Manager. Click on the field next to Layer Material. The material drop-down menu arrow will appear. Click the arrow to open the material drop-down menu. Move down the list and click the material you wish to apply to your entire layer. Click Ok . When you add luminaires, calculate and render your design, you will see the material you have applied for every entity on the specified layer which has its material set to 'bylayer'. Select the object (that has been added to your model from the Object Palette) to which you want to add a material. Click , or click Modify > Explode to explode the object. The object will be reduced to its individual meshes and polygons. Click to select the mesh or polygon you wish to modify. In the Property Editor, click on the Material field. Click the arrow to open the material drop-down menu. Move down the list and click the material you wish to apply to your surface. When you add luminaires, calculate and render your design, you will see the material you have applied.

To apply materials to individual objects or their component meshes or polygons: 1. 2. 3. 4. 5. 6.

Notes:

You can pick Bylayer as the material type to specify that the entity inherit its material from the layer on which it resides.

Materials can only be added to polygons, meshes and architectural objects; they cannot be added to background entities. Materials are visible only on the active (front/normal) side of an object, unless the surface is twosided. Non-material related colors applied to entities are visible while working in the different view styles, whereas materials are visible only in renderings.

Tips: To create a two-sided surface, such as a wall, the material must be the same on both sides.
Otherwise you must create back-to-back surfaces to represent the wall.

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Luminaires
About Luminaires
Luminaires are the lighting fixtures you will build into your design project in order to do lighting calculations and analysis. Lumen Designer gives you a comprehensive and flexible way to compare, contrast, and choose the right luminaires from the product lines of over 50 top manufacturers.

Steps:
To incorporate a luminaire into your model: 1. 2. 3. 4. 5. 6. 7. Select a luminaire type from the variety of methods provided. Add the luminaire to your project's Luminaire Type Schedule. Assign properties to the luminaire type. Select the luminaire from the Luminaire Type Schedule drop-down menu. Set the luminaire placement method. Add instances of the luminaire into your model. Aim the luminaires, if necessary.

Luminaire Center
About the Luminaire Center
The Luminaire Center enables you to build, view and edit your Luminaire Type Schedule and luminaire types, and then add individual luminaires from the schedule to your model.

Ways to Access>>
Designer Tools: > > Add Luminaire Type

Luminaire Center:

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Building the Luminaire Type Schedule


About Building the Luminaire Type Schedule
The Luminaire Type Schedule is the list of Luminaire Types that you have selected to be available to add to your model. You can build the schedule in one of four ways:

searching on the eLumit.com web site Once you have built the Luminaire Type Schedule for your project, you can add as many luminaires to your model from it as your model requires.

accessing external photometric files (stored or Inte rnet) searching by manufacturer and product line searching by luminaire specifics

Building the Schedule with Photometric Files


You can add luminaire types to your Luminaire Type Schedule by opening external photometric files. If the luminaire that you want to use is not included in the LTI Product Library, you can usually find and download it from a luminaire database on the manufacturer's web site. Alternately, you can have the manufacturer send you an electronic copy of the photometric file. Photometric files essentially contain information on the light distribution of a luminaire.

Ways to Access>>
Main Menu: Designer Tools: A dd > Luminaire > Add Type to Schedule

> Build Schedule > External Photometry >

Steps:
To build the Luminaire Type Schedule using photometric files: 1. 2. 3. 4. 5. 6. 7. 8. Access the function. Two screens will appear. In the External Photometry File Browser, specify the file type and double-click folders to browse for your file. When you locate the file you want to open, double-click on the file name, or click to select it and click Open. Preview the file data in the External Photometry File Viewer. For more detailed information, click Product Information. To determine how many of the luminaire type you will need to achieve a desired illuminance value in your model, click Estimate Quantity . When done, click Close . Back in the file viewer, click Add to Project, or click Browse to return to the External Photometry File Browser to select a different file. Specify luminaire type details on the Luminaire Property Assignment screen.

Notes:
Photometric file preview>> When you choose an external photometric file, you are offered a chance to preview the file before adding it to your project. This is helpful when the name of the file may not clearly indicate which luminaire it contains information for.

File Name - Shows the complete file path. Luminaire Number - Specify the luminaire you wish to preview when the external file contains more than one luminaire's data. Some file formats, including .IES, may contain more than one entry. If the file you have chosen only contains one set of data, this field will be inactive.

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Preview Window - Lists the header and contained data of the file. Often, the header information in the file may include specific descriptions that can help you decipher the luminaire for which this data was created. Polar Candela Plot - Displays a graphic of the photometric candela distribution of the selected luminaire. Max Cd - Indicates the maximum candela output value of the luminaire in your model.

Importable file types>> IESNA (*.IES) - North American standard EULUMDAT (*.LDT. *.ELX, *. EUL) - European standard CIBSE (*.TM4, *.CIB) CIE (*.CIE) LTL (*.LTL) Lighting organization web sites:

Tips:

IESNA - www.iesna.org CIBSE - www.cibse.org IALD - www.iald.org CIE - www.cie.co.at VIA-LIGHT - www.via-internet.com Many companies compile a selection of .IES files from manufacturers and locate them, organized by lighting manufacturer, on their server so all design staff can access them.

Building the Schedule by Manufacturer


Lumen Designer comes with an industry-wide product library containing numerous luminaire manufacturers and their product lines. This library may be searched by those criteria to find the luminaire best suited for your project.

Ways to Access>>
Main Menu: Designer Tools:

> Build Schedule > Database Search > Manufacturer > > Manufacturer

Screen Image>>

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Steps :
1. 2. 3. 4. 5. 6. 7. 8. Access the function. Click Manufacturer under Search Type. Click to select the manufacturer whose luminaire you wish to use. Click on the product line you need. The luminaires will appear in the Search Results pane, listed by catalogue number. Click on the luminaire type you want to preview. Information on the luminaire will appear at the bottom of the screen. To see detailed photometric data, click Product Information . When done, click Close . To determine how many of the luminaire type you will need to achieve a target illuminance level in your model, click Estimate Quantity . When done, click Close . Back in the Criteria Search screen, if you are satisfied with this luminaire type, click Add to Project to add it to your Luminaire Type Schedule. The Luminaire Type Property Assignment screen will open. Specify luminaire type details on the Luminaire Property Assignment screen. Gray icons in the luminaire Search Results pane denote that the luminaire type does not include photometric data, and therefore cannot participate in calculations.

9.

Notes:

Building the Schedule by Search Criteria


Lumen Designer comes with an industry-wide Product Library containing numerous luminaire manufacturers and their product lines. You may specify basic information regarding the luminaire and applications for which you want to search, including the distribution, source type, number of lamps, lamp wattage, mounting, and product type. Not all products in the database include this information. You may use as few criteria or as many as you wish to perform your search. The more criteria you use, the narrower the search results will be.

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Ways to Access>>
Main Menu: Designer Tools: > Build Schedule > Database Search > Advanced > > Advanced

Screen Image>>

Steps:
1. 2. 3. 4. Access the function. Click Advanced under Search Type. Specify the number of lamps you desire in the luminaire. To search on a lamp wattage, first specify the range qualifier (=, <, >, <=, >=), then specify the Wattage in the corresponding cell. Any stage at which luminaires meet your criteria, a list of qualifying fixtures will appear in the Results list on the right side of the screen. Click the drop-down menu under Source Type, and select the type of lamp you want to use. Continue to narrow your search criteria by selecting from the drop-down menus and Indoor/Outdoor toggle. Select the individual luminaire type you want to add to your Luminaire Type Schedule. A product description and polar candela plot will appear. To see detailed photometric data, click Product Information . When done, click Close . To determine how many of the luminaire type you will need to achieve a target illuminance level in your model, click Estimate Quantity . When done, click Close .

5. 6. 7. 8. 9.

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10. Back in the Criteria Search screen, if you are satisfied with this luminaire type, click Add to Project to add it to your Luminaire Type Schedule. The Luminaire Type Property Assignment screen will open. 11. Specify luminaire type details on the Luminaire Property Assignment screen.

Notes:
Advanced search criteria may not apply to all luminaires. Not all manufacturers supplied information on their product lines. Gray icons in the luminaire Search Results pane denote that the luminaire type does not include photometric data, and therefore cannot participate in calculations.

Search screen components: Available search criteria>>

Tips:

Number of Lamps - Specify the quantity of lamps in the luminaire. Lamp Wattage - Set parameters for energy consumption (per lamp) of each lamp in the luminaire. Source Type - Choose a lamp category. Indoor/Outdoor - Toggle the environment in which the luminaire will be placed. Distribution - Specify how the luminaire's light will be cast. Mounting - Select the method by which the luminaire will be attached.

Product Type - Choose a functional category and sub-category from which to search. Luminaire information displayed>> Selected Product - Displays information provided by manufacturer, including the catalogue number and description. Polar Candela Plot - Displays a graphic of the selected luminaire's photometric candela distribution. Max Cd. - Indicates the maximum candela value of the luminaire.

If your criteria isn't generating enough results, relax it by changing one or more search fields to <any>. Conversely, if you are getting too many luminaires to choose from, make your criteria more specific.

Building the Schedule Using the Web


Lighting Technologies has partnered with luminaire specifier web sites to provide you with convenient access to the most up-to-date photometric files on the Internet.

Ways to Access>>
Designer Tools: Web > Build Schedule > Database Search >

>

> Web

Steps:
1. 2. 3. 4. 5. 6. 7. 8. Access the function. Click Change Current Library . Select a database to search. The current library screen will close. Click the icon for the web specifier you want to use. The web site for will appear. Search using the web specifier's search format. Downloadable products from the current web site will be listed in the Available Products pane. Click to select the luminaire type you need. Click Add to Project. Follow the steps in Assigning Luminaire Type Properties.

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Notes:
Components:

<< (Back) - display the prior (previously viewed) topic. >> (Forward) - display the next (previously viewed) topic. Home - return to the partner's home web page. Partner's web links - choose from partnering luminaire specifiers web sites. Available Products - downloadable products from the current web site will be listed. Only LTI products are downloadable. Product information Candela plot - displays a graphic of the photometric candela distribution of the selected luminaire. Product Information - display general information about the luminaire, including... Quantity Estimator - open the Quantity Estimator where you can determine how many of any type of luminaire you will need in a model space to achieve a certain light level.

Library options:

North American database European database

Current partners: eLumit.com - a lighting search engine created by and for lighting specifiers.

Viewing Luminaire Product Information


The Product Information Viewer provides detailed photometric information about the selected luminaire to assist you in specifying the most useful type.

Ways to Access>>
Main Menu: Designer Tools:

> >

> >

Screen Image>>

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Notes:
Product Information components:

IES filename Photometric Summary>> - General information about the luminaire is displayed beside the Polar Plot.

Number of Lamps Lumens per lamp Input Watts Distribution Symmetry Photometric Type Efficiency Luminous Shape Units Luminous Dimensions 0 - 180 Axis 90 - 270 Axis

Candela Plot - Displays a graphic of the photometric candela distribution of the selected luminaire. Candela Table - A numerical representation of the spatial distribution of light produced by the luminaire. The distribution is shown in tabular form in a spherical coordinate system; the horizontal angles are shown across the top, and the vertical angles along the left side. Each horizontal angle and vertical angle pair have an associated candlepower value.

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Coefficients of Utilization table - This represents the fraction of lamp lumens which reach the workplane directly and by interreflection. These coefficients are for use in the lumen method of calculating average illuminance. The table is based on a floor reflectance of 0.20. It can be viewed in North American or UK format. Report - Contains a numerical representation of the performance of the luminaire, which is used for calculational purposes. In addition, it contains information that is accessed by the databases for use in the luminaire schedule. It can be selected to be a Indoor, Roadway, or Floodlight type report. Specification Text - Some manufacturers have provided detailed specifications. Print - Print the displayed product information. Print Preview - Check output format and content before printing.

Photometric File Types


Photometric files are datasheets containing information on the measured photometric values associated with specific luminaires. Photometric files can be downloaded from most luminaire manufacturer's Internet web sites.

Notes:
Photometric file types that Lumen Designer can import:

IESNA LM-63-02 IESNA LM-63-95 IESNA LM-63-1991 IESNA LM-63-1986 EULUMDAT CIBSE-TM14 LTLI IESNA (*.IES) - North American standard EULUMDAT (*.LDT. *.ELX, *. EUL) - European standard CIBSE (*.TM4, *.CIB) CIE (*.CIE) LTL (*.LTL) The first four types are updates of the IESNA format, commonly referred to as ".IES Files". For more information on the IES File Format, go to the publications section at www.iesna.org.

Importable file types:

Helpful web sites:

Luminaire Property Assignment

Assigning General Luminaire Type Properties


When you find a luminaire type that you want to add to your project, you can assign unique attributes to it, including an alphanumeric designation, a symbol, and a light depreciation value.

Ways to Access>>
Main Menu: A dd > Luminaire > Add T ype to Schedule > Database

Search >

>

>

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Designer Tools:

> Add Luminaire Type > Database Search >

> > >

> >

> > > >

>

Screen Images>>

Steps:
To assign properties to a luminaire type: 1. 2. 3. 4. 5. 6. 7. Select a desired luminaire type through Photometric Files, or the LTI Product Library. Click Add to Project. Click Lamp Properties and view and edit as desired. Click Descriptive Fields and view and edit as desired. Click General Properties and view and edit as desired. Assign the luminaire a unique designation (name) for displaying in your schedule and model, or click Auto ID to have Lumen Designer automatically assign the next logical letter available. Click OK to add the new luminaire type to your schedule. You are only previewing luminaire types until you click Add to Project.

Notes:
Unlike physical and luminous luminaire geometry, symbol geometry in not visible in renderings. General luminaire type properties you can assign:

New Type ID - Assign one or more characters that will identify the luminaire type in both the drop-down schedule menu, and in your model. Light Loss Factor (LLF) - Displays the percentage to be multiplied against the luminaire's candle-power value, which accounts for environmental conditions that reduce luminous output. The default for this value is set in Project Settings. Select Symbol - Links to the Luminaire Symbol Manager where you can choose a new symbol from network or local symbol libraries.

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Tips:

Existing Types - Displays luminaire types that are already included in the current Luminaire Type Schedule. Keep the new type designations (names) of your luminaires short so they do not clutter your design.

Assigning Luminaire Lamp Properties


The Luminaire Lamp Properties screen enables you to assign light source (bulb) attributes for the selected luminaire type.

Ways to Access>>
Main Menu: A dd > Luminaire > Add T ype to Schedule > Database

Search > Designer Tools:

>

>

> Add Luminaire Type > Database Search >

> > >

> >

> > > >

>

Notes:
By default, these values are blank, and are only activated when set by the user. Lamp Properties: Lamp Color Temperature - Set a lamp spectral color temperature in degrees Kelvin. Sample Color Source - Reference a sample source to help determine a lamp color temperature. Lamp Color - Opens the Color Editor so you can assign a color for luminaires that use gels or specialty lamps.

Assigning Luminaire Descriptive Properties


Setting descriptive luminaire property fields will help you distinguish between similar luminaires when your Luminaire Type Schedule becomes full. These descriptions are also displayed when the Luminaire Type Schedule is printed.

Ways to Access>>
Main Menu: A dd > Luminaire > Add T ype to Schedule > Database

Search >

>

>

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Designer Tools:

> Add Luminaire Type > Database Search >

> > >

> >

> > > >

>

Notes:
By default, these fields are filled by the data contained in each luminaire's photometric file. Descriptive Properties: Brand Name - Change the luminaire name set by the manufacturer. Product Line - Edit the Product Line name set by the manufacturer. Catalogue Number - Change the identifying number attributed to the luminaire by the manufacturer. Description - Modify the luminaire description provided by the manufacturer.

Assigning Advanced Luminaire Geometry


By default, photometric files include geometry that approximates the luminaire type's size and shape. Often, these are 2D representations of a 3D fixture. For more accurate renderings, you can assign detailed geometry for the physical components of the selected luminaire type from network or local geometry libraries.

Ways to Access>>
Main Menu: A dd > Luminaire > Add T ype to Schedule > Database

Search > Designer Tools:

>

>

> Add Luminaire Type > Database Search >

> > >

> >

> > > >

>

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Notes:
Advanced Geometry:

Preview pane - Displays the currently selected luminaire geometry. Right-click in this pane to see standard views and view styles of the geometry, as well as to use zooming and dynamic viewing functions. Select Physical Geometry - Links to the Luminaire Physical Geometry Manager where you can select more realistic geometry that will enhance renderings.

Luminaire Z-Adjustment Editor


Defining the Luminaire Z-Adjustment
The Luminaire Z-Adjustment Editor enables you to specify a default height in your CAD model at which each luminaire type will be placed. Adjustment types are recessed, suspended, mounted and no adjustment. The Z-adjustment calculates the proper Z location of luminaires during placement

Ways to Access>>
Designer Tools: >

Screen Image>>

Steps:
To define a luminaire Z-adjustment: 1. In the Luminaire Center, click the arrow to expand your Luminaire Type Schedule drop-down menu. 2. Click to select the luminaire type for which you want set the Z-adjustment default. 3. Access the function. 4. Click the placement option you desire.

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5. 6.

For suspended or mounted adjustments, type in a value below the ceiling plane or above the CPlane plane, respectively. Click OK to accept the Z-adjustment method and close the Luminaire Z-Adjustment Editor. When you click the luminaire type in your schedule, you will see the new placement method after Mtg:, below the Luminaire Type Schedule drop-down menu. Recessed and suspended adjustment types are relative to the ceiling plane or mesh. The mounted adjustment type is relative to the current CPlane. The luminaire Z-adjustment type should always be checked and set before adding luminaire instances to your model.

Notes:

When you set a Z-adjustment type for a luminaire type, it becomes the default placement method for that luminaire type. Luminaire Z-adjustment options>> Ceiling Recessed - Places the luminous opening (aperture) flush with the ceiling plane (must be a designated 'ceiling' object). This mounting type is typical for downlights and recessed troffers. Ceiling Suspended - Specify a suspension length below the ceiling plane at which the photometric center of the luminaire will hang. This mounting type is typical for indirect lighting. Mounting Height - Specify a mounting height above the CPlane at which the photometric center of the luminaire will stand/hang. This mounting type is typical for free-standing or surface mounted luminaires. No Adjustment - Places the luminaire at a user-defined Z level. No adjustment will be made to the placement point. This mounting type is useful when entering luminaire locations through the Command Line, using OSnaps, and placing luminaires on the CPlane. This is typical for furniture or track-mounted lighting.

Placing Luminaires in a Project


Placing Luminaires in a Model
Once a luminaire type has been added to the Luminaire Type Schedule and selected, you may add instances of it to your current area or room.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Luminaire > lum addlumrotate > (add)

> (add and orient)

> Add Luminaire(s)

Steps:
To add luminaires: 1. 2. 3. Select the luminaire type you wish to add in the Luminaire Type Schedule drop-down menu. Access the function. Move your cursor into a CAD window. You will see the luminaire's symbol moving with the CAD cursor. The luminaire, regardless of its placement method, will initially appear on the CPlane. This will aid you in positioning it correctly. When you click to drop the luminaire, it will adjust to its pre-defined placement method and height.

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4. 5. 6. 1. 2. 3.

Click the position at which you want to drop the luminaire. If you want to place multiple instances of this luminaire type, continue to click where you want to drop them. Press ENTER or right-click to end the command. Select the luminaire type you wish to add in the Luminaire Type Schedule drop-down menu. Access the function. Move your cursor into a CAD Window. You will see the luminaire's symbol moving with the CAD cursor. The luminaire, regardless of its placement method, will initially appear on the CPlane. This will aid you in positioning it correctly. When you click to drop the luminaire, it will adjust to its pre-defined placement method and height. Click the position at which you want to drop the luminaire. An aiming line will stay attached to the CAD cursor. Move the cursor in the direction at which you want to aim the luminaire. Click to specify the point at which to aim the luminaire. If you want to place multiple instances of this luminaire type, repeat the steps above. Press ENTER or right-click to end the command. Before you can place and aim luminaires, you must first build a Luminaire Type Schedule. Then you must select a luminaire type from the schedule in order to place instances of it into your model.

To add luminaires with orientation:

4. 5. 6. 7.

Notes:

If no 'ceiling' object has been created, luminaires can only be placed using the Mounting Height or No Adjustment options. Luminaire adding options>> Multiple Add - Drop one or more instances of a luminaire with its default orientation into your model. Multiple Add with Orientation - Drop and orient one or more instances of a luminaire into your model. Add Array or use Quantity Estimator - Place luminaires based on an arrayed pattern.

Tips:
If you receive the error message, "Unable to calculate luminaire placement for specified point.", check the Z-adjustment type you have specified. You may be trying to use a ceiling recessed or ceiling suspended method where no such mesh exists.

Placing Luminaires Using Array


After you have selected a luminaire type from your Luminaire Type Schedule, you can determine the number of instances you need to achieve a Target Illuminance and then configure a symmetrical layout of that quantity to drop into your model.

Ways to Access>>
Main Menu: Command Line: Designer Tools: > > > A dd > Luminaire > Array addlumarray addlumarrayrotate

Screen Image>>

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Steps:
To array luminaires: 1. 2. 3. 4. 5. 6. 7. 8. 9. 1. 2. 3. Open the Quantity Estimator. Access the array function. Click Rectangular , Checkerboard or Polar to select the array type. For rectangular and checkerboard arrays, specify row, column and spacing parameters. For polar arrays, specify the number of luminaires, radius and angle to fill. Click Place Array. The Array Editor and Quantity Estimator will close. For rectangular and checkerboard arrays, move your cursor into a CAD window. You will see the arrayed luminaires move with your CAD cursor. Position the arrayed luminaires and click to drop them. For polar arrays, click in your CAD Window to specify the center point. of the arrayed luminaires. Follow steps 1 - 8 above. Move your cursor away for the arrayed luminaires. A line will appear. This is an aiming line that controls which direction the array will be rotated. Move your cursor around until the luminaires face the angle you want. Click or press ENTER to end the command. Although objects can be arrayed, no array group object is created. Objects that have been created/added using the array function, remain individual entities, rather than an 'array' group object. Before you can place and aim luminaires, you must first build a Luminaire Type Schedule. Then you must select a luminaire type from your schedule in order to place instances of it into your model. If no 'ceiling' object has been created, arrayed luminaires can only be placed using the Mounting Height or No Adjustment options. The entire 'array' of luminaires will be rotated, but in order to rotate each of the luminaires individually, you need to select all of them and edit the first subfield Aiming|OTS in the Property Editor.

To array and rotate luminaires:

Notes:

Aiming Luminaires
Unless otherwise specified, all luminaires are located in plan with a default aiming defined in its .IES file, and the 0 photometric plane oriented north. Aiming involves specifying the angles of orientation, tilt, and spin for the luminaire. The orientation and tilt angles are analogous to rotating the luminaire on its current Z and X axes, respectively. The spin angle rotates the luminaire on its Z axis again, relative to the luminaire's position after the orientation and tilt have been applied.

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Ways to Access>>
Command Line: Property Editor: addlumaim Aiming > OTS

Diagram>>

Steps:
To aim a luminaire: 1. 2. Select the luminaire. In the Property Editor's Aiming|Orientation field, type a number to specify the angle of rotation. Generally, if you are in Plan View, this will be a counter-clockwise degree, based on the Righthand Rule. Then, based on the new orientation, specify a tilt angle. Finally, based on the current orientation and tilt, specify a spin angle. The Add with Orientation function merely orients (rotates) the luminaire in its original plane (usually the Z or ceiling plane). The specification of luminaire angles is done left-right-left (orientation-tilt-spin), but can be changed to right-right-right in Application Settings > General tab. The two axes pointing out from a luminaire symbol represent the 0 degree vertical and the 0 degree horizontal, as represented in the photometric file and candela plot. Often these correspond to the 'punch' direction, but not always. It depends on the luminaire type's photometrics.

3. 4.

Notes:

Luminaire aiming angles:

Orientation - Used to rotate the luminaire in a direction (left or right as defined in Application Settings) a specified angular increment around the Z axis, with the 0 orientation facing north. The angular increment may be any value between 0 and 360.

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Tilt - Used to define the angle by which you want the luminaires tilted up from nadir in the direction it is oriented. The angle may be any value between -180 and 180. Assuming an orientation angle of 0, a positive tilt angle will tilt the luminaire upward in the north direction, and a negative tilt angle will tilt the luminaire upward in the south direction. Spin - Used to specify the angle through which you want to spin the luminaire photometry about the aimed luminaires nadir. The spin angle is measured in a direction (left or right as defined in Application Settings) from the luminaires 0 axis. The spin angle may be any angle between 0 and 360. The spin angle differs from the orientation angle in that it rotates the luminaire about the axis defined by the tilt angle instead of simply orienting the luminaire about the Z axis.

Quantity Estimator and Array Editor


Estimating Required Luminaire Quantities
Lumen Designer's Quantity Estimator provides you with a convenient way to determine how many of any type of luminaire you will need in a model space to achieve a certain light level. After you specify your room's dimensions and reflectances, and enter a desired illuminance level, the Quantity Estimator will calculate the fixtures you need to achieve the Target Illuminance in your model. Then you can array these luminaires in your design.

Ways to Access>>
Main Menu: Designer Tools: > >

> >

>

Screen Images>>

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Steps:
1. 2. 3. 4. 5. Access the function. Enter the dimensions of the room and the ceiling, wall and floor reflectances. Enter the target illuminance level, suspension length, light loss factor, and workplane height. The number of luminaires required to achieve your Target Illuminance level will be displayed and change as you specify attributes of the room. To place an array of these fixtures, click Array . (link to placing w/ array). The maximum suspension length you can set in the Quantity Estimator is the difference between the room height and the workplane calculation grid height. The Quantity Estimator uses the zonal cavity method to calculate the number of required luminaires. When using the Quantity Estimator for rooms with sloped ceilings, enter the highest point of the ceiling for the Z value.

Notes: Tips:

Luminaire Schedule Viewer and Editor


Viewing and Editing the Luminaire Type Schedule
The Luminaire Type Schedule Viewer enables you to view, modify, preview a layout and print the entire Luminaire Type Schedule you have built for your project.

Ways to Access>>
Main Menu: View > Luminaire Schedule Viewer Output > Output Manager >

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Designer Tools:

>

>

Screen Image>>

Steps:
To edit fields displayed in the Luminaire Type Schedule Viewer: 1. 2. Access the function. Click Select Fields . The Schedule Field Editor will open. Fields that you can choose to display in the Schedule Viewer appear in the left column. Fields that currently display in the Schedule Viewer appear in the right column. In the left column, select new fields that you want the Schedule Viewer to display. Click the right-pointing horizontal arrow. In the right column, select fields that you no longer want the Schedule Viewer to display. Click the left-pointing horizontal arrow. In the right column, click the up and down arrows to adjust the order in which you want the fields to be displayed.

3. 4. 5. 6. 7.

Notes:
At the bottom of the Luminaire Center, basic photometric data will be displayed about any luminaire that is selected in the Schedule. Luminaire Schedule Viewer Components>>

Luminaire Type Schedule - Displays the fields and order you have specified in the Schedule Field Editor. Viewer Format Options - Display the your Luminaire Type Schedule as a tabular list, or as a grid. Schedule Field Editor - Select the fields and their order that will display in the Schedule Field Viewer.

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Luminaire Editor
Editing Luminaire Type Properties
Lumen Designer enables you to remove or replace luminaire types that have been added to your Luminaire Type Schedule. In addition, you can easily duplicate luminaire types in your project. You can also edit luminaire properties in this screen.

Ways to Access>>
Designer Tools: > >

Screen Image>>

Steps:
To edit a luminaire type: 1. 2. 3. 1. Access the function. In the Selected Type pane, click in the field next to the name of the luminaire property you want to change. Type in a value to update the property. Access the function.

To replace a luminaire type:

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2. 3. 4. 5.

In the Current Schedule pane, click the luminaire type you want to replace. Click Replace . The Luminaire Center screen will appear. Specify the replacement luminaire type by using the External Photometry or Database Search methods. Back in the Luminaire Type Editor, the new luminaire type is added to the list, with the same type designation, and the original one is removed.

Caution: When you replace a luminaire type, all instances of that luminaire in your model
will be replaced. To copy a luminaire type: 1. 2. 3. 4. 1. 2. 3. Access the function. In the Current Schedule pane, click the luminaire type you want to copy. Click Copy . The Luminaire Type Property Assignment screen will open. Follow the steps in the assigning luminaire type properties. Access the function. In the Current Schedule pane, click the luminaire type you want to delete. Click Delete. The selected luminaire type will be deleted.

To delete a luminaire type:

Caution: When you delete a luminaire, all instances of that luminaire in your model will be
removed. You cannot Undo a luminaire deletion.

Notes:
Luminaire type properties: General>>

Type ID - Reassign one or more characters that will identify the luminaire type in both the dropdown schedule menu, and in your model. Light Loss Factor (LLF) - Reset the percentage to be multiplied against the luminaire's candlepower value, which accounts for environmental conditions that reduce luminous output. The default for this value is set in Project Settings. Wattage -Energy consumption of the luminaire (total connected load).

Calculations>>

Product>>

Brand Name - Change the luminaire name set by the manufacturer. Product Line - Edit the Product Line name set by the manufacturer. Catalogue Number - Change the identifying number attributed to the luminaire by the manufacturer. Description - Modify the luminaire description provided by the manufacturer. Photometric Filename - Displays the original photometric file. CAD Geometry - Choose to display the luminaire's symbol, physical or luminous geometry in CAD views. Rendering Geometry - Choose to display the luminaire's luminous, physical or no geometry in renderings. Symbol Alignment - Set the orientation (0 = north) of the luminaire symbol geometry. Physical Alignment - Set the orientation (0 = north) of the luminaire rendering geometry.

Display>>

Photometry>> Luminous Dimensions - set the size and shape of the light-emitting component of the luminaire. The luminous geometry is used by the calculation engines to more accurately represent the luminaire as an area source. See the help topic Editing Luminaire Type Luminous Geometry.

Lamp>>

146

Lamp - Enter or modify the names of the manufacturer and brand of lamp used in the luminaire.

Luminaires

Tips:

No. of Lamps -Set the total quantity of lamps in the luminaire. Lumens per Lamp -Set each lamp's luminous output. Lamp Description - Enter additional comments about the lamp type. Ballast - Enter comments on thedevice used to stabilize the current in the lamp's circuit. Color Temperature - Choose a lamp type. This sets the lamp color temperature, which is then accounted for in renderings. Color - Opens the Color Editor so you can assign a hue for luminaires using gels or specialty lamps. To add luminaires that are only slightly different from those previously specified, simply open the specified luminaire type and edit the components that are different. For instance, if you want to the same luminaire type in areas that will result in disparate Light Loss Factors, add the first type to your schedule, then click Copy Luminaire, open the duplicate type, and edit the LLF.

Editing Luminaire Type Luminous Geometry


Each luminaire type that you add to your project has a luminous geometry component attributed to it, based on the shape of the luminaire. The luminous geometry is used by the calculation engines to more accurately represent the luminaire as an area source. You can change the size and shape of any luminaire type's luminous geometry by editing its dimensions.

Ways to Access>>
Designer Tools: > > Photometry|Luminous Dimensions field

Steps:
To change a luminaire's luminous geometry: 1. 2. 3. Access the field in the Luminaire Type Editor. Determine what size and shape your luminous geometry should be. Type three dimensions in according to the format shown in the matrix below, separated by a pipe character, e.g. entering 2|4|0 denotes a 2' x 4' luminaire with a luminous component height of 0'. The dimensions you enter are the total measured from the origin of the luminaire's center, as defined in its photometric file.

Notes:

IESNA parameters for specifying luminous geometry dimensions: (enter these values in the Photometry|Luminous Dimensions field) Luminous Opening: Point Rectangular Rectangular with Luminous sides Circular Ellipse Vertical Cylinder negative diameter negative width negative diameter negative diameter negative length negative diameter zero zero height zero width width zero length length zero zero height Width: Length: Height:

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Vertical Ellipsoidal Cylinder Sphere Ellipsoidal Spheroid Horizontal Cylinder along Photometric Horizontal Horizontal Ellipsoidal Cylinder along Photometric Horizontal Horizontal Cylinder Perpendicular to Photometric Horizontal Horizontal Ellipsoidal Cylinder Perpendicular to Photometric Horizontal Vertical Circle Facing Photometric Horizontal Vertical Ellipse Facing Photometric Horizontal

negative width negative diameter negative width negative diameter

negative length negative diameter negative length length

height

negative diameter negative height negative diameter

negative width

length

negative height

width

negative diameter

negative diameter

width

negative length

negative height

negative diameter

zero

negative diameter

negative width

zero

negative height

Luminaire Symbol Manager

Editing Luminaire Type Symbols


Each luminaire type that you can add to your project has a 2D default symbol attributed to it, based on the shape of the luminaire, as defined in the photometric file. You may rescale this default symbol or select a different symbol from the Luminaire Symbol Manager. In addition, you can create and add your own custom symbols to the Luminaire Symbol Library. In the Luminaire Symbol Manager, symbols are organized by type, and generally match IES definitions. Symbols added to your model will be plotted on your printed output.

Ways to Access>>
Designer Tools: > >

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Screen Image>>

Steps:
To change luminaire symbols: 1. 2. 3. 4. 5. Access the function. Choose either a local (your computer's hard drive) or shared (network) symbol library to access from the Library Location drop-down menu. Click + next to the symbol type you wish to add in order to expand the list of available symbols. Click to select the symbol you want to preview. The symbol will appear in the preview pane. If you are satisfied with your choice, click OK to update the symbol and return to the Luminaire Property Assignment screen. Luminaire symbols will not display in renderings. It is important to use a Symbol that is in agreement with the orientation of the photometric distribution of the fixture, especially in the case of fixtures with directional qualities. The two axes pointing out from a luminaire symbol represent the 0 degree vertical and the 0 degree horizontal, as represented in the photometric file and candela plot. Often these correspond to the 'punch' direction, but not always. It depends on the luminaire type's photometrics.

Notes:

Physical Geometry Manager

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Editing Luminaire Physical Geometry


Each luminaire type that you add to your project has 2D or 3D default physical geometry attributed to it, based on the shape of the luminaire. This geometry is displayed in renderings. You may rescale these default objects or select different shapes from the Luminaire Physical Geometry Manager. In addition, you can create and add your own custom objects to the physical geometry libraries. In the Physical Geometry Manager, luminaire geometry is organized by type.

Ways to Access>>
Designer Tools: > >

Screen Image>>

Steps:
To change a luminaire's physical geometry: 1. 2. 3. 4. 5. Access the function. Choose either a local (your computer's hard drive) or shared (network) library to access from the Library Location drop-down menu. Click + next to the object type you wish to add in order to expand the list of available geometry. Click to select the geometry you want to preview. The object will appear in the preview pane. If you are satisfied with your choice, click OK to update the symbol and return to the Luminaire Type Editor. The physical geometry of luminaires does not participate in calculations, but will affect the light and shadows in your renderings.

Notes:

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Depending on its complexity, displaying luminaire's physical geometry may slow calculations and renderings.

Replacing .DXF/.DWG Blocks with Luminaires


When you import .DXF or .DWG files into Lumen Designer, any luminaires in the external model will import as blocks (group objects). Use the replace function to insert true luminaires in the place of these blocks. Replace can also be used to switch any existing luminaires, architectural objects, or group objects in your model with different luminaires or objects.

Ways to Access>>
Main Menu: Command Line: Modify > Re place replace

Steps:
1. 2. 3. 4. 5. Import your .DXF file, making sure you choose the correct scale. In the Luminaire Center, click to select the luminaire you want to insert in place of the blocks from the Luminaire Type Schedule. Access the function. In the imported model, select the blocks you want to replace. If the imported model was a 2D drawing, use the Placement Method tool to adjust the luminaires' placement type and height. To display/determine names of entities to be replaced, click an instance of the entity. The name will appear in the header of the Property Editor. Use the select include or select exclude commands for easier selection of entities to replace. For luminaires, only the first portion of the entity type name should be used in specifying the selection. For example, if the entity name is LumType\A_A, disregard that last two characters.

Notes: Tips:

Shifting Luminaires Using the Z-Adjustment


The place luminaire function enables you to quickly define and apply a new luminaire Z-adjustment default for an entire luminaire type already placed in your model.

Ways to Access>>
Main Menu: Command Line: T ools > Place Luminaires placelum

Steps:
1. 2. 3. 4. In the Luminaire Type Schedule, select the luminaire type for which you want to redefine the Zadjustment. Redefine the placement type in the Luminaire Placement Editor. Select the Luminaires you want to move. On the Command Line, type placelum . The selected luminaires will move to their new placement height, and the method selected will become the default for the luminaire type.

Exporting Symbols to the Library


Each luminaire type that you can add to your project has a 2D default symbol attributed to it, based on the shape of the luminaire. You can select a different symbol from the Luminaire Symbol Manager. In addition, you can create and add your own custom symbols to the Luminaire Symbol Library. In the Luminaire Symbol Manager, symbols are organized by type, and generally match IESNA (Illuminating Engineering Society of North America) definitions.

Ways to Access>>
Main Menu: T ools > Export to Object Library > Luminaire Symbol

Screen Image>>

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To add a user-created symbol to the Luminaire Symbol Library: 1. 2. 3. 4. 5. 6. 7. 8. Create a 2D symbol in a CAD view using the CAD drawing tools. Select the newly created geometry. Go to T ools > Export to Object Library > Luminaire Symbol >. The Luminaire Symbol Manager will open. Click or type to enter an Origin for the symbol. Type a unique title in the Name field. Type a comment in the description field. In the Symbol tree, click + to expand the symbol categories, and select the location in which you want to store the new symbol. Click OK. The next time you add a luminaire, the symbol you created will be available. When entering the symbol Origin, position it at the photometric center of the luminaire. It is important to use a Symbol that is in agreement with the size and orientation of the photometric distribution of the fixture, especially in the case of fixtures with directional qualities. Symbols added to your model will be plotted on printed output.

Notes:

Exporting Physical Luminaire Geometry to the Library


Each luminaire type that you can add to your project has 2D or 3D default geometry attributed to it, based on the shape of the luminaire. You can select different shapes from the Physical Geometry Manager. In addition, you can create and add your own custom physical luminaire geometry to the Luminaire Geometry Manager.

Ways to Access>>
Main Menu: T ools > Export to Object Library > Luminaire Physical Geometry

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Screen Image>>

Steps:
To add a user-created object to the Luminaire Geometry Library: 1. 2. 3. 4. 5. 6. 7. 8. Create a 2D or 3D object in a CAD view using the CAD drawing tools. Select the newly created geometry. Go to T ools > Export to Object Library > Luminaire Physical Geometry >. The Luminaire Physical Geometry Manager will open. Click or type to enter an Origin for the physical geometry. Type a unique title in the Name field. Type a comment in the Description field. In the Symbol tree, click + to expand the symbol categories, and select the location in which you want to store the new object. Click OK. The next time you add a luminaire, the geometry you created will be available. When entering the physical geometry's Origin, position it at the photometric center of the luminaire. Physical geometry of luminaires does not participate in, or affect, illuminance calculations, but will affect the light and shadows in your renderings.

Notes:

Understanding Light Loss Factor (LLF)


Light Loss Factor (LLF) is a percentage value multiplied against each candle-power value in the luminaires photometric report. A Light Loss Factor is applied to account for any known losses under actual operating conditions. The total light loss factor is comprised of many individual components. The individual factors are loss due to ballast, lamp lumen depreciation, luminaire dirt depreciation, luminaire surface depreciation, room surface depreciation, design factor, temperature, equipment operating, lamp burnout, and line voltage.

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Notes:
LLF Components>>

Ballast Factor - A ratio of light output obtained by a commercial ballast to that obtained by a reference ballast. Consult the ballast manufacturer for this factor. Lamp Lumen Depreciation - If lamps are allowed to burn the duration of their rated life, the lumen output gradually decreases and will terminate in a low value before burn-out. Luminaire Dirt Depreciation - The loss of light output attributed to the dirt on luminaire reflecting and refracting surfaces. This factor is dependent on the type of luminaire and the cleanliness of the atmosphere in which it is installed. Luminaire Surface Depreciation - This is loss due to the adverse changes in metal, paint, and plastic components of the luminaire. Room Surface Depreciation - The reduction of the reflectance capabilities of room surfaces due to the dirt that accumulates on these surfaces. This is dependent on the cleaning interval and the type of atmospheric condition. Design Factor - A factor that combines the increase or decrease of lamp light output over lamp life with the electrical characteristics of ballasts and, when applicable, luminaire characteristics. This factor is applied to HID sources only. Refer to manufacturers lamp data. Temperature - This represents the thermal factor of the installation situation that compensates for the light losses or gains and is sometimes regarded as the factor to renew the CU of the system. Photometric tests are carried out in an open space with still air at 77F and the measured CU factor represent the systems efficiency under those conditions only. A variation in temperature does not have much effect on incandescents or HID units. Fluorescent lamps are usually designed to peak in light out-put at an ambient temperature of 77F, and a variation in temperature will effect the light output. Equipment Operating - It is commonly assumed that a ballast operated at its rated input voltage delivers rated wattage to a lamp and that a lamp operated at its rated wattage delivers its rated lumen output. This is a factor to adjust to the specific combination of luminaire, lamp type, and ballast used in the system. Lamp Burnout - While a specific lamps burn-out is impossible to predict, a group of lamps will fail predictably. This is shown in the lamp mortality curves supplied by manufacturers. Line Voltage - A variation in incoming voltage will affect luminaire operating characteristics. For incandescents, small deviation from rated lamp voltage would cause about 3% change in lumens for each 1% volt-age variation. For HID units, the effect will vary significantly for different lamps from one type of ballast to another. Variation in incoming voltage is usually an unpredictable occurrence. If the deviation is stable and of a known quantity, an appropriate factor may be used in calculations. Otherwise, it is assumed to be unity.

Product Library Manager


Loading Luminaire Product Databases
To keep the installation size manageable, and make the most current luminaire product databases available, Lumen Designer enables you to choose and install only the libraries you need after installing the main program. You also have the option of switching between databases (e.g. North American and European databases) from within the software.

Ways to Access>>
Main Menu: T ools > Product Library Manager

Steps:
1. 2. Access the function. Click Install Lighting Library.

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3. 4. 5. 6. 7. 8. 9.

Browse the \Library\ directory of the Lumen Designer CD or the folder you downloaded into from the LTI web site. Select the .MDB database you want to specify from. Click Yes to install the Product Database locally or to a network location, so all users in your office can access it. Specify a new path for the database. Click Save . The database is now copied to that new location. Under Installed Libraries, select the database you want to view in the Luminaire Search screen. Click Close . If you are storing the databases local on your machine, it is suggested you place them in the following location> C :\Program Files\Common Files\LTI\Shared\Library\Lighting Products\ The CD version includes multiple lighting product libraries, containing close to 90,000 lighting products. Check the Lighting Technologies web site periodically for new or updated databases.

Notes: Tips:

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Daylighting
About Daylighting
Daylighting accounts for the effects of the sun's luminance, as well as the overall sky luminance, as light sources. Lumen Designer enables you to add window and skylight apertures that transmit this solar energy into your model, contributing to its illuminance, and affecting calculations. The addition of objects 'outside ' your model will reflect or shade light as appropriate in your model.

Notes:
When daylighting contribution is enabled, room walls are double-sided, preventing their exteriors from being culled in renderings. Therefore, you must set the view inside a room to render an interior which includes daylighting.

Editing Daylighting Settings


Daylighting settings enable you to control each of the factors that affect how much solar luminance will enter your model.

Ways to Access>>
Main Menu:

Calculate > Calculation Manager >

Screen Image>>

Notes:
Use positive values to specify coordinates in the Northern and Eastern hemispheres, and negative numbers for coordinates in the Southern and Western hemispheres.

Daylighting Settings:

Calculate Daylighting Contribution - toggle to activate daylighting in your model.

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Site Location - type latitude and longitude coordinates in the fields provided to specify your model's location. Site Rotation - type a degree to (North = 0, the top of the CAD window) to indicate the orientation of your model. Positive values rotate the model clockwise. Date - click a day and click the drop-down menus to select a month and year. Time - type an hour and am/pm. Sky Conditions

Clear Partly Cloudy Cloudy

Setting Daylighting Locations


The Daylighting Location Editor allows you specify the geographic location of your model to account for the daily and seasonal movements of the sun.

Ways to Access>>
Main Menu:

Calculate > Calculation Manager >

>

Steps:
1. 2. Under Maps, toggle an option to get a larger scale, more specific geographic view. Click anywhere on the map to specify the approximate location of your model (site). Positive values specify coordinates in the Northern and Eastern hemispheres. Negative number specify coordinates in the Southern and Western hemispheres.

Notes:

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Calculation Grids
About Calculation Grids, Statistical Areas, and Masks
Calculation grids provide the point-by-point numerical values and statistics to verify that your lighting layout is meeting the criteria you have set for your model. Statistical areas enable you to define and calculate a subset of a larger grids values and statistics. Masks and unmasking are used to disable and reenable specific calculation points. Grids, statistical areas, and masks can be created in any plane and on any surface in your model. In addition, linear grids can be added in any plane.

Notes:
Calculated values are visible from both sides of a calculation grid. Decimal places for grid calculation points can be set in the Grid Editor. Calculations can be run and renderings generated without adding calculation grids to a model. Masks are generally used to disable areas of buildings or large architectural objects, so that the points on them do not skew calculation statistics. After a calculation has been run, you may view the statistical results of the calculation grid in the Grid Results Viewer. By default, a full-grid statistical area is created for each grid.

About Calculation Metrics


Calculation metrics are settings for the meters that receive light and calculate numerical values at each grid point. Types of Metrics:

Horizontal Illuminance - the density of the luminous flux incident on a horizontally oriented meter. Vertical Illuminance - the density of the luminous flux incident on a meter oriented vertically in the north, south, east or west direction. Perpendicular Illuminance - the density of luminous flux normal to the plane of the analysis grid, at each point on the grid. Arbitrary - the density of the luminous flux incident on a meter with a user-defined orientation.

About Statistical Summaries


Statistical summaries are calculation grid and statistical area metrics and calculated values reported in a tabular format. The are displayed in the Statistical Summary window.

Screen Image>>

Notes:
Statistical summary components:

Name - Identifies the grid by the name you specified in the Grid Editor. Grid Description - Displays the additional location or function information you provided. Statistical Area - Identifies the statistical area by the name you entered when it was defined. Metric - Shows the orientation and tilt angles of the preset or user-defined metric. Average - Displays the average value calculated for the grid/stat area. Max - Displays the highest single point value calculated for the grid/stat area. Min - Displays the lowest single point value calculated for the grid/stat area. Avg/Max - Shows the ratio of the average value to the highest value. Avg/Min - Shows the ratio of the average value to the lowest value. Max/Min - Shows the ratio of the highest value to the lowest value. CV (Coefficient of Variation) - The weighted average of all values, which is calculated as the ratio of standard deviation of all values to the mean.

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Grid Designer
About the Grid Designer
The Grid Designer enables you to create, mask, unmask and edit grids or lines of points that calculate and display values in your model. Each point on a calculation grid can be considered a meter that records various light values.

Ways to Access>>
Designer Tools:

Grid Designer:

Adding Calculation Grids


Calculation points can be added as planar grids or linear features to any surface, edge or 2D space in a model. It is important to remember that calculation grids are created on the CPlane by default. Therefore, if you want to add a calculation grid to a specific surface, you need to redefine the CPlane prior to adding the calculation grid.

Ways to Access>>
Main Menu: Command Line: Designer Tools: > Add Calc Grid* (for Grid Wizard) > > > (rectangular) (polygonal) (linear) A dd > Grid (for Grid Wizard) grid g

Steps:
To add a rectangular, polygonal, or linear grid using the Grid Wizard: 1. Set your CPlane to the plane on which you want to add a calculation grid. 2. Access the function. 3. Let the Grid Wizard guide you. To add an area or linear grid by windowing:

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1. Set your CPlane to the plane on which you want to add a calculation grid. 2. Type grid on the Command Line. 3. Type a grid name. The default is the area name. 4. Type a for an area grid, or l for linear grid. 5. Type w to select the windowing option. 6. In the CAD window, click a point for the first corner. 7. Move your cursor and click a point for the second corner. To add an area or linear grid by drawing: 1. Set your CPlane to the plane on which you want to add a calculation grid. 2. Type grid on the Command Line. 3. Type a grid name. The default is the area name. 4. Type a for an area grid, or l for linear grid. 5. Type d to select the drawing option. 6. In the CAD window, click a point for the first corner. 7. Move your cursor and click a point for the second corner. To add an area or linear grid by selecting an existing entity: 1. Set your CPlane to the plane on which you want to add a calculation grid. 2. Type grid on the Command Line. 3. Type a grid name. The default is the area name. 4. Type a for an area grid, or l for linear grid. 5. Type s for the selection option. 6. In the CAD window, click the object or area whose outline you wish to use as the boundary or line of the grid.

Notes:
Calculation Grids can also be added to planes other than the CPlane by using OSnaps. The active/participating side of a grid is determined by the Right-hand Rule. When creating polygonal grids, specify grid vertices in a counter-clockwise direction if you want the front of the grid to face you. When you 'window' to create a grid, the resulting grid will face you as drawn. You can create overlapping grids. You can stretch a grid, but not a statistical area. Grids, like polygonal surfaces, are one-sided. Their calculation meters are oriented in the same way as the active/normal side of polygons, therefore, grids need to be created according to the Right-hand rule. When you create a grid by windowing, it will face you and have its Origin in the bottom, left corner by default. Type e on the Command line to finish adding a grid, mask, or statistical area. Area - Calculation points will fill the bounded area you specify. Linear - Calculation points will be placed only along the line you specify Rectangular - Creates a four-sided grid with four 90 angles. The Origin is set at the bottom left/southwest corner. Polygonal - Creates any 2D shape you specify. The Origin is set at the first point you click or type.

Grid type and shape options:

Grid adding methods:

Window - Click and drag to create a rectangular grid of any dimension. Draw - Click freely to create complex or non-orthogonal shaped grids. Select - Select any CAD entity or area as the boundary of the grid. Tips:
Options for redefining your CPlane prior to adding a calculation grid can be found on the Tools Menu.

Masking Calculation Grids

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Grid masks can be added in the same manner as calculation grids, and disable selected points on calculation grids. Consequently, these points will have no effect on the statistical values calculated and displayed on the calculation grid.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Mask ing Area mask mask_inside mask_outside > > > (rectangular) (polygonal) (select)

Steps:
To add a rectangular, or polygonal mask using the Mask Wizard: 1. Access the function. 2. Let the Mask Wizard guide you. To add an area mask using Window: 1. Type mask on the Command Line. 2. Click the grids you want to mask to select them. 3. Type i or o to specify either the inside or outside masking mode.. 4. Type w to select the Window option. 5. In the CAD window, click a point for the first corner. 6. Move your cursor and click a point for the second corner. 7. Repeat windowing until you have created all the masks you need. 8. Press e to end the command. To add an area mask using Draw: 1. Type mask on the Command Line. 2. Click the grids you want to mask to select them. 3. Type i or o to specify either the inside or outside masking mode.. 4. Type d to select the drawing option. 5. n the CAD window, click counter-clockwise to specify vertices. 6. If you require a closed mask, reclick your first point and right-click, or type c and press ENTER. 7. Repeat until you have created all the masks you need. 8. Press e to end the command. To add an area mask using Select: 1. Type mask on the Command Line. 2. Click the grids you want to mask to select them. 3. Type i or o to specify either the inside or outside masking mode.. 4. Type s to use the selection option. 5. Type s to choose the Select option. 6. In the CAD Window, click the object or area whose outline you wish to use as the boundary or line of the mask. 7. Repeat until you have created all the masks you need. 8. Press e to end the command.

Notes: Multiple grids can be masked at one time. You can undo the last mask during the process by typing u.
Inclusion/exclusion modes for masking/statistical areas:

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Inside - All grid points within the rectangle/polygon drawn will be masked (removed). Outside - All grid points outside the rectangle/polygon drawn will be masked (removed).

Mask adding options>> Window - Click and drag to create a rectangular mask of any dimension. Draw - Click freely to create a complex or non-orthogonal shaped mask. Select - Select any CAD entity or area as the boundary of the mask.

Unmasking Calculation Grids


Unmasking lets you to reactivate subset areas of calculation points that you previously masked.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Unmasking Area unmask unmask_inside unmask_outside > (rectangular) > (polygonal)

Steps:
To add a rectangular or polygonal unmasking region using the Mask Wizard: 1. Access the function. 2. Let the Unmask Wizard guide you. To unmask an area using Window: 1. Type unmask on the Command Line. 2. Click to select the grids you want to unmask. 3. Type u to unmask inside or n to unmask outside. 4. Type w to select the windowing option. 5. In the CAD window, click a point for the first corner. 6. Move your cursor and click a point for the second corner. Question marks will reappear, indicating that the grid has been unmasked. 7. Repeat until you have created all the unmasked regions you need. 8. Press e to end the command. To unmask an area using Draw: 1. Type unmask on the Command Line. 2. Click to select the grids you want to unmask. 3. Type u to unmask inside or n to unmask outside. 4. Type d to select the drawing option. 5. In the CAD window, click counter-clockwise to specify vertices. 6. If you require a closed mask, reclick your first point and right-click, or type c . 7. Repeat until you have created all the unmasked regions you need. 8. Press e to end the command. To unmask an area using Select: 1. Type unmask on the Command Line. 2. Click to select the grids you want to unmask. 3. Type u to unmask inside or n to unmask outside. 4. Type s to use the selection option.

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5. 6. 7.

In the CAD window, click the object or area whose outline you wish to use as the unmasking boundary. Repeat until you have created all the unmasked regions you need. Press e to end the command.

Notes:
Inclusion/exclusion types of Unmasking:

Inside - All grid points within the rectangle/polygon drawn will be unmasked (readded). Outside - All grid points outside the rectangle/polygon drawn will be unmasked (readded).

Unmasking options>> Window - Click and drag to create a rectangular unmasked area of any dimension. Draw - Click freely to create a complex or non-orthogonal shaped unmasked area. Select - Select any CAD entity or area as the boundary of the unmasked area.

Adding Statistical Areas


Statistical Areas enable you to specify a subset of an existing calculation grid for which you want to display detailed statistics. In this way, you can study calculation values for smaller pieces of a calculation area without creating multiple calculation grids. For example, you could add a single calculation grid to a baseball field, and then add statistical areas to the infield, outfield and out-of-bounds areas to determine specific light levels for each.

Ways to Access>>
Main Menu: Command Line: Designer Tools: A dd > Statistical Area stat

> (rectangular) > (polygonal) > (select)

Steps:
To add a rectangular, polygonal, or selected linear statistical area using the Grid Wizard: 1. Access the function. 2. Let the Grid Wizard guide you. To add a statistical area using Window: 1. Type stat on the Command Line. 2. Select the grid to which you want to add the statistical area. 3. Type a name for the statistical area. 4. Type w to select the Window option. 5. In the CAD window, click a point for the first corner. 6. Move your cursor and click a point for the second corner. 7. Continue naming and windowing to create additional statistical areas. 8. Type e to end the function. To add a statistical area using Draw: 1. Type stat on the Command Line. 2. Select the grid to which you want to add the statistical area. 3. Type a name for the statistical area. 4. Type d to select the Draw option.

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5. In the CAD window, click counter-clockwise to specify vertices. 6. If you require a closed statistical area, reclick your first point and right-click, or type c . 7. Continue naming and drawing to create additional statistical areas. 8. Type e to end the function. To add a statistical area using Select: 1. Type stat on the Command Line. 2. Select the grid to which you want to add the statistical area. 3. Type a name for the statistical area. 4. Type s to choose the Select option. 5. In the CAD Window, click the object or area whose outline you wish to use as the boundary or line of the statistical area. 6. Continue naming and selecting to create additional statistical areas. 7. Type e to end the function.

Notes:
Each statistical area you add will be a unique color, associated with its record in the Statistical Summary window. You can create overlapping statistical areas.

Grid Editor
About the Grid Editor
The Grid Property Editor enables you to control the naming, positioning of points, metrics, and display properties of calculation grids.

Ways to Access>>
Main Menu: Command Line: Designer Tools: Modify > Grid Editor editgrid

>

Notes:
To access the Grid Editor, your project must contain at least one grid.

Editing General Calculation Grid Properties


The General Properties tab of the Grid Editor enables you to identity your calculation grid and specify its most basic layout.

Ways to Access>>
Main Menu: Command Line: Designer Tools: tab Modify > Grid Editor editgrid

>

> General

Screen Image>>

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Notes:
Grid property options:

Grid Name - Add a user-defined name to identify the grid. Grid names can contain spaces. Grid Description - Detail the grid's function or location. Grid Type - Displays the method used to create the grid. Spacing - Set the distance between calculation points. Offset - Specify the distance from the Origin to place the first calculation point.

Statistical Areas List: Name - Identifies the area. C - Displays the identifying color attributed to the area. # Pts - Displays the total quantity of calculation points included in the area. Delete Stat - Remove the currently selected statistical areas without returning to the CAD window.

Statistical Area functions:

Clear Masking - Unmask the entire grid. Tips:


To change a calculation grid's X,Y and Z position, select the grid and use the 'move' function.

Editing Calculation Grid Metrics


Calculation metrics control what is calculated at the grid points by enabling you to aim the meters toward preset and user-defined directions. In addition, you can add, delete and view all of the included metrics for a grid.

Ways to Access>>
Main Menu: Command Line: Modify > Grid Editor editgrid

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Designer Tools:

> > Calculation Metrics tab

Screen Image>>

Steps:
To add a predefined calculation metric to a grid: 1. Click any of the white, underlined metrics (Horizontal, N, E, S, W, Perpendicular) to the right of the Illuminance list. A Perpendicular or Horizontal metric will be included by default, but you can remove it if desired. The newly added metric will appear at the bottom of the Illuminance list. Click OK. The Grid Editor will close and the new metric will be added to the list displayed in the Statistical Summary window. Recalculate to display results for the new metrics. Click Arbitrary. The Arbitrary metric will appear at the bottom of the Illuminance list. Click in the Tilt field and type the desired angle. The Orientation field will then become editable. Click in the Orientation field and type the desired angle. Click OK. The Grid Editor will close and the new metric will be added to the list displayed in the Statistical Summary window.

2. 3. 1. 2. 3. 4.

To define and add an arbitrary calculation metric to a grid:

Notes: Calculation meters orient perpendicular to their grid by default. If the grid is horizontal, the
meters still orient perpendicularly, but the metric is called Horizontal.

A perpendicular metric remains perpendicular to the calculation grid's plane, even when the grid is reoriented. By default, a horizontal metric is added to all calculation grids lying in the XY plane. If the grid lies outside of the XY plane, a perpendicular metric is added.

Illuminance metric options:

Horizontal - Meters face straight up or =Z as defined by the WCS (World Coordinate System). N, S, E, W - Meters face one of the four cardinal directions as defined by the WCS. Perpendicular - Meters face at a right angle from the calculation grid's plane. Arbitrary - Meters face the direction defined by the user-set orientation and tilt.

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Delete Meter - Select and remove a metric from the current list.

Meter Position descriptions: Orientation - Rotates the meter Z axis in the WCS (World Coordinate System) using the Righthand Rule. Tilt - Tilts the meter down from zenith: Straight up = 0; straight down = 180, toward horizon = 90.

Editing Calculation Grid Display Settings


Display settings determine which metric's values are shown in the CAD window, as well as their size and color.

Ways to Access>>
Main Menu: Command Line: Designer Tools: Modify > Grid Editor editgrid

> Settings tab

> Display

Screen Image>>
Grid Properties - Display Settings:

Notes:
General Settings:

Displayed Metric - Select which metric's values you want to display in the CAD window. This does not affect the grid-specific output documents. ID Max & Min - Toggle on/off a display attribute that makes the highest and lowest calculated values bold characters. Automatic Text Height - Toggle to allow Lumen Designer to automatically determine the size of numerals displayed on your grids. User-defined Text Height - Specify the size of numerals for values displayed on your grids if you have toggles off Automatic Text Height. The number you enter will be in current units.

Metric Settings :

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Metric - Identifies the metric by its orientation and tilt angles. Contours - Enable/disable the display of contour lines on the calculation grid C Values - Specify the value you want to show on the contour lines. You can specify up to 10 contours, with the values separated by the pipe character. For example, the entry 5|15|25|50 would show 4 contours with values 5,15,25, and 50 footcandles (based on current lighting units). Decimals - Set the number of decimal places you want to include in displayed contour values. C Height - The height of the contour text, in current units. Mark Above - Turn on to display in green numerals all values higher than the threshold you have set. Above # - Set the threshold above which all values will be displayed in green numerals. Mark Below - Turn on to display in red numerals all values lower than the threshold you have set. Below # - Set the threshold below which all values will be displayed in red numerals. Value - Toggle to display the calculated value at each calculation point.

Grid Results Viewer


Viewing Calculation Grid Results
The Grid Results Viewer gives you a convenient way to view various formats of any of the calculation results in your project.

Ways to Access:
Main Menu: Output > Grid Results Viewer

Notes:
Daylight Factor metric - illuminance on an interior calculation point shown as a percentage of the simultaneous solar illuminance on an exterior horizontal plane.

Grid Results Viewer components:

Available grids - click any of the grid icons to bring the calculation results into the main viewing pane. Displays your grids in the Project Explorer format. Selected Metric - specify which of the calculation meter configurations associated with the grid you want to display results for. Grid Statistics - select which area's statistics to display.

Average - displays the average value calculated for the grid/stat area. Max - displays the highest single point value calculated for the grid/stat area. Min - displays the lowest single point value calculated for the grid/stat area. Avg/Max - shows the ratio of the average value to the highest value. Avg/Min - shows the ratio of the average value to the lowest value. Max/Min - shows the ratio of the highest value to the lowest value. Chart - list point values in a tabular format. Points - display points in the CAD window style.

Grid results viewing formats:

Export to file - export grid results to HTML (for web browsers) or Tab-Delimited text files (for Excel, etc.).

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About Calculations
Radiosity calculation provides the ability to simulate the way in which real world scenes are lit not only by direct light, but also by diffuse light which bounces off directly lit surfaces onto other areas of the scene which are not directly lit. Lumen Designer offers a radiosity calculation, followed by a hybrid rendering. This combined solution uses the radiosity calculations as its starting point. From a specified perspective, it then removes and recalculates the direct light, accounting for specularity. Whereas radiosity does not consider specularity of surfaces, the hybrid solution uses raytracing to model individual rays of light from a perspective and does consider specularity. Features of radiosity calculations:

Generating an image of a radiosity solution is a two phase process. In the first phase a radiosity solution is computed; in the second phase, an image of the solution is generated from a specific view point. Since the solution generated is independent of view, the scene can be rendered from different viewpoints without needing to run the radiosity simulation more than once. Progressive radiosity does not produce a single answer; the longer it runs the more accurate the result. Progressive simulation, allowing a balance to be made between speed and accuracy based on the users requirements. Adaptive triangulation algorithm, providing high quality solution meshes without over-meshing. Visibility for indirect illumination is performed efficiently by the raytracer module, minimizing solution times and memory requirements. Support for both view-independent and view-dependent meshing, with the latter delivering reduced solution times or increased accuracy.

Radiosity Concepts: The radiosity method is used to evaluate the distribution of all the light energy in an environment; by applying the conservation of energy at every surface. This is in contrast to other rendering techniques, where only the light entering the camera is modelled. The solution generated encapsulates the light distribution throughout the scene, accounting for all diffuse interreflections, and is independent of any particular viewpoint. It should be understood that the radiosity algorithm solves the lighting problem, not the visibility problem. Once the solution has been generated, images can be rendered using standard visibility and shading algorithms. Advantages of radiosity techniques:

The method accurately models environments where matte surfaces diffusely reflect light in all directions, including towards other matte surfaces; the inside of a building is a common example of such an environment. It should be noted that many surfaces in such an interior are not lit by any direct illumination at all, and are lit only because light reaches them having bounced off other surfaces in the environment. In fact, such illumination may be intentional, on the part of the architect, or lighting designer.

Note that a surface illuminated indirectly may appear to be a different color than it would appear if lit directly, since color from one surface can spill or bleed onto another, particularly if bright colors are placed next to more subdued hues. Radiosity is therefore an important technique for architects, builders and lighting engineers, as well as for more general computer graphics users, who are simply interested in creating realistic images. Disadvantages of radiosity techniques: It is costly in terms of computer time and memory. It is hard to give definite rules, but a fully converged radiosity solution would typically be markedly more costly to evaluate than a single ray traced image. When only partially -converged solutions are required, or when multiple images of the same scene are required, then the pendulum swings back in favor of the radiosity method. The method remains an efficient technique for the reproduction of physically accurate lighting conditions in a large class of common scenes. Three stages of a radiosity solution:

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1. 2. 3.

A mesh of patches is produced on all of the active geometry in your model. The radiosity value for each patch is computed. The solution is displayed on each calculation grid point, as well as in the rendered view.

Choosing Calculation and Rendering Combinations


In order to achieve the results you want, it is important to choose the right combination of calculation template and rendering solution. Compare the images and rankings below to determine the best combination for your needs and schedule.

Notes:
If luminous materials are applied to a luminaire and enabled, they will appear in hybrid renderings. For the sake of clearer comparison, they are disabled in the image below.

Categories:

Speed - combined calculation time and rendering time. Accuracy - thoroughness of calculations. Image - clarity and quality of rendered picture.

Rankings: Scale - 1 through 6, based on the six possible calculate/render combinations 1 = Fastest/most accurate calculations/best image quality Blank = open to user opinion and needs Fast, basic - ideal for large areas, these settings produce quick calculations, but less than ideal renderings. Sample time: 1:58 min:sec (+ rendering times below). Standard - these settings produce moderately detailed calculations with average speed and partially patchy renderings. Sample time: 5:10 (+ rendering times below).

Calculation Template: Rendering Solution:


Radiosity uses radiosity calculations as its starting point. Then, from a specified perspective, the specular contribution is mapped pixel by pixel on top of the radiosity solution.

Speed = 1 (:12) Accuracy = 5/6

Image = 6

Speed=3 (:15) Accuracy = 3/4

Image=

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Hybrid - uses radiosity calculations as its starting point. Then, from a specified perspective, it removes the direct component and recalculates the direct light, using a raytrace algorithm. This option produces a more realistic and accurate specularity. Speed = 2 (:32) Accuracy = 5/6 Image = Speed = 4 (:35) Accuracy = 3/4 Image = 3

Calculation Manager
About the Calculation Manager
The Calculation Manager enables you to choose templates and set additional parameters that control the speed, complexity, and accuracy of calculations run on the light levels in your model.

Ways to Access>>
Main Menu: Calculate > Calculation Manager >

Screen Image>>
Calculation Manager:

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Editing Radiosity Settings


The Calculation Manager's Radiosity Settings enable you to control parameters that affect radiosity calculations. Radiosity is a radiative transfer based calculation that divides geometry into different size patches. Light is bounced from patch to patch until it is significantly diminished. Radiosity does not consider specularity of surfaces.

Ways to Access>>
Main Menu: Calculate > Calculation Manager >

Screen Image>>

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Notes:
Radiosity calculations account for only diffuse, not specular, light transmittance. Calculation time becomes exponentially longer with higher accuracy and finer rendering resolution. Beyond a certain calculation stage, however, you can click Halt and use values calculated up to that point.

Percentage text to the right of the Meshing and Convergence sliders can be clicked on and edited by typing a value. Calculation Manager components: Settings Templates>> Each loads a preset configuration of the individually adjustable Radiosity Setting sliders.

Detailed - calculate slowly, with highest accuracy and finest rendering resolution Optimizations>>

User Defined -set sliders in the configuration you need and the settings will be saved. Fast, basic - calculate quickly, with lower accuracy and coarser rendering resolution. Standard - calculate balancing speed with accuracy and rendering resolution

Transmissive Materials - reduce calculation time by preventing the calculation engine from searching for transmissive materials to include in calculations, whether they exist in your model or not.

Point source - speed calculation times by enabling the calculation engine to treat discrete luminaire types, such as direct downlights, as simple point sources. Do not use for lights with significant luminous areas. Radiosity Settings>>

Minimum Patch Size (Primary) - Sets a percentage (0-10) of the area of an equilateral triangle based on the scene's longest side to determine the smallest allowable meshed area during the distribution/transmittance of the direct illuminance component. Maximum Patch Size - Sets a percentage (.07-100) of the area of an equilateral triangle based on the scene's longest side to determine the largest allowable meshed area during the distribution/transmittance of the direct illuminance component.

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Mesh Accuracy (Primary) - Sets a percentage (40-98) relating to the intensity gradient along a triangular element (patch) for adaptive meshing during distribution/transmittance of the direct illuminance component. Sets the meshing precision from coarse to fine along light and object edges.

Convergence Target - Sets a conclusion point (convergence) for calculations at which a certain percentage (0-99) of the light has been distributed/transmitted. Generally, negligible amounts of ambient light remain after this convergence point. These remaining amounts should be discounted for the sake of accuracy. Run Calculations - click to begin calculations based on the current template or settings.

Tips:
For quick calculations with good rendering resolution, choose the Fast, basic calculation template, and then the Hybrid Shaded rendering option in the Visualization Center.

Editing Advanced Calculation Settings


The Advanced Settings Editor allows you to set more detailed factors that affect calculations.

Ways to Access>>
Main Menu:

Calculate > Calculation Manager >

>

Screen Image:

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Notes:
For descriptions of individual settings in the Calculation Settings Editor, click the field in the editor and view the footer text. The Advanced Settings Editor's window can be widened or lengthened by clicking and dragging a side. You can tab through the advanced calculation settings.

Advanced Settings: General>>

Name Calculation Daylighting - Enable - enables daylighting in the calculations.\disable - excludes daylighting from the calculations.

Luminaire>>

Min Lod - Specifies luminaire Level Of Detail. Smaller values result in quicker calculation times. Larger values result in more accurate lighting effects. The level of detail is restricted by the min/max settings and determined by the Error bound setting. Min Lod - Specifies luminaire Level Of Detail. Smaller values result in quicker calculation times. Larger values result in more accurate lighting effects. The level of detail is determined by the Error bound setting.

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Error Bound - Represents the total acceptable error allowed when illuminating a point of interest. If set to 0.1 then the result is guaranteed to be the true result +/- 10 percent of the source power. Calculation>>

Use midpoints - True, uses the midpoint between vertices to determine calculation convergence criteria and creates a blur effect between vertices. False, uses the vertex values to determine calculation convergence. Keep edges View dependant edging Form factor accuracy - Specifies how the source-to-receiver form factors are calculated. Min samples - Number of rays cast between form factor elements to determine visibility. Max samples - Number of rays cast between form factor elements to determine visibility.

Simple - numerical algorithm which performs well for most situations, but can under perform for patches which are very large, or are very close to the receiver vertex/midpoint, or have a very poor aspect ratio. Solid - Uses the same numerical algorithm, but does take note of a min/max samples setting and the solid angle subtended by the receiver vertex/midpoint. Exact - Most accurate of the three. Uses and analytical algorithm to evaluate the current shooting patch's un-occluded form factor. Shadow maps - If enabled shadow maps are precomputed and used during the radiosity process to determine patch visibility. If disabled patch visibility is determined during the radiosity process. Force Double Sided - If true - Ignores the surface's double sided property and forces all surfaces to be double sided. False, respects the double sided property. Force Point Source - If true - Ignores the luminaires' luminous geometry and forces the luminaire to behave as a point source. Transmissive - Enable - accommodate transmissive properties.\disable - ignore transmissive properties. Interpenetration - If true - Analyses scene attempts to create edges between different geometry objects which could be considered intersecting. If false, interpenetration is not performed on a global level. Primary Adaptive Meshing - Enable - Enables adaptive meshing during the distribution of the direct component. Disable - Disables the use of adaptive meshing for the direct component Secondary Mesh Accuracy - Enable - Enables adaptive meshing during convergence of the solution. Disable - Disables the use of adaptive meshing for the convergence of the solution. Use Ambient - Evenly distributes not yet accounted for light over all the surfaces. Ambient Source - Add small ambient source to aid in post calculation rendering effects. Refine mesh (primary) interval - Specifies to remesh after every (n) sources. Refine mesh interval - Specifies to remesh after every (n) patches during convergence. Rendering General>> Scan Render Depth - Super Sampling: Specifies the super sampling of the image. 1 is no image sampling, 2 is each pixel is sampled 4 times, etc. Will have an impact on memory and display speed. Rendering Raytrace>>

Scan Render Depth - Defines the maximum level of recursion enforced when tracing secondary rays during shading. Scan Reflection Render Depth - Defines the maximum level of recursion enforced when tracing secondary rays during shading. Scan Refraction Render Depth - Defines the maximum level of recursion enforced when tracing secondary rays during shading. Scan Alpha Render Depth Scan Min Pixel Contrib - Defines the threshold used for determining whether the contribution made by a secondary ray (which is not reflected or refracted) can be ignored.

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Scan Min Reflection Pixel Contrib - Defines the threshold used for determining whether the contribution made by a secondary reflected ray can be ignored. Scan Min Refraction Pixel Contrib - Defines the threshold used for determining whether the contribution made by a secondary refracted ray can be ignored. Scanline Raytrace - Enable/Disable scanline raytracing for the calculated solution. Octtree Depth Octtree Occupancy Pixel Threshold - Defines the threshold used by the raytrace to determine when to adaptively super-sample the image. The image will be sampled until adjacent color samples differ in the largest of their red, blue and green components by an amount not exceeding this pixel threshold. ToneMap Poly Nominal Bias ToneMap Poly Nominal Min Work ToneMap Poly Nominal Max Work ToneMap Poly Nominal Min Displacement ToneMap Poly Nominal Max Displacement

Rendering Detail - Controls the detail of the final display, thus having an impact on the speed of the display. False Color>> Min Lum Min Lum Steps Illuminance Logarithmic Diffuse Factor

Daylight>>

Condition Latitude Longitude Year Month Day Hour Minute Time Zone X Y Z X Y Z

Running Calculations
After luminaires have been added to a model, you can perform calculations of footcandle or Lux levels in the model. If you have added calculation grids containing metered points, you can view calculation values at each point, as well as maximum and minimum values, averages and the ratios between them.

Ways to Access>>

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Main Menu:

Calculate > Run Calculations (Current Settings) Calculate > Run Direct Only Calculations (uses current settings)

Toolbar:

Screen Image>> (Rendering Mesh Preview)


Wireframe View Style:

Rendering Mesh Preview:

Notes: Cancel - click during calculations to end the process and abandon results.

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Halt - click during calculations to use results processed up to that point. This option is available only after some results have been processed. Files saved without rendering data will still retain calculation grid results. You may specify the individual calculation types to be performed on each specific grid. Any calculation type not available for the grid being inserted or edited will be disabled. Calculated values are recorded at the vertices of patches, and illuminance gradations are recorded between vertices. Convergence - light is transmitted patch to patch, until only a negligible amount of light has not been distributed.

Calculation Types:

Current settings (radiosity) - Sets convergence between 80 and 100%, accounting for the reflection and refraction of light off of and between participating entities. Direct only - Sets convergence to zero, which excludes interreflections of light between entities.

Calculation process steps (shown on the Status Readout): 1. 2. 3. 4. 5. 6. or 1. 2. 3. Participating model and object geometry is subdivided into a mesh of triangular patches. The meshed geometry is sent off for calculations and a radiosity value for each patch is computed. The solution is displayed. Preparing for calculations/ Transferring geometry - Creating calculation geometry for the scene Interpenetration - Interpenetrating the geometry within the scene Creating Shadow Maps - Creating shadow maps for the scene. Computing direct component Computing interreflected component Updating (calculation) grids

Participating geometry>>

calculation grid luminaire mesh architectural object polygon named mesh (ceiling, floor, wall) block (only if it contains any of the above)

Non-participating geometry>> Background entities:

Tips:

arc area circle ellipse polyline rectangle text

Participating geometry can be disabled in the Property Editor to make it inactive in calculations. This will shorten calculation times. The fewer and more simple the meshes in a model, the faster the calculations will be.

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182

Visualization and Renderings


About Visualization and Renderings
By enabling you to set your CAD view to a realistic perspective and generate a photographic quality image of your model, Lumen Designer gives you the power to convey lighting design information that transcends statistical documentation.

Visualization Center
About the Visualization Center
After calculations, the Visualization Center enables you to view a 'real-world images' of your project by choosing rendering styles, adjusting rendered output, and saving, restoring and dynamically viewing renderings.

Ways to Access>>
Designer Tools: > View Results*

The Visualization Center:

Viewing Dynamically to Set a Rendering View


Dynamic Viewing enables you to visually move around within a CAD window, to set a unique observer position in preparation for a rendering.

Ways to Access>>
Designer Tools: >

Steps:
To set the View Focus by selecting an object: 1. Access the function.

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2. 1. 2. 3. 4.

Click in a CAD view to select the object. The object will shift to the center of the view. Turn on Perspective Viewing mode. Access one of the functions below. Click in the CAD window to move around in your model. Press ENTER or right-click to end the command. If daylighting is enabled in your model, walls are double-sided, Therefore, you need to be inside a model space to render its interior; surfaces are not culled. Set View Focus by Object - specify any CAD entity or architectural object around the volume of which the view will Orbit, or on which the view will center (Dolly and Roll). You can only select the object by selecting it in a CAD view.

To prepare the CAD view for a rendering:

Notes:

Dynamic Viewing Modes:

Orbit - rotates the perspective in a 3D, non-planar view, any direction around a point centered in the X, Y and Z planes. This enables you to view your project from any angle. It may be a bit difficult to get a good feel for how orbit works, so move the mouse button slowly and deliberately in a couple of different directions. Pan - grips and moves a planar image of the current view in any direction, without changing the perspective or size of entities in your view. This is useful when you are zoomed into specific area of the view, and wish to move to another part of the view not currently within the zoomed area. Dolly (Perspective Viewing Mode only) - slides the viewpoint in and out from the current Perspective View along an invisible track. Tilt (enabled in Perspective Viewing Mode only) - rotates the perspective vertically around an invisible horizontal axis centered in the view. Roll (Perspective Viewing Mode only) - rotates the perspective in a 2D, planar view around an invisible axis pointing straight at you from the center of the view. Look (enabled in Perspective Viewing Mode only) - turns the perspective in any direction around a point centered in the X, Y and Z planes. Turn (Perspective Viewing Mode only) - rotates the perspective horizontally around an invisible vertical axis centered in the view.

Rendering a View
Rendering generates a real-world visualization of your model, to accurately display illuminance on the surfaces and materials in your design space. Different rendering styles reflect

Ways to Access>>
Main Menu: Command Line: Designer Tools: Calculate > Render > viewmode vm

> >

(radiosity) (hybrid)

Screen Images:
Radiosity Shaded>>

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Visualization and Renderings

Hybrid Shaded>>

Rendering Mesh Preview>>

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Notes:
In order to generate renderings, calculations must be performed, but calculation grids are not required. Material luminosity (a high ambient factor) is visible in hybrid renderings, but not radiosity renderings.

Rendering options:

Radiosity Shaded - uses radiosity calculations as its starting point. Then, from a specified perspective, the specular contribution is mapped pixel by pixel on top of the radiosity solution. Hybrid Shaded - uses radiosity calculations as its starting point. Then, from a specified perspective, it removes the direct component and recalculates the direct light, using a raytrace algorithm. This option produces a more realistic and accurate specularity (lighting effects such as shadows and penumbras). Rendering calculated data 1. Removing the direct component (when changing from radiosity to hybrid). 2. Replacing the direct component (when changing from hybrid to radiosity). Tone mapping - translates the span of real luminances into the limited range the computer monitor can display. Hybrid Shaded renderings are pixel-by-pixel, so the size of your CAD window will have an effect on both the rendering speed and resolution. For faster and crisper renderings, resize your CAD window to the smallest window you desire.

Rendering process steps (shown on the Status Readout): 1.

2.

Tips:

Adjusting a Rendering
If your rendering is lighter, darker or has less contrast than you desire, Lumen Designer enables you to adjust the brightness and exposure until you achieve a realistic and appealing image.

Ways to Access>>
Designer Tools: > Brightness: Auto > Exposure: Auto

Notes:
Rendering adjustment options:

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Visualization and Renderings

Brightness - decrease or increase the brightness (gray scale value)of the lightest pixels in the image. Exposure - decrease or increase total room luminances to achieve more detail/clarity in light or dark areas of the image, respectively. This is the same as adjusting photographic exposure. Auto - reset the image to the default brightness and exposure generated by Lumen Designer. +/ - manually increase or decrease an image's brightness or exposure.

Using Named Rendering Views


The Visualization Center's View Tools enable you to save specific viewpoints and easily return to them, which helps you return to a favorite perspective if you need to make changes to your model between renderings. In addition, you can export a completed rendering to an image file.

Ways to Access>>
Command Line: Designer Tools: viewnamesave viewnamerestore

> >

(save current view) (restore named

view)

Steps:
To save a named view: 1. 2. Access the function. The Command Line will prompt you. Enter a name for your new view: eg. myview2 This will be added to the list of saved view names. Enter the name of the view you want to restore: myview2 If needed, type ? for a complete list of your saved views. The Command Line will list them: MYVIEW1, MYVIEW2 Then type the name of the view you wish to restore: myview2

To restore a saved view: 1. 2.

Notes:
Rendering View Tools:

Save Current View - saves the exact CAD view shown in the current CAD window. Restore Named View - enables you to list or type the name of a previously saved CAD view.

Exporting an Image File


After generating a rendering, you can save it out as one of five image file types.

Ways to Access>>
Main Menu: Command Line: Designer Tools: F ile > Export > Image File viewnamesave

>

Steps:
To export an image file: 1. 2. 3. Create a rendering. Access the function. Type b to open the Export View file browser. There, you can enter the file name and location where you want the image saved. (Alternately, you can type a path and file name on the Command Line.)

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4. 5. 6.

Click Save . Type a width for the exported image , or press ENTER to use the current view dimensions. Type a height for the exported image.

Notes:
Exportable image file types:

.BMP (Bitmap - standard Windows interchange format) - an uncompressed, pixel-based format that is good for Windows graphics, although not suitable for images in Web applications or highend printing. .JPG (JPEG - Joint Photographic Experts Group format) - commonly used format that allows you to balance between compression and image quality, and retains true colors. .TGA (Truevision Targa format) - available as compressed and uncompressed formats developed for use by graphics cards in CAD and paint applications. .TIFF (Tiff) - a raster-based, moderately compressed format that was designed for desktop publishing and retains all of its image quality .PS (Postscript) - a plain-text format.

188

Output
About Output
Lumen Designer enables you to generate a variety of comprehensive, clear and detailed documents about all aspects of your project. This statistical and graphical data will help you present your designs.

Notes:
Outside of export functions, Lumen Designer's output is controlled entirely through the Output Manager.

Output Manager
About the Output Manager
The Output Manager enables you to control the format, style, content and output location of all Lumen Designer project documents.

Ways to Access>>
Main Menu: Output > Output Manager

Screen Image>>

Using Report Templates


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Report templates enable you to save and restore output configurations and styles that you have previously specified in the Output Manager. This ensures that you to generate consistent printed documentation for any projects using the same template.

Ways to Access>>
Main Menu: Output > Output Manager >

Steps:
1. 2. 3. 4. 5. 6. Under Available Output, click + to expand categories with documents you wish to print. Toggle the boxes for all summaries, images, grids, etc. that you want to include in output for this template. Under General Settings, toggle a style, type header or footer text, if needed, set margins and select a font. Click Save Template. The Report Template window will appear. Type a name for your template in the field provided. Click OK. Your template will be saved and listed in the Report Templates pane of the Output Manager. You can click one of the template names listed to restore that output configuration. Report templates do not store printer path information.

Notes:

Editing General Output Settings


General settings determine styles, content and text that will be applied to all output documents.

Ways to Access>>
Main Menu: Output > Output Manager

Notes:
Style:

Designer - Clean, updated graphical style for documents. Classic - Lumen Micro graphical document style. Basic - Text only document output that conserves printer/plotter ink. Change Output Logo - Opens a browser from which you can select an image file to insert into the footer in Designer style documents or the header of Classic style documents.

Header & Footer:


Page:

Justification - Click to center document text or set it flush with the right or left margin. Text - Type text that you want to appear on the top or bottom of each document. Margins - Set the document border width.

Choosing Available Output


The Available Output pane enables you to select which types of documents will be printed.

Ways to Access>>
Main Menu: Output > Output Manager

Notes:
Additional options for the documents below can be selected in Selected Page Settings. Printable documents: Title Page - Lists project name and date, as well as preparer and client's name. Project Summary - Lists project information, and lighting load and budget statistics for your entire project.

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Output

Luminaire Schedule - Lists the fixtures types included in your Luminaire Type Schedule, as formatted in the Luminaire Schedule Viewer. Project CAD View - Displays a graphical views of the extents and all included model spaces, luminaires and architectural objects in the project. Renderings/Images - Shows photo-realistic images that you have saved. Area Summary - Lists lighting load, luminaire quantities, grid statistics, and budget statistics for specific areas of your project. Calculation Grids - Lists calculation values in a tabular format for specific areas . CAD Views - Displays graphical views of a specific areas or rooms and their contents.

Selecting Page Settings


Specific output options are available for individual types of documents. These options are displayed when you click on document names under Available Output.

Ways to Access>>
Main Menu: Output > Output Manager

Notes:
Additional options for Available Output:

Title Page Project Summary

Grid Statistics - List calculation averages, maximums, minimums, and their ratios. Daylighting Summary Black/White Printing - Disable color printing. Grid Format - Display Luminaire information in a chart. Top-down Format - Display luminaire information in a list.

Project CAD View Luminaire Schedule

Area Summary Calculation Grids

Values - Display calculation results for the specified metric. Metrics - List the meter orientations associated withe each grid. Black/White Printing - Disable color printing.

CAD Views User Note - Add commentary. Printer Path - Toggle printer numbers to associate different documents with different output plotters/printers. Set Scale

Using Best Scale to Fit - Allow Lumen Designer to set the drawing scale to fit the output paper size. Scale drop-down menu - choose from six scale options.

Previewing Output
The Print Preview gives you a chance to confirm the content, style, and layout of each document before you send it to the printer.

Ways to Access>>
Main Menu: Output > Output Manager > Print Preview

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Notes:
Printer - Shows the which printer/plotter the documents will be sent. Setup - Launches the standard Windows Print Setup screen. Print - Launches the standard Windows Print screen.

Printing the Current CAD View


Printing the CAD view will generate a document depicting the CAD model and entities as displayed in the current CAD window It will also include the Titlebar, as well as any project summary data you have specified in the Output Manager. Printing the Luminaire Schedule will generate a document listing the current project's Luminaire Type Schedule as formatted in the Luminaire Schedule Viewer.

Ways to Access>> (print current CAD view)


Main Menu: F ile > Pr int > Current CAD View Output > Output Manager | Available Output

Toolbar:

Steps:
1. 2. 3. Access the function. In the Print Preview screen, click Setup to define parameters such as portrait or landscape orientation, etc. Click Print. Define the output style, content and printer paths for the Project CAD View and individual CAD Views in the Output Manager before using the function.

Notes:

Printing the Luminaire Type Schedule


Printing the Luminaire Schedule will generate a document listing the current project's Luminaire Type Schedule as formatted in the Luminaire Schedule Viewer.

Ways to Access>>
Main Menu: F ile > Output > Output Manager|Available Output

Steps:
To preview and print the Luminaire Type Schedule: 1. 2. 3. 4. Access the function. Click Print Preview to see the print layout. In the Print Preview screen, click Setup to define parameters such as portrait or landscape orientation, etc. Click Print. At the bottom of the Luminaire Center, basic photometric data will be displayed about any luminaire that is selected in the Schedule. Define the Luminaire Type Schedule's format and included fields in the Luminaire Type Schedule Viewer before printing. Define the output style, content and printer paths for the Luminaire Schedule in the Output Manager before printing.

Notes:

192

Glossary

#
.BMP: The extension for bitmap files. In Lumen Designer, images associated with luminaire geometry or photometry can be saved as .BMP or .WMF files. Renderings can also be saved as .BMP files. .CIB: The extension for photometric files in the Chartered Institution of Building Services' (CIBSE) TM-14 format. This is the format commonly used in the UK. CIBSE files also can use a .T14 extension. .CIE: The extension for photometric files in the International Commission on Illumination's (Commission Internationale de l'Eclairage (CIE)) format. .DWG: The extension for AutoCAD's standard drawing file format. Lumen Designer can import and export .DWG files. .DXF: The extension for Drawing Exchange Format files, which are ASCII or binary formats used to make CAD files useable in diverse CAD applications. Lumen Designer can import and export .DXF files. .ELX: The extension for photometric files of the EULUMDAT European standard data format defined by Axel Stockmar. The EULUMDAT file format has become the de facto standard in Europe. EULUMDAT files also use .LDT and .EUL file extensions. .EUL: The extension for photometric files of the EULUMDAT data format defined by Axel Stockmar. The EULUMDAT file format has become the de facto standard in Europe. EULUMDAT files also use .LDT and .ELX file extensions. .IES: The extension for photometric files of the Illuminating Engineering Society of North America format. .IGES: The file extension for Initial Graphics Exchange Specification, a neutral format for exchanging CAD files between dissimilar applications. You can convert .IGES files to 3D .DXF files using third party translator applications so they can be imported into Lumen Designer. .INI: The extension for initialization files which are ASCII text files used to set Lumen Designer's program paths and default Application Settings. .LDT: The extension for photometric files of the EULUMDAT data format defined by Axel Stockmar. The EULUMDAT file format has become the de facto standard in Europe. EULUMDAT files also use .EUL and .ELX file extensions. .STL: The extension for stereo lithography files, which are standard CAD files that can be exported from most solid modeling CAD programs. .STL files contain a list of triangles that comprise a 3D mesh that covers the original solid model geometry in the CAD program. .T14: The extension for photometric files in the Chartered Institution of Building Services' (CIBSE) TM-14 format. This is the format commonly used in the UK. CIBSE files also can use a .CIB extension. .WMF: The extension for Windows metafiles. In Lumen Designer, images associated with luminaire geometry or photometry, and vector based images from any CAD view, can be saved as .WMF files. 2D (2-Dimensional): Having or existing in two dimensions, usually length and width, and having no depth. Also known as planar or flat. Geometry defined in a particular view with only X and Y values and no depth information. 3D (3-Dimensional): Having or existing in three dimensions of length, width and depth/height. 3d geometry resides in the X,Y,Z planes. Geometry defined with an X, Y and Z value. 3D face: See 'polygon'.

A
absolute coordinates: Values measured from the Origin of the current coordinate system, and not relative to any CAD entity. accent lighting: Lighting intended to highlight a particular object or part of space. active/participating: Describes a surface that affects light reflectance, refraction and transmittance, and therefore illuminance calculations.

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activehelp: Context-sensitive help topics that are displayed when the user activates different functions of Lumen Designer. aim: To direct the 'punch' of a luminaire. In Lumen Designer, aiming can be controlled by entering rotation angles for the luminaire's orientation, tilt, and spin. alias: An abbreviation of a CAD command that can be typed on the Command Line in lieu of the full command. ambient lighting: Lighting intended to provide the general illumination in a space or over an area. anti-aliasing: A process for removing the jagged or stepped edges created by patches or pixels in a rendered image. aperture: An opening in a surface. In Lumen Designer, these are distinguished into the categories of 'holes' (non-daylighting) and 'daylighting windows' that transmit solar luminance. arc: A segment of a circle; a curved line. architectural object: Any structural or furnishing element, such as a wall, door, window, desk, chair, appliance, etc. that participates in lighting calculations and enhances renderings. In Lumen Designer help, architectural objects are a subset of 'CAD entities', along with background entities. area: A planar region used to contain the spaces and entities in a given project; can also be thought of as a site. array: Multiple instances of a CAD entity that are arranged in a symmetrical pattern. In Lumen Designer, this pattern can be rectangular, polar (circular), or checkerboard (alternating). attribute: See 'property'. axes: The plural of axis. See 'axis'. axis: A straight line around which an entity rotates, or a reference line extending from the Origin designating the zero point for each plane's coordinate system. azimuthal angle: The horizontal angular distance between a fixed reference direction and a position contained within a circle in the horizontal plane. Often referenced as the horizontal angles of a candela distribution.

B
background entity: An entity created on the background layer as a visual reference, as the foundation on which to create an architectural object, or as means for gripping and moving an object. Background entities do not participate in calculations. In Lumen Designer help, they are a subset of CAD entities, along with architectural objects. See 'primitive' also. baffle: A component in a luminaire intended to block or obscure a direct view of the light source or minimize stray light. ballast: An electrical or electronic device used with lamps that require different electrical conditions for starting and subsequently operating the lamp. ballast factor: The ratio of light output obtained using a commercial ballast to that obtained using the reference ballast with which the rated lamp lumens were determined. base point: The gripping point of a CAD entity or model; or the starting/reference point for various CAD functions. block: See 'group object'. bonding: A feature of certain material types in Lumen Designer that can 'wrap' a pattern or image around an architectural object. brightness: The psychophysical equivalent to photometric quantity luminance. Brightness is the term used to describe the perception of the luminous magnitude of a surface, but it is not something to which an absolute value can be assigned. A person's perception of the brightness of a surface depends on the overall light levels to which their vision has adapted, and thus changes under different conditions. The only quantitative statement that can be made in regards to brightness is in regards to brightness ratios. Steven's Law states that brightness is related to the cube root of luminance. To obtain the perception of a 2:1 brightness ratio takes a ratio of luminances of 8:1 (2 is the cube root of 8). This illustrates how the human visual system exponentially compresses the range of light levels seen by the eye. Also see 'luminance'.

194

Glossary

bulb: The glass shell of a lamp. Bulbs can be clear, diffusing or phosphor coated. See also 'lamp'.

C
CAD: Computer-Aided/Assisted Design/Drafting CAD background: In a CAD window or view, the colored screen behind the model. CAD view: The viewpoint or perspective of a CAD model or design that is shown in a CAD window. CAD window: One of the screens in which you build and modify your CAD model or design. calculation grid: A set of points representing photometric meters that collect illuminance and other light values in your CAD model. A set of points at which various photometric quantities are computed in a lighting analysis. candela: The System International (SI) unit of luminous intensity. One candela is one lumen per steradian. See also 'luminous intensity'. candlepower: See 'luminous intensity'. candlepower distribution curve: A plot, generally in polar coordinates, which represents the luminous intensity values of a lamp or luminaire at measured horizontal and vertical angles. Also known as the 'Intensity Distribution Curve'. See 'luminous intensity' for more information. Cartesian coordinate system: A rectangular coordinate system that uses X, Y and Z values to locate points in 3D space along 3 perpendicular directions. A planar system that uses X and Y axes to locate points relative to the Origin (0,0) in 2D space. cavity: A room or CAD model space. cavity ratio: A number indicating the general cavity proportions or aspect ratio of a cavity (box), based on the from length, width, and height. This value is used in the coefficient of utilization calculation for a given luminaire in a space with specified room reflectance and dimensions. The specific equation for cavity ratio is: 5*Height*(Length+Width)/(Length*Width). Note that it is typically referred to as the Room Cavity Ratio (RCR), in which case the cavity of interest is the room itself. CIBSE: The Chartered Institution of Building Services Engineers. CIE: The International Commission on Illumination's (Commission Internationale de l'Eclairage). coefficient of utilization (CU): The ratio of the number of lumens that reach the work-plane to the number of lumens produced by all of the lamps in all of the luminaires in the room. The light on the work-plane includes light receiv ed directly from the luminaires as well as light interreflected in the room. The CU is dependent upon the proportions the room (RCR) and the room surface reflectances. Tables of CU values are generally provided with standard indoor luminaire photometric reports for various RCR's and room surface reflectances. convergence: A value that specifies the percentage of the interreflected light in a calculation that will be considered in the final results. For example, a convergence of 95% means that the calculation will allow the light to interreflect, and therefore add more to the final luminance of all of the surfaces, until 95% of the light initially produced by the luminaires has been absorbed on the room surfaces. coordinate: A set of numbers that defines a point's location in 3D space. In Lumen Designer, coordinates are given in the format X,Y,Z. If only two coordinates are given, the Z value is assumed to be 0 (relative to the current coordinate system or CPlane). cove lighting: Lighting recessed into coves or on ledges around the perimeter of a space with the effect of indirectly lighting the space. Cove lighting can be used to light ceiling or wall surfaces. CPlane (construction plane): A 2-dimensional surface used as the default plane for drawing background entities and adding architectural objects. CPlanes are also used when a temporary coordinate system, other than the WCS is needed. A user defined coordinate system that may have a different origin and orientation from the World Coordinate System. The plane is illustrated with a 2D grid and the red and blue axes anchored at the Origin. 2D entities such as circles and arcs are constructed within the XY plane of the current CPlane. Note that even though CPlanes are illustrated as a 2D plane grid, they are a 3D coordinate system.

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crossing: Selecting CAD entities by clicking to the right of the entities in a CAD window, and dragging the cursor to the left across parts of each entity that you want to select. After the crossing window is defined, any entities touched by or within the crossing window will be selected. culled: A Lumen Designer CAD view style in which the back/non-participating sides of polygons and meshes are made invisible or removed (culled). cursor: A mouse-controlled icon appearing on a computer monitor that is used to position the text insertion point, select text, click buttons, and modify entities. The icon indicating the current position pointed to by the mouse. The cursor style changes depending on the type of view it is in and the mode of the operation being carried out.

D
daylight factor: Illuminance on an interior calculation point shown as a percentage of the simultaneous solar illuminance on an exterior horizontal plane. daylighting: The effects of the sun's luminance, as well as the overall sky luminance, when used as light sources. Lumen Designer enables you to add window, skylight, and door apertures that transmit this solar energy into a model. daylighting window: An aperture on a wall that transmits solar luminance from the exterior of a model to the interior spaces. default: An input value or parameter that will be used for a function unless a user specifies otherwise. design factor: A factor that combines the increase or decrease of lamp light output over lamp life with the electrical characteristics of ballasts and when applicable, luminaire characteristics. This factor is applied to HID sources only. Refer to manufacturer's lamp data. diffuse: A surface property in which the light is scattered in all directions upon reflection, transmission or self emission. More specifically, a perfectly diffuse surface by definition is one for which the luminance is constant from all viewing directions. Most painted surfaces are close to diffuse and can be considered as such for the purposes of interreflected lighting calculations. diffuser: A material or optical component intended to scatter the light produced by a luminaire. The term is generally applied to a wide range of lens types that produce "broad" distributions, even though they may differ significantly from the strict definition of diffuse. See 'diffuse' for details. direct component: That portion of the light from a luminaire which arrives at the task or work-plane without first reflecting from other room surfaces. discomfort glare: Glare from a light source that produces discomfort. Discomfort glare may not necessarily affect visual performance or visibility. displacement: The change in placement or position of an entity. This refers to the distance between vertices in the same relative positions of different entities, not a distance between whole entities. distribution: Dispersal or diffusion, generally referring to the candlepower or luminous intensity of a luminaire. dolly: To move forward or backward along a linear path. In Lumen designer, the dolly function slides the viewpoint in and out from the current view along an invisible track. downlight: A small direct luminaire which generally controls the light into a confined area. Downlights can be recessed or surface mounted and most commonly have round apertures, but can also have apertures of other shapes. downward component: The light from a luminaire emitted into the hemisphere below the luminaire. dynamic: Able to change continuously, as characterized by Lumen Designer's dynamic viewing functions.

E
edge: A bounding line of a 2D CAD entity or polygon, as shown in Lumen Designer's wireframe CAD view style. efficacy: See 'luminous efficacy of a source of light'. efficiency: See 'luminous efficiency' or 'luminaire efficiency'.

196

Glossary

ellipse: A closed arc defined by a major (longer) and minor (shorter) axis which define its length and width. entity: A discrete, graphical CAD design unit. In Lumen Designer, entities encompass background shapes, such as arcs, polylines and rectangles, as well as architectural objects. equipment operating factor: This is a factor to adjust to the output of the luminaire as a result of using the specific combination of lamp type and ballast type. exitance: See 'luminous exitance'. exitance coefficient: A coefficient similar to the coefficient of utilization, but in this case used to determine wall and ceiling exitances. explode: To break a group of entities (including those imported as .DWG/.DXF block), architectural object, multi-segmented polyline, or mesh into individual components, so that each can be edited apart from the whole. extents: In Lumen Designer, the limits of CAD space containing any entities or model spaces. extrude: To project an entity's shape into 3D space, giving it depth/height.

F
filter: A component used for changing the magnitude and/or color of the light from a luminaire. fixture: See 'luminaire'. fluorescent lamp: A light source based on low-pressure mercury in which the electric-discharge produces ultraviolet and visible radiant energy that is subsequently incident upon a fluorescing coating on the bulb wall that transforms some of the ultraviolet radiant energy into the visible spectrum to produce light. flux: See 'luminous flux'. focal point: See 'view focus' and 'view center'. font: A set of typographic characters with a common style. footcandle (fc): A unit of illuminance equal to one lumen / ft^2. Footcandles are the standard unit for illuminance in North America. Also see 'Lux'. footlambert (fL): A unit of luminance equal to pi * candela / ft^2. The IESNA has deprecated this unit and discourages its further use. The standard units of luminance are candela / ft^2 or candela / m^2.

G
general diffuse light: Lighting from luminaries that distribute roughly equal portions of light downward and upward. general lighting: Lighting intended to provide a generally uniform level of illumination throughout an area, excluding any specific task lighting requirements. geometry: In Lumen Designer, the shape, size and arrangement of CAD background entities, architectural objects, and luminaires. glare: The visual sensation produced by exceedingly high areas of luminance within the visual field that can cause annoyance, discomfort or loss in visual performance and visibility. goniophotometer: A device on which the luminous intensity distribution of a lamp or luminaire is measured. There are many configurations in use, but the general goal is to provide a systematic way to measure the luminous intensity produced by a luminaire in all directions around the luminaire. This is done by measuring the illuminance on a photocell at some particular test distance and at some particular angle with respect to the luminaire center, and then multiplying it by the test distance squared to obtain the luminous intensity. grid: Sets of regularly spaced points or lines running perpendicular to each other, for use as drawing and measurement aids. Lumen Designer uses three types of grids: coordinate system grid, CPlane/Snap Grid, and calculation grid.

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grip: Handles that appear at the vertices (generally) of selected CAD entities. Depending on the entity type and active function, they can be used to place, move, stretch, and scale entities. group object: CAD objects or entities that are combined into a single object for easier modification. (known as a 'block' in AutoCAD)

H
high-intensity discharge lamp: An electric discharge lamp that is based on producing an arc within an arc tube containing various types of materials. HID lamps include mercury vapor, metal halide, xenon, high pressure sodium, and low pressure sodium. high-pressure sodium lamp: High intensity discharge (HID) lamp in which an arc is passed through sodium vapor operating at a partial pressure of about 1.33 x 10^4 Pa (100 torr). The bulbs can be clear or have a diffuse coating. HPS lamps produce yellow tinted light that is not broad spectrum and thus has a poor color rendering index. However, HPS lamps have a high luminous efficacy of a source of light (lumens/electrical watts). HPS lamps are commonly used in outdoor applications such as area and roadway lighting. hole: In Lumen Designer, a non-daylighting aperture. horizontal illuminance: Light value (illuminance) measured perpendicular to a horizontal plane. hybrid shaded: A rendering solution in Lumen Designer that uses raytracing to model individual rays of light from a specific perspective, accounting for specularity. This method provides more detail in the final image, including more accurate direct lighting components and non-diffuse reflections off of surfaces in the model.

I
icon: A small symbol or picture representing something. Lumen Designer's interface uses icons to give quick access to commonly used functions. IESNA: The Illuminating Engineering Society of North America. illuminance: The density of the luminous flux incident onto a surface, measured in lumens / area. The units are either lumens / ft^2 (footcandles) or lumens / m^2 (lux). illuminance units: Lux or footcandle values. Footcandles = lumens / ft^2. Lux = lumens / m^2or footcandle values. illumination: The act of illuminating or state of being illuminated. See 'illuminance'. incandescent: A lamp that produces light from a tungsten filament that is heated to incandescence by an electric current. increment: A measured change in a numerical value. In Lumen Designer, a user can set the increment for changes in zooms, CPlane/Snap Grid, coordinate grids, and OSnaps. indirect component: The fraction of the light on the work plane that arrived via reflections from room surfaces, not directly from the luminaires. insertion point: The coordinate at which a specified point on an entity, or imported model will be placed. intensity: See 'luminous intensity'. intensity distribution curve: See 'candela distribution curve'. interface: The various components of a software applications display on a monitor. In Lumen Designer, this includes titlebars, menus, toolbars, various windows and screens, and the Command Line. interreflection: The reflection of light from surface to surface. iso-contour: In Lumen Designer's calculation grid results, lines denoting where one illuminance value increment ends and the next begins, or denoting constant values of the particular metric being viewed on the grid, similar to the way elevation changes are denoted on topographic maps. iso-footcandle line: A line plotted on a calculation grid showing the location of a constant illuminance value. A series of such lines for various illuminance values is called an iso-footcandle or iso-lux diagram.

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iso-lux line: A line plotted on a calculation grid showing the location of a constant illuminance value. A series of such lines for various illuminance values is called an iso-footcandle or iso-lux diagram. iso-template: A set of iso-contours showing the illuminance pattern produced by a luminaire or cluster of luminaires. Not supported in this version. (Not supported in this version.) isometric: Having equal and orthogonal axes, as in the isometric views from 'corners' of a model in Lumen Designer.

L
lambert (L): A unit of luminance of candelas / cm^2. Named after Johan Heinrich Lambert , a pioneer in the field of photometry with the publication of his book, Photometria, in 1760. lamp: The general term for an electrical light source. Lamps generally consist of outer shells (bulbs), an arc tube or filament, inte rnal support structure, and a base. General lamp types include incandescent, halogen, fluorescent, mercury vapor, metal halide, high & low pressure sodium, induction, light emitting diodes, electro luminescent strips and cold cathode. lamp burnout factor: While a specific lamps burn-out is impossible to predict, a group of lamps will fail predictably. This is shown in the lamp mortality curves supplied by manufacturers. lamp lumen depreciation: A factor to account for the reduced output of lamps over their life. The factor varies for each type of lamp and should be obtained from the lamp manufacturer. lamp position (tilt) factor: A factor accounting for the change in lumen output of a lamp caused by tilting the lamp from its designed position. This factor is most commonly applied to HID sources and when it is important the lamp manufacturer will provide factors for various tilt angles inside the luminaire photometric file (IES file). lamp source: See 'lamp'. layer: In a CAD model, a segment of data or objects with similar properties. layout: A plan, or design. In Lumen Designer, 'layout' usually refers to a lighting configuration. length units: Metric or Imperial (English) distance values. lens: A glass or plastic optical component sometimes used in luminaires to control the distribution of light through refraction. light: Radiant energy from that part of the electromagnetic spectrum the human visual system can sense. The visible portion of the electromagnetic spectrum ranges from about 380 to 770 nm. light loss factor (LLF): A factor applied to the output of luminaires to account for losses that occur in installed conditions as compared to the ideal lab conditions of the manufacturer supplied photometry. The LLF is the product of several individual factors that include: dirt accumulation on luminaires and room surfaces, lamp output depreciation, the ballast factor, and several other factors specific to individual conditions. line type: The display style of linear features in a CAD window or on printed output. line voltage: A factor applied to the luminaire output as a result of a non-ideal voltage being provided in the installation. For example, with incandescent lamps every 1% change in line voltage will result in about a 3% change in lumen output. For HID lamps the effect will vary considerably for different lamp types and from one type of ballast to another. Variation in incoming voltage is usually unpredictable. However, if the deviation is stable and of a known quantity, then an appropriate factor can be used in the calculations. This factor is generally multiplied with the other factors that contribute to the total light loss factor (LLF). line weight: The width of linear features in a CAD window or on printed output. look: In Lumen Designer, the look function turns the perspective in any direction around a point centered in the X, Y and Z planes. louver: A component in a luminaire intended to block or obscure a direct view of the light source or minimize stray light. Parabolic louvers may also be designed to eliminate any reflected view of the light source after a defined cutoff angle. low-pressure mercury lamp: A discharge lamp (with or without phosphor coating) in which the partial pressure of the mercury vapor during operation does not exceed 100 Pa.

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low-pressure sodium lamp: A discharge lamp in which light is produced by radiation from electrically charged sodium vapor operating at a partial pressure of about 0.1 to 1.5 Pa. LPS lamps produce a very narrow band of wavelengths at about 590 nm which results in a yellow light with no color rendering abilities. lumen (lm): System International (SI) unit of luminous flux. This is the fundamental unit that quantifies the amount of light produced by a source. A point source that radiates 1 candela in all directions produces 4*PI lumens. lumen method: A simplified lighting calculation method that is generally used to determine the average illuminance on a work-plane in room given the luminaire distribution, room size and room surface reflectances. The method is based on several assumptions that may or may not be valid for the actual design configuration. The method is often used to predetermine the number of luminaires needed to achieve a desired average illuminance, but point by point analyses are recommended for final results. luminaire: A complete lighting fixture, including one or more lamps, a reflector and/or lens, a housing, lamp holder(s), and one or more ballasts if required. luminaire dirt depreciation factor: The loss of light output caused by the accumulation of dirt on luminaire reflecting and transmitting. This factor is dependent on the type of luminaire and the cleanliness of the atmosphere in which it is installed. The multiplier is generally a component of the total light loss factor (LLF). luminaire efficiency: The ratio of lumens emitted by a luminaire to the lumens emitted by the lamp(s) used in the luminaire. The lumens emitted by the lamps are measured independently, running bare in an open room, for the purposes of determining this value. The total lumens emitted by the luminaire are generally lower than the lumens produced by the lamps due to the absorption of light within the luminaire as well as temperature effects that can change the output of the lamps during operation inside the luminaire. On some occasions however, the higher temperatures inside the luminaire can increase bare lamp output beyond what is measured during the bare lamp test, which can result in a luminous efficiency of greater than 100%. This phenomenon is most common with T5 fluorescent and induction lamp luminaires. luminaire surface depreciation factor: The loss of light output from a luminaire due to permanent deterioration of luminaire surfaces such as yellowing lenses or damaged reflector materials. This factor is generally included as one of the components of the total light loss factor (LLF). luminance: The luminous intensity divided by the luminous area that produced it. It is the photometric equivalent to the visual sensation of brightness. This is why various "visibility" metrics are based on minimum allowable luminances and various glare metrics are based on maximum allowable luminances. Luminance is measured in candelas / ft^2 or candelas / m^2. Also see 'brightness'. luminous dimensions: Values denoting the size and shape of a luminaire's light-emitting surfaces. See the IESNA LM-63-2002 for details on defining various non-rectangular shapes via negative dimension values. component. luminous efficacy of a source of light: A measure of how efficiently an electrical source converts its energy to light, it is the total radiant flux (lumens) divided by the electrical watts consumed by the source. The units are lumens/watt. In the lighting industry, this value is also referred to as simply 'efficacy' or 'luminous efficacy.' This term is also sometimes referred to as 'luminous efficiency' in other references outside the lighting industry. Also see Luminous Efficacy of Radiant Flux as well as Radiant Efficiency for a related concepts. luminous efficacy of radiant flux: The total luminous flux emitted by a source (lumens) divided by the total radiant watts emitted by the source. The result is lumens / watt, but keep in mind that the watts are radiant watts, not electrical watts. Note that some references (generally from the physics industry) refer to this simply as 'luminous efficacy,' but in the lighting industry that follows the IESNA standards, the most common use of the term 'efficacy' or 'luminous efficacy' refers to 'luminous efficacy of a source of light'. Also see 'radiant efficiency'. luminous efficiency: See 'luminous efficacy of a source of light'. luminous exitance: The number of lumens emitted by a surface per unit area. If the surface is reflective, then it is the product of the illuminance and the surface reflectance. If the surface is transmissive, then the exitance of the front side of the surface is the product of the illuminance onto the back side and the transmittance of the material. The units are lumens / ft^2 or lumens / m^2. Formerly luminous emittance. luminous flux: See 'light'.

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Glossary

luminous intensity: Lumens per solid angle. Also referred to as candlepower. The unit of luminous intensity is the candela. Solid angle is a 3D analog to 2D angles, so it is a way to define a 3D region of space such as a cone. Thus, luminous intensity can be thought of as the number of lumens directed into a particular sized cone with an origin at the light source and oriented toward a given a direction. When luminaires are photometered, a table of luminous intensity values is produced for a variety of angles describing different directions of the light emitted by the luminaire. luminous shape: See 'luminous dimensions'. lux (lx): The System International System unit of illuminance equal to. One lux is one lumen / m^2. Also see 'footcandle'.

M
mask: In Lumen Designer, masks are planar areas a user can add to disable selected points on calculation grids. Consequently, these points will have no effect on the statistical values calculated and displayed on the calculation grid. mercury vapor: Clear mercury lamps that produce light with a greenish blue color and suffer significant losses in light output over the course of their life. The phosphor coated lamps produce somewhat better color. mesh: A composite of polygons connected by vertices. meshing: To subdivide room and object geometry into patches (segments) for calculations. metal halide: A high intensity discharge (HID) lamp in which an arc is created through metal halides and their products of dissociation, possibly in combination with metallic vapors such as mercury. Includes clear and phosphor coated bulbs and employ either a quartz or ceramic arc tube. The lamps produce a bluish white light with some products having very good color rendering abilities. mirror line: A line on the opposite side of which an inverse/reversed image of an entity will be created. mode: A functional state for an application. model: A CAD representation of a real-world, architectural space.

N
nested model spaces: In Lumen Designer, the hierarchical structure created by rooms residing inside larger rooms or areas. This nesting is shown in the Project Explorer's Project Tree. non-active/non-participating: A term for the back side of CAD surfaces (polygons and meshes) to indicate that they do not affect calculations of light values. non-planar: Existing in more than two dimensions; 3D. normal: A term for the front side of CAD surfaces (polygons and meshes) to indicate that they reflect, refract and transmit light, thus affecting calculations.

O
object: See 'architectural object'. object tree: The hierarchical display of the folders and subfolders containing Lumen Designer's architectural objects occlusion: The process of absorbing or obstructing light, or an entity that does so. OpenGL: The environment for developing 2D and 3D graphics applications. orbit: In Lumen Designer, the orbit function rotates the perspective any direction around the Origin (default) or the center point on the CPlane of the current area or room, enabling a user to view a model from any angle. orient: In Lumen Designer, to flip polygons or meshes so that all normal sides participate in calculations. Also, to rotate a luminaire in a clockwise direction a specified angular increment off the north, or 0 axis.

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orientation: The direction a CAD entity's normal surface is facing. Also, to rotate the luminaire in a clockwise direction a specified angular increment off the north, or 0 axis. orientation line: A line which appears between the cursor and an object or luminaire instance after it is dropped into a CAD model. By moving the aiming line, the entity can be rotated on the CPlane and properly oriented. origin: In coordinate systems, the point at which the X,Y and Z axes meet, denoting the 0,0,0 location. ortho: See 'orthographic'. orthographic: A mode in which CAD drawing and movement is constrained to only horizontal and vertical directions. 'Ortho' is the abbreviation for orthographic (mathematical), meaning having perpendicular lines. OSnap: A mode in which CAD functions will snap to the nearest object vertex for the active function. Also, the selected type of object vertex being snapped to (OSnap).

P
palette: A place where commonly used items such as geometry, materials or luminaires can be stored and then picked for quick access while working with your project. In Lumen Designer, object and material palettes are build prior to adding them to a model, in the same way that a luminaire schedule is build. pan: In Lumen Designer, the pan function grips and moves a planar image of the current view in any direction, without changing the perspective or size of entities in your view. patch: In Lumen Designer, a meshing component for that a model is divided into prior to calculations and rendering. path: The location of a computer file, from its hard drive letter, directory, subdirectories, to its filename. perspective: A 'real-world' viewing mode where lines converge in a single point on the horizon. This view is also know as 'single-point perspective'. photometric: Relating to photometry. See 'photometry'. photometry: The measurement of light. This includes the measurement of illuminance and various other quantities that can be derived from illuminance measurements, such as luminous intensity and luminance. See 'goniophotometer'. planar: Existing in only two dimensions; flat. plane: A flat surface, existing in only two dimensions. point by point method: The process of calculating illuminance values in an environment when individual values at specific points are required. Various methods are used by various ty pes of software, but the general process entails calculating the direct illuminance at a given point produced by each luminaire in the space and then adding to this the interreflected light that contributes to the total illuminance at the point. point source: A light source that is by definition small enough so that its physical dimensions can be disregarded for the purposes of lighting calculations. The general rule used states that a light source can be considered a point source if it is more than 5 times its maximum luminous dimension from the point on which the illuminance is to be determined. polar: Relating to one or more poles. See 'pole'. polar array: An array in which an object is copied around the center point of the array, a specified number of times within a specified range of angles. polar candela plot: See 'candlepower distribution curve'. pole: An axis around which entities revolve. polygon: A closed planar surface with three or more sides. polygonal surface: See 'polygon'. polyline: A set of contiguous/connected line segments and /or arcs that form a single CAD entity. primitive: The basic drawing elements, consisting of line, arc, circle, and ellipse. See 'background entity' also.

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project: All components of a Lumen Designer file, including settings, configuration, palettes, schedules, and model. project template: A saved Lumen Designer file containing default settings and configuration, a luminaire schedule, architectural object palette, layers, and material palette to use as a starting point in creating new projects. project tree: The hierarchical display of the relationship of project entities to one another. propagate: To pass along a certain attribute. In Lumen Designer, it applies to transfer of polygonal or mesh surface orientation. property: A characteristic or attribute of an entity.

Q
quality of lighting: A subjective description of the lighting in an environment. The judgment includes factors affecting visual performance, visual comfort, ease of seeing, safety, and esthetics for the specific type of environment. quantity of light: Luminous flux (lumens) integrated over time. The product of the lumens and the time over which they are delivered. Units of lumen-hours. Lumen-hours or footcandle-hours are useful in horticultural lighting. quartz halogen: A gas filled tungsten incandescent lamp containing a proportion halogens in an insert gas whose pressure exceeds three atmospheres.

R
radiant efficient: A measure of a source's ability to convert electrical energy into radiant energy. It is the total radiant flux in watts divided by the electrical watts. Also see Luminous Efficacy of a Source of Light and Luminous Efficacy of Radiant Flux for related concepts. radiosity: A calculation method used to evaluate the distribution of all the light energy in an environment; by applying the conservation of energy at every surface. radiosity shaded: A rendering solution that uses radiosity calculations as its starting point. Then, from a specified perspective, it then removes and recalculates the direct light, accounting for specularity. rapid-start fluorescent lamp: A fluorescent lamp designed for operation with electrodes that can be preheated so that the arc can be started with-out a starting switch or the application of high voltage. raytracing: A technique in computer graphics that allows non-diffuse surface properties to be added to the image. Effects that can be added with raytracing include specular reflections, surface roughness and refraction through glass or plastic. reflectance: The ratio of the number of lumens reflected from a surface to the number of lumens incident upon the surface. The value is between 0 and 1.0 or expressed as a percentage between 0 and 100%. refraction: The effect on light as it passes through a media of a different index of refraction. For example, if light that traveling through air then enters a piece of glass, the ray representing the light bends, or refracts, when it enters the glass because the glass has a different index of refraction than the air. The index of refraction represents the speed that light travels through various media and the bending of the light is a result of the light changing speed. Refraction follows Snell's Law which states n1*sin(theta1) = n2*sin(theta2), where n1 and n2 are the index of refraction for the 2 media (e.g. air and glass), theta1 is the incidence angle onto the outer surface of the glass and theta 2 is the refracted angle of the ray inside the glass. Note that n for air is 1.0 and n for glass is about 1.5. relative: In relation to something else. relative coordinates: Coordinates in relation to the current position, not the current coordinate system. rendering: A graphical image. rendering mesh preview: A CAD rendering preview that shows a model's division into patches. restore: To return to a former state.

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Right-hand Rule: for determining facing/active surfaces roll: room surface depreciation factor: A factor representing the reduction of the reflectance of room surfaces due to the accumulation of dirt. This is dependent upon the type of environmental conditions in the room and how often the room is cleaned. The factor affects the interreflected light in a room calculation and should be taken into account when the room surface reflectances are defined. The actual room surface reflectances should be reduced to a value representative of the worst conditions for which the lighting requirements need to be met.

S
schedule: In Lumen Designer, the list of luminaire types you have assembled to be available to add to your project. This is know as the Luminaire Type Schedule. segment: An individual section, as in a polyline. select: To pick and highlight an entity in a CAD window for editing or modification. shielding angle: The vertical angle in a photometric distribution at which the line of sight of the bare lamp or its reflected image first becomes visible. snap: A precision CAD mode that uses the nearest point on the Snap Grid for the active function. snap grid: A perpendicular grid of points that the snap precision tool mode uses for the nearest snap point. solid: In CAD programs, a solid is a way to represent a physical mass that must include a thickness. In Lumen Designer, solid geometry is not directly supported but meshes made from solids can be imported. In addition, meshes can be created that include 'capped ends' so that they appear the solid. solid angle (w): A 3D analog to 2D angles. This is a way to define a 3D region of space, such as a cone. The solid angle of an entire sphere is 4*pi steradians. source: See 'lamp'. specify: To select a luminaire type for project inclusion. Also, to choose a point or position in a CAD view, by clicking with the mouse. specular: Having been produced by reflection, or having reflective properties. spin: To specify the angle through which you want to spin a luminaire about the aimed luminaires nadir. spotlight: A type of luminaire with a with a relatively narrow candela distribution used to illuminate specific objects or areas. steradian (sr): The units of solid angle. There are 4*pi steradians over the solid angle of an entire sphere. symmetry: Having equal form on both sides of a dividing line.

T
target illuminance: The desired footcandle or Lux value for calculations on a specific calculation grid and/or architectural space. task lighting: Additional lighting provided over the ambient lighting to facilitate specific requirements for jobs such as reading, writing, drawing, assembling, inspecting, etc. temperature: temperature factor: This factor represents the change in luminaire output caused by the difference between the actual thermal conditions in the installation as compared to the thermal conditions of the laboratory in which the luminaire was photometered. Temperature generally has little effect on the output of incandescent or HID luminaires, but can have a significant effect on fluorescent lamp output. Consult the lamp manufacturer for specific data on this factor for your particular lamp type if fluorescent lamps are being used outdoors or in indoor environments that differ from normal office temperatures. This factor is generally one component of the total light loss factor (LLF).

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template: A set of parameters that can be used to create projects from a uniform starting point. In Lumen Designer, a user can use project, report and calculation te mplates. texture mapping: A process in which an image is applied to a CAD object or scene to add realism. tilt: In Lumen Designer, tilt rotates the perspective vertically around an invisible horizontal axis centered in the view. Also, to define the angle by which you want a luminaire to tilt up from the nadir in the direction it is oriented. toggle: To activate a mode with only on and off states. tone mapping: A process for improving the dynamic range and contrast in computer graphic images. transmission: A general term for the process by which light passes through a surface. transmittance: The fraction of light that is transmitted through a surface compared to the amount incident onto the surface. The remaining light that is not transmitted is either absorbed within the material or reflected off of the other side. transparent: Able to transmit light without diffusion, but not without losses. Light is transmitted through transparent surfaces with variable amounts of transmittance depending upon the incidence angle of the light. troffer: A square or rectangular luminaire, generally recessed into the ceiling and using fluorescent lamps. May have a diffusing lens, louvers or just an open reflector. tungsten-halogen lamp: A gas filled tungsten incandescent lamp containing certain proportions of halogens in an inert gas. When the temperature of the lamp reaches a high enough temperature, the tungsten particles that come off of the filament combine with the halogen gas and are then re-deposited onto the filament when the particle come back into contact with the filament. This is known as the 'halogen cycle.' turn: In Lumen Designer, the turn function rotates the perspective horizontally around an invisible vertical axis centered in the view.

U
U,V,W axes: UCS (user coordinate system): A coordinate system with a user-defined Origin and orientation. unit: A precisely specified distance in terms of which other distances can be stated. UPD (unit power density): The total watts used by the lighting equipment in a design divided by the total area of the design. Stated in W / ft^2 or W / m^2. upward component: The percentage of the light from a luminaire emitted into the upper hemisphere (i.e. above the horizon).

V
veiling luminance ratio: A roadway lighting metric used to quantify the amount of glare produced by a lighting system. More specifically, it is the ratio of the 'veiling luminance' produced within the eye from the direct light received by the eye from the luminaires to the average luminance of the roadway. Veiling luminance is based on the observation that as brighter and brighter lights are shined into a person's eye, that person's ability to see decreases, even when the incoming light comes from angles other than the direction the person is looking. This is ultimately a result of the light scattering around within the eye and thus providing an overall haze or 'veiling luminance' within the eye. When this veiling luminance becomes sufficiently brighter than the scene the person is viewing, which is the roadway, then the roadway cannot be seen well enough for safe driving. This metric is calculated according to the IESNA/ANSI standard RP-8. vertex: The point at which contiguous line segments meet. vertices: Plural of vertex. See 'vertex'. view center: The planar center point in a CAD window or view. view focus: In Lumen Designer, the center of the CAD window and view when in the orbit dynamic viewing mode. The view focus can be an object or a point in space around which the view will orbit.

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viewpoint: The coordinate and angle from which a CAD view is generated. The location of a viewer. visual task: Conventionally designates those details and objects that must be seen for the performance of a given activity, and includes the immediate background of the details or objects.

W
wattage: The rate at which energy is consumed by an electrical device. Specifically, 1W = 1 joule/second. WCS (world coordinate system): Lumen Designer's default coordinate system. wireframe: A CAD view style that displays only edges of entities as lines. wizard: In Lumen Designer, an interface aid that prompts a user through the steps of a particular function. workplane: The plane at which work is done, and on which illuminance is specified and measured in a Lumen Designer model. wrapping: See 'bonding'.

X
X,Y,Z axes: The three reference lines extending from the Origin that designate the zero point for each plane in a Cartesian coordinate system. The three reference lines shown in the lower left corner of a CAD view indicating the directions of X, Y and Z coordinates with respect to the World Coordinate System (WCS). XY,YZ,ZX planes: The three planes defines by pairs of the X,Y and Z axes in a Cartesian coordinate system.

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Index
. .BMP..................................................... 187 .CIB............................................... 132, 134 .CIE............................................... 132, 134 .DES ................................................. 18, 19 .DWG.................................... 27, 29, 30, 114 .DXF ..................................... 27, 29, 30, 114 .ELX............................................... 132, 134 .EUL............................................... 132, 134 .HTML ................................................... 169 .IES ............................................... 132, 134 .IGES......................................................29 .INI .................................................. 18, 21 .JPG...................................................... 187 .LDT .............................................. 132, 134 .LTL............................................... 132, 134 .LWA..................................................... 118 .STL........................................................29 .TM4.............................................. 132, 134 .WMF .................................................... 187 3 3D Studio ................................................30 A absolute coordinate ............................. 59, 85 accuracy.................................. 171, 172, 173 ActiveHelp ...............................................10 add.....68, 69, 70, 71, 94, 95, 96, 98, 104, 107, 120, 126, 127, 129, 139, 140, 160, 161, 164 adding calculation grids............................ 160 adjust ...........66, 76, 78, 80, 81, 138, 152, 186 aim....................................... 21, 52, 77, 141 aiming point........................................... 141 alias............................................. 85, 86, 87 ambient.......................................... 121, 184 angle ........................... 70, 77, 110, 141, 166 aperture.................. 93, 97, 98, 103, 157, 158 application settings....................................21 apply .................................. 52, 54, 115, 123 arc ................................................... 70, 71 architectural object..30, 93, 103, 104, 105, 106, 107, 108, 109, 110, 111, 113, 114 archive...................... 105, 106, 118, 152, 153 area...................... 79, 93, 94, 95, 98, 99, 100 arrange...................................................32 array................................... 68, 73, 140, 143 Array Editor..................................... 140, 143 ask ..................................... 1, 3, 5, 9, 11, 12 assign..................................... 134, 136, 137 associate ..........................................79, 111 attribute ..................................................52 authorize ..........................................3, 4, 12 AutoCAD................................ 27, 29, 30, 114 autosave............................................ 18, 21 axis ...................................59, 61, 65, 67, 68 B background entity ..............68, 69, 70, 71, 179 block............................ 27, 76, 113, 114, 152 break up.............................78, 111, 113, 114 browse .................18, 104, 118, 120, 126, 127 build93, 94, 95, 96, 97, 99, 104, 106, 120, 126, 127, 129 bulb.....................54, 129, 132, 136, 146, 155 buy.........................................................12 C CAD........................31, 59, 63, 67, 72, 82, 85 CAD view...33, 37, 40, 45, 47, 48, 49, 183, 187 CAD window....................................... 31, 32 calculate ............. 159, 171, 173, 174, 176, 179 calculation grid .....65, 159, 160, 161, 163, 164, 165, 166, 168 Calculation Manager ......................... 171, 173 calculation metric...................... 159, 166, 169 calculation settings template ..................... 174 cancel..............................................72, 179 candela ................................................. 132 cap...........................................30, 109, 110 cascade...................................................32 ceiling................................. 93, 97, 110, 138 center................................... 49, 70, 71, 183 change ... 21, 22, 24, 52, 54, 61, 65, 67, 72, 79, 82, 101, 112, 121, 144, 146, 148, 149, 151, 157, 158, 165, 166, 168, 174, 176, 186, 191 checklist....................................................6 choose ....54, 67, 104, 120, 121, 126, 127, 129, 132, 158, 191 circle................................................. 70, 71 clear.......................................... 18, 80, 165 clip.........................................................27 close............................................ 17, 18, 32 color...........21, 52, 54, 83, 121, 136, 146, 164 Color Editor..............................................54

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command ..................................... 85, 86, 87 Command Line............................... 85, 86, 87 company information.................................21 compare ....................................................7 configure ..........................20, 21, 22, 24, 190 construct 93, 94, 95, 96, 97, 99, 106, 107, 108, 109, 110, 111, 113 contact....................................................12 contour ................................................. 169 convert.............................................97, 113 coordinate.......................................... 59, 85 coordinate system.....................59, 61, 62, 85 copy ...........................73, 118, 120, 140, 146 CPlane.....................................63, 65, 66, 67 create .... 93, 94, 95, 96, 97, 99, 107, 108, 109, 110, 111, 113 cull............................................ 45, 48, 112 cut ................................................ 118, 120 D database .......................... 104, 120, 127, 129 daylighting........................... 93, 98, 157, 158 Daylighting Manager................................ 157 define ..................15, 134, 136, 137, 138, 152 delete ..............................................80, 105 deselect........................................ 50, 51, 52 design.....................................15, 94, 98, 99 Designer Shortcut Menu...........................5, 6 Designer Tools. 6, 9, 94, 98, 103, 125, 160, 183 determine.........................................15, 143 diffuse................................................... 121 disable . 10, 21, 22, 50, 52, 67, 83, 90, 91, 159, 161, 179 disassociate ....................................... 78, 79 displace.....................66, 73, 76, 81, 121, 152 display .....3, 21, 31, 33, 37, 40, 47, 48, 82, 91, 100, 101, 105, 120, 132, 144, 169, 183, 187, 192 distance........ 21, 22, 24, 59, 67, 73, 76, 79, 80 documentation...................1, 9, 189, 191, 192 dolly .......................................... 40, 43, 183 door.................................... 93, 98, 157, 158 double-sided .......................... 4, 96, 157, 183 download........................................... 3, 134 draw .......................67, 68, 69, 70, 71, 72, 91 duplicate.............................73, 118, 120, 140 dynamic viewing .......................... 40, 49, 183

E edit. 21, 22, 24, 52, 54, 61, 65, 67, 72, 82, 101, 121, 144, 146, 148, 149, 151, 157, 158, 165, 166, 168, 174, 176, 186, 191 enable.. 10, 21, 22, 50, 52, 67, 83, 90, 91, 159, 161, 179 end..................................................18, 179 enlarge....................27, 31, 40, 43, 78, 80, 81 erase ...............................................80, 105 error .......................................................11 escape ......................................... 50, 72, 85 estimate ................................................ 143 exchange.................................... 76, 79, 152 exclude ................... 50, 51, 52, 159, 161, 179 exit.........................................................18 explode................. 22, 78, 111, 113, 114, 123 explore......................................98, 118, 129 export................... 18, 29, 106, 152, 153, 187 extend ......................... 80, 81, 108, 109, 110 external photometric file...... 126, 132, 134, 136 extrude ................................... 108, 109, 110 F file................15, 18, 19, 27, 29, 132, 134, 187 fill ...................................................45, 107 filled with outlines.....................................45 film.........................................................11 find.................. 9, 18, 118, 126, 127, 129, 134 fixture. 125, 126, 127, 129, 132, 134, 136, 137, 138, 139, 140, 141, 143, 144, 146, 148, 149, 151, 152, 153, 155 flip...................................................48, 112 floor........................................... 93, 97, 138 focus................................15, 40, 43, 49, 183 font .................................... 21, 71, 190, 191 footcandle................................................22 footer.................................................... 191 force............................................ 21, 90, 91 furnish .................................................. 107 G generate............. 183, 184, 187, 189, 191, 192 geometry..... 52, 55, 67, 68, 69, 70, 71, 72, 78, 106, 114, 137, 148, 151, 152, 153, 179 get ..................................................5, 9, 12 graphics .................. 4, 12, 115, 183, 184, 187 grid .. 61, 63, 65, 66, 67, 90, 91, 159, 160, 161, 163, 165, 168, 169 Grid Designer.................................. 159, 160 Grid Editor............................................. 165

208

Index

Grid Results Viewer ................................. 169 grip ........................................76, 78, 80, 81 group........................................78, 111, 113 group object...... 27, 76, 78, 111, 113, 114, 152 GUI .................................................... 5, 11 H header .................................................. 191 help............................. 3, 5, 9, 10, 11, 12, 15 hidden line removal...................................45 hide.................................... 82, 91, 100, 101 hybrid................................................... 184 I illuminance ..................................... 159, 166 image .............................. 115, 184, 186, 187 imperial units ...........................................22 import.......................................... 19, 27, 29 improve............................................... 4, 15 include .... 21, 22, 50, 51, 52, 67, 159, 163, 179 increment................................21, 43, 90, 91 insert............76, 100, 107, 139, 140, 152, 191 install...........................................3, 4, 5, 12 interface.............................................. 5, 11 Internet................................................. 131 interrupt......................................... 179, 184 iso-contour ............................................ 169 isometric ........................................... 31, 37 iso-template ........................................... 169 L lamp ....................54, 129, 132, 136, 146, 155 lay out ...............15, 94, 98, 99, 107, 139, 140 layer................................52, 82, 83, 84, 101 Layer Manager.................................... 82, 83 learn 5, 9, 10, 11, 12, 15, 82, 93, 103, 115, 155 lengthen.............................. 80, 81, 108, 110 library ....................... 105, 106, 118, 152, 153 license..............................................3, 4, 12 light..............98, 132, 139, 140, 141, 143, 155 light fixture . 125, 126, 127, 129, 132, 134, 136, 137, 138, 139, 140, 141, 143, 144, 146, 148, 149, 151, 152, 153, 155 light loss factor ....................24, 134, 146, 155 line.............................. 52, 68, 69, 83, 90, 91 line type ............................................ 52, 83 line weight......................................... 52, 83 list.....................5, 6, 33, 66, 86, 87, 169, 187 LLF ....................................24, 134, 146, 155

load ........................................3, 18, 27, 191 location................................................. 158 logo...................................................... 191 look ............................... 40, 45, 47, 121, 183 Lumen Micro...............................................7 luminaire .... 125, 126, 127, 129, 132, 134, 136, 137, 138, 139, 140, 141, 143, 144, 146, 148, 149, 151, 152, 153, 155 Luminaire Center..................................... 125 luminaire database ........................... 127, 129 Luminaire Editor................. 146, 148, 149, 151 Luminaire Placement Editor....................... 138 Luminaire Property Assignment.... 134, 136, 137 Luminaire Schedule Viewer ................ 144, 193 Luminaire Search Browser .......... 127, 129, 132 Luminaire Symbol Manager....................... 149 Luminous Geometry Manager .................... 148 luminous materials........................... 121, 184 lux..........................................................22 M Main Help ..................................................9 manage..... 15, 20, 83, 101, 117, 173, 189, 190 mask ...................................... 159, 161, 163 material... 54, 83, 115, 117, 118, 120, 121, 123 Material Manager ............................. 115, 117 maximize.................................................32 MCS............................................. 59, 61, 62 measure ....... 21, 22, 24, 59, 67, 73, 76, 79, 80 menu......................................... 5, 6, 11, 16 merge .....................................................27 mesh ..30, 78, 96, 97, 103, 108, 109, 110, 112, 114, 123 meter.................................................... 159 metric.......................................22, 159, 166 minimize..................................................32 mirror ................................... 71, 73, 75, 141 mode ........................... 21, 22, 47, 48, 90, 91 model .....................93, 94, 95, 96, 97, 98, 99 model coordinate system................. 59, 61, 62 modify ... 21, 22, 24, 52, 54, 67, 72, 73, 75, 76, 77, 78, 79, 80, 82, 101, 112, 121, 144, 146, 148, 149, 151, 157, 165, 166, 168, 174, 176, 186, 191 move ........................... 49, 52, 66, 76, 79, 81 movie......................................................11 moving calculation grids ................ 65, 76, 165

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N name 18, 22, 33, 51, 62, 66, 71, 120, 134, 136, 191 next steps................................................11 normal....................................... 45, 48, 112 O object .....30, 93, 103, 104, 105, 106, 107, 108, 109, 110, 111, 113, 114 Object and Aperture Browser.........93, 103, 104 Object Designer...................................... 103 offset...............................24, 73, 75, 76, 165 open................................................. 18, 19 OpenGL.....................................................4 optimize............................................ 4, 174 orbit .......................................... 40, 49, 183 order ....................................5, 6, 12, 15, 68 organize................ 15, 20, 105, 118, 144, 190 orient......................................... 45, 48, 112 orientation........................... 52, 77, 112, 141 orientation line ...........................77, 107, 139 origin ......................................59, 61, 62, 85 ortho............................ 21, 33, 68, 69, 90, 91 OSnap............................................... 21, 91 output.............................. 189, 190, 191, 192 Output Manager...................................... 189 P page ..................................................... 191 palette ........................20, 103, 104, 117, 120 pan............................................ 40, 49, 183 participating......................... 45, 48, 112, 171 patch ............................................. 179, 183 perform............................................. 4, 179 photometric ...................... 126, 132, 134, 136 Photometric File Browser............ 126, 132, 134 Physical Geometry Manager ...................... 151 pick ........................................... 50, 52, 191 place...........................76, 107, 139, 140, 152 plan.................................................. 15, 33 plan view.................................................33 plane ......................................63, 65, 66, 67 plot....................................................... 149 polygon.......................68, 103, 107, 112, 113 polyline ...................................... 68, 69, 113 position..............................33, 37, 49, 59, 76 Precision Tools..........................................90 preview.............. 105, 120, 132, 144, 169, 192

primitive................................................ 103 print ......................... 189, 190, 191, 192, 193 product .......................................... 132, 189 Product Information Viewer....................... 132 project......................... 15, 20, 22, 24, 67, 98 project configuration..................................24 Project Explorer........................................98 project settings.........................................22 project template .......................................20 property ... 21, 22, 24, 52, 54, 67, 82, 101, 121, 134, 136, 137, 146, 148, 149, 151, 157, 158, 165, 166, 168, 174, 176 Property Editor ................................... 52, 55 punch...............................................97, 141 purchase .................................................12 purge......................................... 27, 80, 105 Q Quantity Estimator .................................. 143 question.......................... 1, 3, 5, 7, 9, 11, 12 Quick Movies ............................................11 R radiosity ......................................... 171, 184 rectangle.................................................69 redefine..49, 61, 65, 66, 67, 100, 138, 152, 158 reduce............................4, 15, 43, 78, 80, 81 relative coordinate............................... 59, 85 remove.................................. 18, 80, 97, 105 rename .......... 18, 22, 105, 120, 134, 136, 191 render.............................. 183, 184, 186, 187 rendering mesh preview.................... 183, 184 reorient...................................... 45, 48, 112 reparent..................................................79 replace......................................76, 146, 152 report .............................. 189, 190, 191, 192 report template....................................... 190 requirements ..............................................3 reset................................................. 33, 37 resize........................... 27, 31, 43, 78, 80, 81 restore20, 33, 61, 62, 65, 66, 72, 101, 187, 190 results................................................... 169 revolve.............................................77, 110 right-hand rule ............................ 67, 68, 107 roll ....................................................... 183 room...........................93, 94, 95, 98, 99, 100 run ....................................................... 179

210

Index

S sample project...................................... 5, 11 save ......18, 20, 33, 62, 66, 105, 144, 187, 190 save as...18, 20, 33, 62, 66, 105, 144, 187, 190 save out......................29, 106, 152, 153, 187 scale.............. 27, 31, 43, 78, 80, 81, 121, 191 schedule........20, 126, 127, 129, 144, 191, 192 Schedule Field Editor ........................ 144, 193 search.............. 9, 18, 118, 126, 127, 129, 134 select........................................... 50, 51, 52 separate................ 78, 79, 111, 113, 114, 123 set49, 54, 67, 82, 100, 134, 136, 137, 138, 158 set up .......................................... 15, 20, 98 settings ........................................ 21, 22, 24 shift............................49, 52, 66, 76, 81, 152 single-sided........................................ 45, 48 skylight ............................... 93, 98, 157, 158 slow.................................................. 4, 174 snap ................................................. 90, 91 snap grid...................................... 24, 67, 90 solid .........................................30, 109, 110 source..................54, 129, 132, 136, 146, 155 space.................................93, 94, 95, 98, 99 Space Designer................................... 93, 94 specify ...................... 104, 120, 126, 127, 129 specular .................................. 121, 171, 174 speed................................................ 4, 174 speed up ........................................... 4, 174 spin .................................... 21, 77, 110, 141 start ................................... 5, 6, 16, 17, 179 statistic................................... 159, 164, 169 Statistical Summary window ..................... 159 status ................................................... 179 storage................................................ 4, 18 stretch ......................... 80, 81, 108, 109, 110 structure ...................... 15, 95, 96, 97, 98, 99 style .......................................... 45, 83, 191 substance......54, 115, 117, 118, 120, 121, 123 summarize.................... 1, 132, 144, 159, 191 summary ...................... 1, 132, 144, 159, 191 surface.................68, 103, 107, 112, 113, 115 switch................... 47, 48, 76, 79, 90, 91, 152 symbol............................. 134, 141, 149, 152 symmetry .......................................... 73, 75

system ......................................................3 T target illuminance ............................ 143, 159 teach ........................5, 9, 10, 11, 12, 15, 155 technical support................................... 3, 12 template .............................. 15, 20, 174, 190 text .................................... 21, 71, 190, 191 tile........................................................ 121 tilt ........................................ 21, 52, 65, 141 tone map............................................... 184 toolbar................................................ 5, 11 training .................................5, 9, 10, 11, 12 turn..........................................77, 110, 183 tutorial ................................................ 5, 11 Tutorial Projects ........................................11 type.....................21, 52, 71, 83, 85, 190, 191 U understand .........12, 15, 82, 93, 103, 115, 155 uninstall ....................................................5 units ................................................. 22, 79 update ......................................................3 use6, 16, 19, 20, 30, 32, 33, 45, 51, 62, 66, 68, 72, 81, 82, 91, 98, 114, 118, 187, 190 V vertical grid.......................................65, 160 view.. 33, 37, 40, 45, 47, 48, 49, 105, 120, 132, 144, 169, 183, 187 view center.......................................49, 183 view focus.........................................49, 183 Visualization Center................................. 183 visualize.................................. 183, 184, 187 W wall ............................... 93, 96, 97, 109, 110 watch......................................................11 WCS ................................................. 59, 61 web ...................................................... 131 window.................31, 32, 50, 93, 98, 157, 158 wireframe ................................................45 wizard...........6, 94, 95, 96, 160, 161, 163, 164 workplane.......................................... 63, 65 world coordinate system....................... 59, 61 Z Z 66, 138 zonal cavity............................................ 143 zoom ......................................................43

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