LRV (light reflective value) input

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cballtgh
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LRV (light reflective value) input

Post by cballtgh » Wed Apr 01, 2015 7:48 pm

I saw a post from April of 2013 about LRV. I was wondering of there was any update to this. I am starting to receive more of this data and would like to utilize it. If there is no direct input is there another way to use the info? Thanks

Chris
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Re: LRV (light reflective value) input

Post by Chris » Wed Apr 08, 2015 7:48 pm

I'm not familiar with this data. I assume you mean light reflectance value? http://en.wikipedia.org/wiki/Light_reflectance_value

How would that be used with Twilight Render? Would you want to use that to create a matching material in TWR?

Fletch
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Re: LRV (light reflective value) input

Post by Fletch » Wed Apr 08, 2015 9:20 pm

http://www.diamondvogel.com/blog/light- ... mbers-mean

So, for a paint color LRV for example: if you see an LRV of 39.7 that means that 39.7% of the light hitting that paint color is reflected back from the surface.
This means that after you use an equivalent RGB value in SketchUp to create that same paint color, then you make sure that you go to the HLS value for that color in the SketchUp Materials Editing window, under "Picker" choose HLS - now you can set L, the lightness value, to the same as the LRV for the color. This should help to achieve similar reflectivity by the material in Twilight when it renders.

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