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General
Questions
Q: What
are the differences between Transmissive and Refractive
surfaces?
A: Transmissive
surfaces are modeled as infinitely thin surfaces in the
CAD model and all optical properties of the physical
material are assigned to this surface. When a ray strikes
a transmissive surface all of the effects of the thick
material
are accounted for at this single ray/surface interface. The
amount of reflected, transmitted and absorbed light is
dictated
by the material's .RFL and .TRN files which list the reflectance
and transmittance as a function of incidence angle, respectively.
The scattering properties for the reflected and transmitted
light are dictated by the BRDF and BTDF data, respectively.
The "front" side of the material always has reflectance and
transmittance properties and the "back" side has data on
only some of the materials in the library. Examples of transmissive
materials are clear glass and plastics, white translucent
materials, isotropic* prismatic lenses and isotropic perforated
materials.
Refractive
surfaces model the entire volume of a lens including
the inside,
outside and side surfaces. When a ray strikes a refractor
surface from the "outside" (from the air, for example),
it is partially reflected and refracted according to
Fresnel's
Equations and Snell's Law of Refraction, respectively. Light
is also absorbed within the material according to the
path
length within the material and the material's extinction
coefficient. Once rays have entered into a refractor
material such as glass,
Photopia searches for intersections with other refractor
surfaces on all refractor layers in the model. Once an
intersection
is found, the ray is either partially internally reflected
and partially refracted out or it is Totally Internally
Reflected
(TIR) back into the material, depending on the incidence
angle.
Clear
lenses can be modeled with either Transmissive or Refractive
surfaces. Transmissive surfaces will result in a faster analysis.
If the lens is curved, then only the inside surface of the
true lens shape should be modeled if making it a Transmissive
surface. If the curvature and thickness of the clear lens
are such that there might be some refractive effects, then
it should be modeled as a Refractor using its true geometry
and thickness.
*Isotropic
materials are those for which their orientation within the
plane of the material is not important. For example, a flat
sheet of translucent white plastic can be rotated within the
plane of the material and the scattering of the incident light
will be unaffected. If a material such as a plastic lens with
extruded linear prisms was rotated there would be a significant
difference between the scattered light patterns. The effects
of the prisms on the light are different depending on whether
the light strikes the prisms from within a plane that is parallel,
perpendicular or some other orientation to them. Such materials
are referred to as anisotropic. A perforated material is isotropic
if it has round holes in a regular pattern, but it would be
anisotropic of it contained linear slots.
Q:
Is there a way to run a Photopia analysis in the background
without having it slow down the response of my other
applications?
A:
The priority for Photopia can be set in Windows NT 4.0 and
Windows 2000. Note however, that it is less likely to be necessary
in Windows 2000 since it does a better job at managing multiple
tasks than NT 4.0. To set Photopia's priority, first start
Photopia then right click on the task bar at the bottom of
your screen and select Task Manager. Then go to the center
tab labeled Processes. Then find Photopia.exe in the list
that appears and right click on it. Then select Set Priority
and change it to Low. When you are not doing anything else
that takes processor time Photopia will run at full speed,
but when you are trying to type a message or use your CAD
software you should see a significant reduction in the delay
from these applications. You need to do this each time that
Photopia is started, as it will always default to Normal priority.
Despite the warning message that Windows issues after you
change the task priority, we have yet to see any negative
effects from this.
Raytrace
Settings
Q:
Do you have any suggestions for the Analysis Settings
to get the most accurate results?
A: Since Photopia is a probabilistic
based raytracing program, the results get more accurate
as more rays are traced. The number of rays that are
required to obtain accurate results depends on the level
of “resolution” you have specified, in other
words, the level of detail in the results. You can view
the results such as the candela polar plot and the illuminance
plane shaded plot and watch as they vary around their
final values with each update as the raytrace proceeds.
The default update frequency is 10%, so you see results
at 10%, 20% and so on until the raytrace is finished.
The least detailed result is the luminaire efficiency
(LOR). This is a single number that represents how many
lumens exit the luminaire compared to how many lumens
were generated by the lamps. The exact direction of
the exiting lumens is not critical when determining
the efficiency. Thus, you can see that the efficiency
changes very little after the first update of the results
during the raytrace. The candela distribution requires
much more detail to be resolved since Photopia needs
to determine exactly how many lumens belong in all of
the angular zones of the distribution. The more angles
that are specified in the distribution, the smaller
the angular zones and thus the more rays it takes to
determine the correct proportions of lumens in all zones.
The most level of detail is generally required for the
illuminance planes. Whereas the angular zones in the
candela distribution might be separated by 2.5 or 5
degrees, the small patches in a high-resolution illuminance
plane might be separated by fractions of a degree in
angular spread. With this general understanding, we
make the following recommendations for the Raytrace
and Photometric Output settings. Keep in mind that these
are only general recommendations and you can vary these
values as long as you understand the consequences.
Raytrace
& Photometric Output Setting Recommendations
| Applicaton |
Photometry
Type |
#
of Rays-
Initial
Evaluation |
#
of Rays-
Final
Evaluation |
#
of Reflections-
No
Lens |
#
of Reflections-
With
Lens |
Vertical
Angle Increment (deg) |
Horizontal
Angle Increment (deg) |
Wide
Beam |
C |
500,000 |
5,000,000 |
15 |
25 |
5 |
15 |
| Narrow
Beam |
C |
500,000 |
5,000,000 |
15 |
25 |
2.5 |
15 |
| Very
Narrow Beam |
C |
500,000 |
5,000,000 |
15 |
25 |
1 |
15 |
| Roadway
or Area Light |
C |
2,500,000 |
10,000,000 |
15 |
25 |
5 |
5
or 10 |
| Wide
Beam Floodlight |
B |
2,500,000 |
10,000,000 |
15 |
25 |
5 |
5 |
| Narrow
Beam Floodlight |
B |
2,500,000 |
10,000,000 |
15 |
25 |
2.5 |
2.5 |
*Note: When using CFL lamps, we recommend
that you turn ON the Lamp Shadow Check option. This
options can be left off for most other lamp types. All
other raytrace settings can generally be left at their
default values.
Q:
Can I do a quick 2D raytrace to see where the light
is going in a particular plane?
A: Certainly. We have several 2D lamp models
which you can find in the Lamps.xls spreadsheet, including
a point source as well as T5 and T8 lamp cross sections.
Just import these like any other lamp model, placing
them where you want to see the raytrace. General guidelines
are as follows: 10,000 rays, 100% update frequency,
and turn on 3D ray display with at least 500 rays. Keep
in mind that because this process is only meant for
seeing ray paths, the candela curves and illuminance
planes will not be relevant. Additionally, the Parametric
Optical Design Tools (PODT) provide an excellent
way to determine how reflector sections are aimed and
easily change the aiming without redrawing things in
CAD.
Q:
What is the best value for the Spawn Limit when using
materials that scatter light?
A: Although Photopia has the ability to “spawn” more
than a single ray, we recommend that the Spawn Limit be
left at its default value of 1 for all material types,
including
diffuse. Use the number of initial source rays to determine
the level of detail of your analysis. For a given number
of rays passing through your system, you will get a better
sampling of reflection points when using 1 spawned ray,
thus getting the best results in the shortest amount
of time.
Consider an example of sending 10 rays in a general direction
toward a surface and spawning 1 ray for each reflection.
You end up with 10 different reflection points and 10 reflected
rays. However, if you use a spawn limit of 10 and initiate
one-tenth the number of source rays, then you end up with
1 reflection point and 10 reflected rays. The latter was
a faster analysis (at least if only 1 reflection was traced)
however in a system that is attempting to model the real
behavior of light with relatively few rays, it is preferred
to model as many reflection points as possible. If more
than 1 reflection is traced, then spawning generally
results in
a much slower analysis as well. To further understand how a single ray spawn can model scattered
light, think of light acting as a particle (a photon). When
a single photon strikes a diffuse reflector material there
are 2 possibilities for its fate. First, it may never reflect
from the material. The probability of this happening is equal
to the absorption of the material. If the photon is reflected,
it retains its original magnitude and reflects in a single
direction. The overall material reflectance is dictated by
the ratio of reflected photons to the total number incident
onto the surface. The reason why the material scatters light
in all directions is simply because a large number of photons
are directed onto it, each reflecting in unique directions.
But if you directed only a single photon onto it, then it
would not reflect light in all directions.
Photopia uses almost the same logic with its rays. The only
change is that it reflects all rays (instead of absorbing
some) and adjusts the magnitude of the ray lumen values upon
reflection to account for material absorption. But it scatters
in the same way, choosing a single direction probabilistically.
When many rays are traced it produces the complete scattering
effects of the material.
Results
Q:
Can illuminance planes be placed inside
of luminaires? If so, how is the light onto them calculated?
A: Illuminance
planes can be placed within the geometry of the luminaire.
Keep in mind that illuminance planes only accumulate lighting
falling onto their "front" side. The "front" side
is the side you are viewing as you think of the corner
points as lower left, lower right and upper left. Illuminance
planes will not block light if they are placed within the
bounds of the optical geometry. In version 1.5, illuminance
planes only accumulate light that is on its way out of
the luminaire. In other words, Photopia only checks to
see if rays intersect illuminance planes after it has determined
that the rays will not intersect any other surfaces in
the model. In version 2.0, intersections with the illuminance
planes is checked while the light is still interreflecting
within the luminaire, so they accumulate all light that
falls onto them, not just the light that is exiting the
luminaire.
Q:
How are the luminaire luminance values
calculated in the Photopia photometric report? Why are the
average luminaire luminances in the Photopia photometric report
lower than those shown on a report I received from a laboratory
report?
A: The
average luminaire luminance values are calculated by dividing
the candela value at the view angle by the apparent area
of
the luminaire as viewed from that angle. Differences between
predicted and measured average luminance values may be
attributed
to differences in the candela value and/or differences in
the luminous area seen from the view angle. The most common
source of major differences between predicted and measured
values is due to differences in the luminous area of the
luminaire.
Check the width, length and height dimensions in the Photopia
photometric report and see if the values match those in
your
physical test report. The dimensions shown in the Photopia
report come from the IES file for the luminaire and are
defined
to be the "luminous" dimensions. By default, Photopia uses
the maximum X, Y and Z dimensions of the luminaire CAD model
to determine the luminous width, length and height, respectively.
Photopia 1.5 allows you to override these values by entering
luminous dimensions in the Photometric Report tab of the
Photometric
Output Specification screen. Since the physical dimensions
of the luminaire do not always match the luminous dimensions,
it is important to check these values and enter proper values
when they differ. The most common difference is in the height
of the luminaire. Many luminaires are recessed or have opaque
sides, yet Photopia will use the physical Z dimension as
the
luminous height if you do not intervene. In version 1.1,
you must wait until the analysis is finished, close Photopia
and
then edit the .IES file for the luminaire and change the
dimensions as needed. Once the .IES file is changed, you
need to delete
the .RPT file for the luminaire. Once you open the project
in Photopia again and view the report, the new dimensions
will be used to calculate the average luminaire luminances.
The .IES and .RPT files are located where you saved the project.
See Appendix B of the User's Guide for details on the IES
format.
Q:
My measured photometry shows a much
sharper cutoff than that measured by Photopia. Where does
the discrepancy come from?
A:
This discrepancy may come from the angular resolution of the
photometry you have specified in Photopia. Real photometers
measure the luminous intensity at specific points while Photopia
counts the number of lumens that fall into a particular zone
and calculates an average luminous intensity for that zone.
These methods produce similar results for small angular zones.
As a test, try decreasing your specified angular increments
and increasing the number of rays. The angular settings may
be changed in the Photometric Settings window. The number
of rays may be increased in the Raytrace Settings window.
If you continue to see a discrepancy, please contact Lighting
Technologies.
Q:
The photometric results for my luminaire
do not make sense even though all of the surfaces in my model
seem to be oriented properly. Sometimes rays go through reflector
surfaces and other surfaces that are reflective absorb much
more light than they should.
A: Check
to see if you checked the Raytrace option to "Optimize
for open luminaire". If you did and if your luminaire has
surfaces that shadow each other as light goes from the lamp
to the reflector surfaces or as light interreflects from
within
the reflector, then you cannot use this raytrace option.
When Photopia traces rays in your reflector, it must check
to see
if a given ray intersects with each of the polygons that
comprise your luminaire. Normally, Photopia will check all
polygons
for an intersection point because if a ray were extended
to infinity, it may intersect more than one polygon. In such
a case, Photopia uses the intersection that is closest to
the ray emanation point as the proper intersection point.
Since checking for all of these intersections takes time,
the raytrace can be speeded up if, after Photopia finds the
first intersection of the ray with a polygon, it stops and
does not check for more polygon intersections with this ray.
In this case the ray will simply react with the first polygon
with which Photopia finds an intersection. While this is
clearly
not acceptable for all luminaires, it is fine in luminaires
that are open (no shadowed surfaces), like if the luminaire
were an open bowl type design.
Q: What is the definition of the luminaire Spacing Criterion?
A: Luminaire Spacing Criterion is a term defined by the
Illuminating Engineering Society of North America
(IESNA) that is intended
to indicate the largest ratio of the luminaire spacing
to the mounting height (Spacing / Mounting Height) that
can be achieved and still have even illumination underneath
an array of luminaires. This value is generally reported
in directions along and across the lamp axes. Thus, values
are generally reported for horizontal angles of 0 and
90 degrees, and sometimes beyond depending on the
symmetry
of the luminaire. The following steps are followed to
calculate the spacing criterion (S.C.) in a given
direction:
- First set an arbitrary mounting height such as 10ft.
- Calculate the illuminance directly underneath the luminaire
at this mounting height using the inverse
square cosine
law.
- Then calculate the illuminance along a horizontal line
that is below the luminaire at the defined
mounting height
and in the direction of interest (along or across
the lamp axis). These values are also calculated
using
the inverse
square cosine law. The distance between these points
should be small, such as every 3 inches.
- Find the distance along the line at which the illuminance
is equal to ½ the value directly under the luminaire.
Then multiply that distance by 2 and divide it by the mounting
height to get the S.C.. The point at which ½ of the
center illuminance is achieved will receive the same amount
of light from the next luminaire in the array, so that will
result in the illuminance directly between 2 luminaires being
equal. Note that this does not guaranty that the illuminance
will be equal everywhere, just at the point directly under
the luminaires and the points ½ way between.
- This
calculation is repeated for the other directions.
Q:
Can you explain the Lumen Summary in the results?
A: See
the descriptions below for detailed explanations for
the lumen summary results:
LUMENS
EXITING SYSTEM
Lumens (and % of the total) that exit the
luminaire with each Reflection of the analysis. The 0th
reflection is light
that exits the luminaire directly. The Reflection # would
be more accurately listed as a “Reaction” #,
since this really refers to each time a ray interacts with
a surface, and the surface can be reflective, transmissive
or refractive. This data is useful to indicate how quickly
the light exits the luminaire. If the reflector is designed
to get all of the light out in a single reflection, then
this information will confirm or disprove that. The % exiting
with the 0th reflection is interesting since that shows the
direct component from the bare lamp. The rest of the light
is therefore being controlled by the reflector. Note that
no light will exit with the 0th reflection when a cover lens
is in place. If the cover lens is a single transmissive surface,
then the direct light from the lamp will be shown in the
1st reflection. If the cover lens is made from a solid model
with an inner and outer surface, then the direct light won’t
be seen until the 2nd reflection.
LUMEN INTERACTION WITH SYSTEM
Absorbed
: The
amount of light that is absorbed on each layer and by
each material in the model. This data
is useful to see which
parts of your model are responsible for the bulk of the losses
in the system. This therefore helps you prioritize which
parts to improve with a more reflective material to increase
the efficiency of the design. It is also useful when troubleshooting
problems in the analysis. If your efficiency (LOR) is much
lower than expected, then review this data and see where
the light was lost. If an extraordinary amount of light was
absorbed a one particular layer, then that’s likely
the source of the problem. The surfaces on this layer could
be oriented backwards, for example, resulting in the black
side of the surface facing the lamp.
Incident
Lumens : The 'Incident' light is the total amount of light that is
incident upon all of the surfaces on the layer (or material).
But note that the same lumens can come into contact with
a surface multiple times on various reflections so these
values can get greater than 100%. For example, a ray can
leave the lamp and hit the reflector, then get reflected
to another portion of the reflector, and so on, and each
time that ray hits the surface, its lumen value is added
to the total amount of incident light. This data is helpful
when you want to know how much light goes through the bulb
of a lamp or through its arc when the materials assigned
to those components doesn't absorb much or anything. Also,
in general these values tell you just how much each component
in your model interacts with the light.
UNACCOUNTED LUMENS
Reached
interreflection limit : This
is the amount of light trapped in the luminaire because
there were too few reflections specified
to allow it to either
become absorbed or exit the luminaire. This value therefore
indicates if you have specified enough reflections in your
analysis. You should specify enough reflections so that this
value is 1% or less. You will then get a more accurate efficiency
(LOR) prediction. Note that if you see 10% of your light
lost in this category, then you can’t assume that with
more reflections all of this light will exit. Allowed to
interreflect more, some of this light will become absorbed.
In fact, a good estimate of the amount that will eventually
exit is to multiply this value by the current predicted efficiency
of the luminaire.
Fell
below continuation minimum : This is the amount of light lost in the analysis because
the ray magnitudes were diminished to a point below the Magnitude
Threshold in the Raytrace Settings. The default value for
the Magnitude Threshold is 1%, so this means that when a
ray interreflects enough times so that its magnitude is less
than 1% of its initial value, then the ray will be terminated
and its lumens added to the total in this category. If a
significant amount of light (more than 1%) is lost in this
category in your analysis, then you should specify a lower
Magnitude Threshold and run the analysis again to obtain
a more accurate efficiency (LOR) prediction.
Could
not find in/out refractor facet : Light
lost in this category is from rays that are incident
onto the wrong side of refractive surfaces.
If a refractor’s
surfaces are oriented backwards for example (the “back” sides
facing to the outside of the material), then all of the light
incident onto the refractor will be lost in this category.
Light will also be lost in this category if it enters a refractor
through an opening in the mesh describing the refractor.
For example, if a flat glass part is modeled with just a
top and bottom surface, but no side surfaces, then any light
entering the sides will be lost in this category. The same
is true for light that enters through the top surface and
exits out the sides. For light to interact with a refractor
properly, it must enter though the “front” side
of a refractive surface and exit out the “back” side
of a refractive surface.
Reached
try limit for scatter bounce : Light is lost in this category if there is a problem with
the BRDF/BTDF data and Photopia cannot find a valid angle
into which the ray can be scattered. This is generally associated
with high incidence angle light. If you have an analysis
with more than 1% of your light lost in this category, then
the project should be sent to LTI for review.
Lost
elsewhere (i.e. outside distribution) : This
totals the amount of light that is directed toward angles
that were not a part of the candela
distribution.
For example, if you specify a vertical angle set of 0 to
90, thus covering the lower hemisphere, yet some light exits
your luminaire through a hole in the top that is not covered,
then that light exiting out the top will be included in this
category. This will not add to the efficiency (LOR) of the
distribution. Note that in Type B photometry, no symmetry
is assumed in the vertical angles, so you will see a significant
amount of light lost in this category if you start your vertical
angles at 0 degrees instead of –90. Vertical angle
sets for Type B photometry should go from –90 to +90.
Converting
2D Part Drawings to 3D Models
Q:
What is the procedure to convert my 2D part to a 3D
model?
A: Follow
these steps:
1)
Import the 2D drawing containing the reflector profile
by selecting
File / Import CAD File from the main menu. The
following steps assume that the 2D geometry is constructed
in the XY plane and therefore imports into the XY plane of
Photopia’s World Coordinate System (WCS). Photopia
uses local coordinate systems called Construction Planes
(CPlanes). The current CPlane is indicated in Photopia’s
CAD system using a red line for the X-axis and a blue line
for the Y-axis. The orientation of the WCS is always shown
in the lower left corner of the CAD view with the same color
conventions, while adding a green Z-axis. The origin (0,0,0)
of the CPlane is indicated with a circle and cross hair.
See Chapter 4 of the User’s Guide for more information
about CPlanes. The image below shows the Photopia CAD screen
in the Isometric View and illustrates the WCS icon in the
lower left corner and the CPlane axes.
 2) Define new layers in Photopia for 2D profiles and 3D
surfaces for the various luminaire components, i.e. Profile-Main,
Refl-Main, Profile-Louver, Refl-Louver, Profile-Lens, Tran-Lens,
etc.
3) Delete extraneous geometry so that only the essential
geometry remains that is required to make the 3D surfaces
of the various luminaire parts, i.e. lines or polylines
describing the reflector profile, lens profile and
lamp holder locations.
To delete entities in Photopia’s CAD system, you can
select them individually by clicking on them or select by
window or crossing by dragging a window from left to right
or right to left, respectively. If all items are linked together
in a block, then you can use the EXPLODE command to separate
them.
4) Change the properties of the 2D entities so that they
reside on the appropriate layers just created i.e. put
the main reflector profile on layer Profile-Main. To
change an
entity’s layer, select it in the CAD view and change
its layer in the property control on the right side of the
screen. To de-select an entity, press the Escape key.
5) Move the entities (lines, arcs, etc.) that comprise
the 2D profiles of the luminaire components so that
the center
of the luminaire opening is located at (0,0,0) in Photopia’s
WCS. Type Move or “M” at the command line or
choose Modify / Move from the main menu to start the Move
command.
6) Use the ROTATE command to rotate the 2D profiles
of the luminaire components so that the reflector
opening is oriented
toward the –Y axis, assuming the luminaire produces
downward directed light. Rotate it toward the +Y axis if
the luminaire produces upward directed light.

7) Change the view to an isometric view that allows the
geometry to be seen in 3D. This can be done by right clicking
your mouse in the CAD view and choosing Standard Views /
Isometric View from the pop-up menu.

8)
The 2D profiles need to be rotated into the Front View
(World
XZ plane) so that the 3D luminaire is constructed
in the right plane. Photopia requires that the beam center
for direct luminaires be toward the world –Z axis and
the beam center for indirect luminaires be toward the +Z
axis. The final step references more information about the
required luminaire orientation. Since Photopia does not yet
include a 3D rotate command, you will use the standard ROTATE
command, which always rotates about the Z-axis of the current
CPlane. Therefore, in order to rotate the reflector profile(s)
about the world X-axis, the CPlane needs to be set to one
of the side views. You will use the Right Side View, which
is the world YZ plane. Select Settings / Construction Plane
from the main menu, enter “O” for Ortho and “R” for
Right. You will see the CPlane axes rotate so that its X-axis
aligns with the world Y and its Y-axis aligns with the world
Z.

9) Select all of the reflector profiles and start the ROTATE
command. Enter 0,0 for the base point and 90 degrees for
the rotation angle. The reflector should now be rotated into
the world XZ plane as shown in the following image.

10)
If the reflector is comprised of linear extrusions, then
you
will use the EXTRUDE command. This command extrudes
the reflector along the Z-axis of the current CPlane, centering
the extrusion about the location of the profile. If the reflector
needs to be revolved, then you will use the REVOLVE command.
This command revolves the reflector about either the X or
Y axis or an arbitrary axis you select. Whether you are extruding
or revolving your reflector, you need to change the CPlane
to the Front View. So start the CPLANE command, then entering “O” for
Ortho and “F” for Front.


11) If your reflector profile includes arc entities, then
you need to set the resolution of the 3D mesh that will represent
the arc. A higher resolution models the shape of the arc
more smoothly. For extrusions, enter the SURFTAB1 command
and specify the number of segments that will be used to represent
it in the mesh. For revolved surfaces, the SURFTAB1 parameter
represents the number of segments around the circumference
of the mesh, i.e. the smoothness of the circle. The resolution
of arc for revolved surfaces is set by the SURFTAB2 parameter.
12) If the reflector is a linear extrusion, then construct
the end plates using either the POLYGON command or by drawing
a horizontal line across the end of the reflector and then
using the EXTRUDE command to create a flat plane. Note
that POLYGONS in Photopia are triangles, so you will
need to draw
2 to make a rectangular end plate. You can use the osnap
features to help draw these entities.
13) Once the 3D reflectors have been constructed, then
you need to ensure they are properly oriented. You can
check
a surface’s orientation by putting the CAD view in
the Show Surface Orientation mode. This is an option under
View Style on the pop-up menu you get by right clicking in
the CAD view. Photopia renders the “front” side
of surfaces in the color of its layer and the back side in
the opposite color. The reflector materials are applied to
the front side of materials and the back side is generally
black, so it is important that they are properly oriented.
View your model in this mode and orbit around it to confirm
the surface orientations. If any of the meshes are oriented
incorrectly, then use the Modify / Orient tool to fix them.
Select the mesh, then run this tool and enter “R” for
reverse.
14) Import the appropriate lamp model for the design
by selecting File / Import Lamp on the main menu. Enter
the
location(s)
for the lamp. You will be prompted for multiple locations,
so just press Enter again at prompt when you are finished
entering the locations you require. Use the rotate
command in the appropriate CPlane if the lamp needs
to be rotated
into different orientation than its default.

15) See the FAQ topic on Photometric
Conventions for more
information about the proper orientation of the luminaire,
which depends on the type of distribution it creates and
your region of the world. Different regions use different
standard conventions for photometry.
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