Studio Matrx Monthly · Volume 1 · Issue 3 · August 2026
Amogh N P
 In loving memory of Amogh N P — Architect · Designer · Visionary 
Radiance & Daylight SimulationLesson 5.2
BPS for Architecture, Planning & Urban Design/Module 5 · Daylighting Simulation

Lesson 5.2 · Daylighting Simulation

Radiance & Daylight Simulation

The validated backward ray tracer behind almost every daylight study - and how a simulation is actually assembled from a sky, materials and a sensor grid

13 min Interactive lessonFree · open lessonByAmogh N P· Architect & interior designer
The hook

One free engine, written in the 1990s and validated against real rooms, still computes almost every daylight metric you will ever quote.

When a report says a space hits sDA 74% or a DGP of 0.38, a program called Radiance almost certainly did the physics. Developed at Lawrence Berkeley National Laboratory by Greg Ward, it is the field's reference lighting simulator - open-source, exhaustively validated against measured rooms, and the quiet engine inside Honeybee, ClimateStudio and DIVA.

You will rarely type a Radiance command. But you must understand what it does, because every daylight result you trust depends on feeding it a sensible sky, honest materials and a well-placed grid. Get those right and the numbers mean something; get them wrong and even a perfect engine gives you confident nonsense.

You feed the engine sky + geometry + materials + grid. Radiance does the physics. Garbage in, confident garbage out.

Why Radiance is the reference engine

Radiance is a physically-based light simulation system: it computes real, absolute luminance and illuminance values in candela per square metre and lux, not the plausible-looking pixels of an architectural renderer. Two things earn it the field's trust. First, it is validated - decades of studies have compared Radiance predictions against physical measurements in real and scale-model rooms and found them accurate within the uncertainty of the measurements themselves. Second, it is open and free, so its methods are transparent and reproducible; a peer can re-run your study.

The distinction that makes this concrete is radiometry versus photometry with a physical basis: Radiance tracks light in real energy terms and reports it in the photometric units designers care about - lux and cd/m2 - so a result can be checked against a measured meter reading, not just admired. That is the whole game. A number you can hold against a lux meter is a prediction; a pixel tuned to look nice is an illustration.

That combination is why it underpins the metrics of Lesson 5.1. When IES LM-83 or a LEED submission asks for sDA, the accepted way to get there runs Radiance under the hood. Commercial daylighting tools compete on interface, speed and reporting - not on replacing the engine, because Radiance's accuracy is the benchmark they are measured against. Understanding this saves you a common trap: the fanciest render is not the most accurate simulation. Radiance's spartan images can be more trustworthy than a glossy real-time view, because they carry calibrated physical units rather than tuned-for-beauty pixels.

RADIANCE: RAYS TRACED BACKWARD FROM THE SENSORroom interiorwindowsensorSKY DOMEdirect ray to sky patchinter-reflection off ceiling (dashed)Radiance asks: how much light arrives HERE?It shoots sample rays from the sensor, follows eachbounce, and gathers what the sky and surfaces send back.Backward = start at the eye, not the sun.
Zoom
Radiance computes light backward: it starts at the sensor (or camera pixel), shoots sample rays outward, and follows each bounce until it reaches the sky. Rays that reach bright sky through the window carry a lot of light; those that bounce off dark surfaces carry less. Summing many sampled rays, including inter-reflections, gives the illuminance at that point.

Radiance = free, validated, physical units (cd/m2, lux). The benchmark, not a pretty picture.

Backward ray tracing - starting at the eye, not the sun

Light in the real world travels from the sun and sky, bounces around a room, and some of it eventually reaches a point or an eye. Simulating that forwards is hopelessly wasteful - the overwhelming majority of emitted rays never reach the point you care about. So Radiance runs the physics backward: it starts at the sensor (a measurement point, or a pixel of a virtual camera) and shoots sample rays outward into the scene, following each as it reflects off surfaces until it finds a light source - here, the sky.

Each ray gathers a contribution: a ray that reaches the bright sky through the window brings a lot of light; one that bounces off a dark wall first brings less. Radiance sums many such sampled rays, including inter-reflections (light bouncing ceiling-to-floor-to-desk), to estimate the total illuminance arriving at the sensor. The number of bounces (-ab, ambient bounces) and sample counts are the key accuracy-versus-speed dials: too few bounces and a deep room reads too dark; too many and the run crawls. This backward, sensor-first strategy is why Radiance can compute an accurate illuminance grid for a whole floor without simulating every photon in the sky. It is the same idea behind physically-based rendering generally, tuned for correctness over beauty.

One subtlety worth carrying: the sun is a tiny, intensely bright source, and a purely random backward ray rarely happens to hit it. So Radiance treats the sun and other bright sources specially - sampling them directly rather than hoping a stray ray lands there - while the diffuse sky and inter-reflections are handled by the general sampling. That split, direct sources plus sampled ambient, is why the engine can be both fast and correct about sharp sun patches and soft fill light at once.

RADIANCE: RAYS TRACED BACKWARD FROM THE SENSORroom interiorwindowsensorSKY DOMEdirect ray to sky patchinter-reflection off ceiling (dashed)Radiance asks: how much light arrives HERE?It shoots sample rays from the sensor, follows eachbounce, and gathers what the sky and surfaces send back.Backward = start at the eye, not the sun.
Zoom
Radiance computes light backward: it starts at the sensor (or camera pixel), shoots sample rays outward, and follows each bounce until it reaches the sky. Rays that reach bright sky through the window carry a lot of light; those that bounce off dark surfaces carry less. Summing many sampled rays, including inter-reflections, gives the illuminance at that point.

The four ingredients of any daylight simulation

Every daylight run, in any tool, assembles the same inputs - master these and you can drive Honeybee or ClimateStudio without memorising menus.

1. A sky model. The light source. It can be a single CIE overcast sky (for a daylight factor), a clear sky with sun for one moment, or - for climate-based metrics - a full annual sky built from the location's EPW weather file (Lesson 5.3). The sky is the single biggest driver of the result.

2. Geometry. The room, openings, external obstructions and shading, modelled at sensible resolution. Over-detailed geometry slows the run without changing the light; a missing overhang changes everything.

3. Materials. In daylighting, materials mean reflectance and transmittance, not looks. Wall/ceiling/floor reflectances (say 0.8 ceiling, 0.5 walls, 0.2 floor) and glazing visible transmittance (VT) (a clear double-glazed unit might be VT ~0.7, a tinted one ~0.4) drive how much light survives and bounces. Honest material values matter more than most beginners expect - guessing a ceiling at 0.5 instead of 0.8 can swing deep-room sDA noticeably.

4. A sensor grid. Where the answer is measured - usually a 0.5 m grid at ~0.76 m desk height for illuminance metrics, or a camera view for a render. Get the grid, sky, geometry and materials right and the engine does the rest.

WHAT A DAYLIGHT SIMULATION NEEDS1. Sky modelCIE overcast / EPW annual2. Geometry + materialsreflectance, transmittance3. Sensor grid0.5 m, desk heightRADIANCEbackward ray tracerIlluminance gridlux per point -> sDA, UDIPoint-in-time renderluminance image -> glareAnnual illuminance8760 hrs -> CBDM metricsFront-ends (Honeybee, ClimateStudio, DIVA) assemble these inputs and read the output.
Zoom
Every daylight simulation assembles the same four inputs - a sky model, geometry and materials (as reflectance and transmittance), and a sensor grid - and feeds them to Radiance, which returns either an illuminance grid (the basis of sDA, ASE and UDI) or a luminance render (the basis of glare analysis). Front-ends such as Honeybee and ClimateStudio simply orchestrate this.

Two outputs, and the front-ends that drive them

Radiance produces two families of result, and it is worth knowing which you need. A point-in-time render (`rpict`) is a luminance image of the scene for one sky condition - a false-colour or realistic picture in cd/m2, ideal for seeing light distribution and, crucially, for glare analysis (Lesson 5.4), where you need the luminance of every bright source in view. An illuminance grid (`rtrace`/`rcontrib`) returns lux at each sensor point - the raw material of sDA, ASE and UDI. For annual metrics, Radiance uses the efficient daylight-coefficient approach (Lesson 5.3) so it can evaluate all 8760 hours without re-tracing the scene each hour.

You will almost always reach Radiance through a front-end. Honeybee (part of the free Ladybug Tools suite, in Rhino/Grasshopper) exposes Radiance visually and is the standard for learning and research. ClimateStudio and its predecessor DIVA, from Solemma, are polished commercial tools prized for speed and clean LM-83 reporting. All three write the same Radiance scene files and call the same engine - so the principles here transfer across every one. Choose the front-end for workflow and budget; the physics underneath is the shared, validated Radiance you now understand.

WHAT A DAYLIGHT SIMULATION NEEDS1. Sky modelCIE overcast / EPW annual2. Geometry + materialsreflectance, transmittance3. Sensor grid0.5 m, desk heightRADIANCEbackward ray tracerIlluminance gridlux per point -> sDA, UDIPoint-in-time renderluminance image -> glareAnnual illuminance8760 hrs -> CBDM metricsFront-ends (Honeybee, ClimateStudio, DIVA) assemble these inputs and read the output.
Zoom
Every daylight simulation assembles the same four inputs - a sky model, geometry and materials (as reflectance and transmittance), and a sensor grid - and feeds them to Radiance, which returns either an illuminance grid (the basis of sDA, ASE and UDI) or a luminance render (the basis of glare analysis). Front-ends such as Honeybee and ClimateStudio simply orchestrate this.

rpict = luminance image (glare). rtrace = lux grid (sDA/UDI). Same engine, two answers.

Setting accuracy dials without wasting hours

Radiance's honesty comes with knobs, and knowing the few that matter separates a trustworthy run from a slow or wrong one. The most important is ambient bounces (`-ab`): how many times a ray is allowed to reflect before Radiance stops following it. Direct light needs zero bounces, but real rooms are lit substantially by inter-reflection - ceiling to wall to desk - so too low a setting makes a deep or side-lit room read falsely dark. A shallow, well-glazed room may be fine at -ab 3; a deep room, a light-well or an indirect scheme may need -ab 5 or more. The related ambient accuracy, divisions and resolution (-aa, -ad, -ar) control how finely Radiance samples that indirect light - higher values reduce splotchy noise at the cost of time. Front-ends hide these behind quality presets ('low / medium / high'), but understanding what the preset changes lets you diagnose a result that looks too dark or too noisy.

Two discipline habits keep you out of trouble. First, converge, don't guess: run a small grid at rising quality until the numbers stop moving, then lock those settings for the full study - that is how you know the answer is the physics, not the sampling. Second, validate the inputs, because the engine will faithfully compute nonsense from bad ones: a missing external obstruction, a ceiling guessed at 0.5 instead of 0.8, or an unrepresentative sky will bias every metric downstream. This is the practical meaning of 'garbage in, confident garbage out'. Radiance itself is rarely the source of error; the sky, the materials, the geometry and the bounce count are. Spend your care there, and daylight simulation becomes one of the most reliable predictions in this whole course.

-ab too low = deep room reads dark. Converge quality on a small grid, then lock it.

Tools & terms you'll meet in this lesson

Radiance

Validated, physically-based light simulation engine (LBNL)

Free and open-source; the accuracy benchmark for daylighting. Almost every daylight metric is computed with it.

Backward ray tracing

Tracing rays from the sensor/eye out to the sky

Efficient because it only follows rays that reach the point of interest; ambient bounces (-ab) trade speed for accuracy.

Honeybee (Ladybug Tools)

Free Grasshopper front-end that drives Radiance

The standard for learning and research; exposes sky, materials, grid and recipes visually.

ClimateStudio / DIVA (Solemma)

Commercial Rhino daylighting tools over Radiance

Fast, polished LM-83 reporting; same engine underneath, chosen for workflow and speed.

Visible transmittance (VT)

Fraction of visible light a glazing unit passes

A core Radiance material input; clear IGU ~0.7, tinted ~0.4. Drives how much daylight enters and reaches deep points.

Hands-on workshop

Workshop - assemble a daylight simulation on paper

Before running anything, practise specifying the four ingredients for a real room. This is the setup step where accuracy is won or lost - the engine only computes what you feed it.

Paper first. To run it, free: Ladybug Tools (Honeybee) in Rhino/Grasshopper with Radiance installed; or ClimateStudio/DIVA (Solemma, student licence).

Given & goal
Goal: fully specify the inputs of a daylight simulation and predict the result qualitatively
Inputs: a room you know (studio, classroom, bedroom), a tape measure or plan, a notebook
Time: ~35 minutes
  1. 1Sketch the room to scale with its openings and any external shading or obstruction. Note the orientation - it will not matter for a daylight factor but is essential for climate-based metrics.
  2. 2Choose a sky model for your question: CIE overcast (for a quick daylight factor) or 'annual from the EPW' (for sDA/ASE). Write down which, and why your question needs it.
  3. 3Assign materials as reflectances and transmittance: ceiling, walls, floor reflectance (estimate from the actual finishes) and glazing VT. Note how a lighter ceiling would change deep-room light.
  4. 4Place a sensor grid: 0.5 m spacing at ~0.76 m height across the occupied floor. Count the points; mark where you expect 'pass' and 'fail' before any run.
  5. 5Predict the two outputs: sketch the illuminance grid you expect (bright at the window, dark deep) and note where you would place a camera for a glare render. Then, if you can, run it in Honeybee and compare to your prediction.

You’ll walk away with
A complete daylight-simulation spec sheet for one room - sky model, geometry note, material reflectances/VT, and sensor grid - plus your predicted illuminance pattern to check the run against.

The worked example

Three altitudes on the same idea

Read the band that fits you — or all three.

For the architectPerformance-driven design decisions

Knowing Radiance underlies every tool frees you from tool tribalism. Honeybee, ClimateStudio or DIVA all call the same validated engine, so you can pick on price and workflow and still defend the numbers to a reviewer. Your leverage is in the inputs you control - openings, external shading, glazing VT - not in the brand of front-end.

For the interior designerComfort, daylight & healthy interiors

Material reflectances are your lever, and they are genuinely simulation inputs. A 0.8 ceiling versus 0.5, a light versus dark back wall, a VT 0.7 versus 0.4 glass - these move deep-room daylight measurably. When you specify finishes you are setting Radiance material values, so specify them with the light result in mind, not just the mood board.

For the studentSkills, portfolio & green-building jobs

Learn Honeybee's daylight recipes and you have a portfolio-ready, free skill. You will handle real Radiance concepts - sky models, ambient bounces, sensor grids, illuminance versus luminance - the same language a consultant uses. Understanding backward ray tracing conceptually matters more than any menu, because it is what makes the results trustworthy.

Misconception check

A photorealistic render from an architectural visualiser is an accurate daylight simulation.

Usually not. Most visualisation renderers (and real-time engines) are tuned to look convincing, with exposure, tone-mapping and 'artistic' lighting tweaks that break the link to physical units. A Radiance daylight simulation instead computes calibrated luminance (cd/m2) and illuminance (lux) that you can compare to thresholds like 300 lux or a glare limit. Some renderers are physically based and can be accurate if set up carefully, but a pretty picture alone tells you nothing measurable. The test is simple: can the tool report absolute lux at a sensor and luminance per pixel, validated against measurement? Radiance can, which is why it is the reference - beauty and accuracy are different goals.
Try it

Do it yourself

Reason it through before you touch a menu.

  1. 1Why does Radiance trace rays backward from the sensor rather than forward from the sun?
  2. 2Name the four ingredients every daylight simulation needs.
  3. 3In daylighting, what do 'materials' actually mean - and give a typical ceiling reflectance and glazing VT.
  4. 4When would you produce a point-in-time render versus an illuminance grid?
  5. 5If Honeybee, ClimateStudio and DIVA all call Radiance, what should decide which you use?
Take this with you

The one line to carry out

Radiance is the free, validated backward-ray-tracing engine behind virtually every daylight metric, and any simulation is only as honest as its four inputs - sky model, geometry, material reflectance/transmittance and sensor grid. Trust the engine; earn the result through the inputs.
Take it further
References & further reading

Peer-reviewed journals & authoritative standards

  1. 01Radiance - Lighting/daylight simulationLBNL, 2026.
  2. 02ClimateStudio / DIVA for RhinoSolemma, 2026.
  3. 03Ladybug Tools - Environmental analysis for GrasshopperLadybug Tools LLC, 2026.
  4. 04DaylightingWikipedia, 2026.
  5. 05Illuminating Engineering Society (IES)IES, 2026.
Related lessons
Recap
Radiance computes physical luminance and illuminance and is validated against measured rooms, which is why it underlies Honeybee, ClimateStudio and DIVA. It works by tracing sampled rays backward from the sensor to the sky, including inter-reflections. Every run assembles a sky model, geometry, material reflectances/transmittance and a sensor grid, producing either a luminance render (for glare) or an illuminance grid (for sDA/UDI).
Carry forward →

The single input that separates a daylight factor from a real annual metric is the sky. Next we open up climate-based daylight modelling - how a full year of EPW skies is turned into the sDA, ASE and UDI numbers you now know how to read.

A

The author

Amogh N P

Architect, interior designer, and creative polymath. Studio Matrx began in his notebooks — his vision of design made honest, useful, and open to everyone. Its Academy is written and taught in his memory, and free, forever.

More about Amogh →