Author Topic: Third attempt with Lumion - interior render  (Read 6072 times)

ryste3d

    Reputation: 15
Third attempt with Lumion - interior render
« on: January 24, 2012, 12:00:11 pm »
January 24, 2012, 12:00:11 pm
This time I finally manage to put it to a crawl.

700000 Polygons, 49 objects, 62 image maps, file size 250MB

It was almost impossible to edit inside Lumion at this point. Maybe if I had imported my models into different layers and then turned off some of them while editing.

One thing I would like to se in Lumion (if it is not already in there) is the possibility for negative light. Planer and point light. Like in the old days.... it gives you better control trying to fake radiosyty.

How do I manage to get white ceilings? It turns out gray (or simple to dark). In this video I use a wood texture simply because I don't know how to do this?


The render speed is still absolutely amazing.



BMcIsaac

Re: Third attempt with Lumion - interior render
« Reply #1 on: January 24, 2012, 01:21:14 pm »
January 24, 2012, 01:21:14 pm
Thanks ryste3d. Interesting test. That's a nice interior render/movie. Creating a still image in a heavy model in seconds blows me away.
With the release of 2 I was hoping to see more interior renders like this here....I'm sure there are people out there cooking them up as we speak. I love the exterior views.
Cheers!!

Re: Third attempt with Lumion - interior render
« Reply #2 on: January 24, 2012, 02:26:39 pm »
January 24, 2012, 02:26:39 pm
White ceilings are possible using an ambient light. Simply add a light, crank up the angle until it is around 180 degrees and you have a point light. Place the point light in the center of the room and you have white ceilings. Another method is to place a light in the ground and light up everything from below.

We're working on improving the render performance for indoor lighting. Especially the shadows are quite slow but I'm sure we can find something. We can cache the shadow maps for example so they are only calculated once. Should work great for scenes with still lights and still geometry in them.

I see a bit of flicker in the painting. This is probably caused by coplanar polygons. You can solve it by going to the material properties and entering a small z-offset for the material that should be in front.

Re: Third attempt with Lumion - interior render
« Reply #3 on: January 24, 2012, 02:30:10 pm »
January 24, 2012, 02:30:10 pm
One thing I would like to se in Lumion (if it is not already in there) is the possibility for negative light. Planer and point light. Like in the old days.... it gives you better control trying to fake radiosyty.

Ferry actually showed me negative lighting back in October/November, but maybe there were problems with this function. Although it's an old skool way of simulating radiosity, this method should not be underestimated.
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Nico RVArq.com

    Reputation: 58
Re: Third attempt with Lumion - interior render
« Reply #4 on: January 24, 2012, 07:49:08 pm »
January 24, 2012, 07:49:08 pm
Hi Ryste, to prevent light passing through the ceiling and illuminates, you must place a double layer horizontal. I send you some captures.
And for the interior roof, I place a white material which will then add a little emisiveness.
I hope to serve

blendman

    Reputation: 26
Re: Third attempt with Lumion - interior render
« Reply #5 on: January 25, 2012, 05:34:45 am »
January 25, 2012, 05:34:45 am


Wow guys!  this is what makes being on the Forum so wonderful  THAAANKS for this!  I did a pretty crappy job of my interior design for the desert villa I posted recently.  After this I plan to revisit and post.

Thanks so much for this.

Regards,

blendman

HARISSHETH

    Reputation: 0
Re: Third attempt with Lumion - interior render
« Reply #6 on: August 19, 2014, 04:37:26 pm »
August 19, 2014, 04:37:26 pm
How about assigning the colour material to the ceiling which is indicated by a roller paint icon, then drag the over bright bar until the desired effect is achieved.