February 18, 2011, 10:39:41 am
Awesome work, Brian, this is the best example of Lumion interior renderings I've seen so far bar none. You continue to push the envelope of what we thought was possible with the first version of Lumion which was really only designed to work with exteriors. If you can achieve this quality with v1.0, just imagine the results you'll be getting when Remko adds interior lights (and hopefully 1-bounce lighting)
Regarding the flickering emissive material, Ferry tells me that this is unfortunately not easy to fix (if it can be fixed at all). It would be great if we could reduce the flickering by fading out the bloom effect and/or the emissiveness of those materials based on their size in pixels (since it only occurs when the emissive objects are very thin, e.g. 1 pixel along the X or Y axes on the screen) but I have no idea if this is achievable and it could be very slow to calculate for each pixel. I'm sure Ferry can shed more light on this issue though.
Regarding the SSAO/blinking shadows issue, this is unfortunately a limitation of real-time ambient occlusion. SSAO computes the ambient occlusion on the GPU in "screen space" by measuring the distance to the surfaces that are rendered on the surrounding pixels. This limits the effects of ambient occlusion to the geometry that is actually rendered into the depth-buffer, ignoring parts that are occluded by other objects. In other words, SSAO is not able to "look behind" objects (in a Blade Runner-esque way), and this, in turn, causes the shadows to blink as the camera moves around.
I guess the only solution to this problem is to implement a different lighting system, e.g. the 1-bounce lighting system that Remko has mentioned in other posts.
Grincheaux, there's currently no way to save presets but it is on the Functionality wish list.