Author Topic: Woodland Hills Design Intensive  (Read 4810 times)

Brian Hengelsberg

    Reputation: 43
Woodland Hills Design Intensive
« on: February 17, 2011, 06:05:05 pm »
February 17, 2011, 06:05:05 pm
A quick design intensive; a little bit of SSAO blinking happens behind objects, and a little blinking in emitting objects when they appear from a distance (kindof like a moire pattern on a material).  Is there any way to eliminate these issues?  Comments welcome!

rapan

    Reputation: 4
Woodland Hills Design Intensive
« Reply #1 on: February 17, 2011, 09:41:26 pm »
February 17, 2011, 09:41:26 pm
Really good job!
Beautiful light and shadows.
The best Lumion interior so far.

Brian Hengelsberg

    Reputation: 43
Woodland Hills Design Intensive
« Reply #2 on: February 17, 2011, 09:56:17 pm »
February 17, 2011, 09:56:17 pm
Thank you for the kind words!  We hope to get better with each use of Lumion, and love the constructive criticism.

grincheux

    Reputation: 1
Woodland Hills Design Intensive
« Reply #3 on: February 18, 2011, 09:33:43 am »
February 18, 2011, 09:33:43 am
Hello,
Really very successful! Cool

Can you give us the regulations that you used to obtain such a contrast luminosity etc. and so that textures is not of sparkling?
In advance thank you ............. There is you he the possibility of making a presset? (It is what in what I try to arrive without reaching ...... there).

Woodland Hills Design Intensive
« Reply #4 on: February 18, 2011, 10:39:41 am »
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) Smile

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.
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Brian Hengelsberg

    Reputation: 43
Woodland Hills Design Intensive
« Reply #5 on: February 18, 2011, 02:07:23 pm »
February 18, 2011, 02:07:23 pm
grincheuz, i will look at what i set the settings to to achieve the effect.  I know that i started with the "Natural" tone map and made adjustments from there.  I will see if i can scrrenshot the sliders and post.

@morton,  the blinking bothers me more than the SSAO...but i can live with it.  I think i notice the SSAO because i know what to look for from past models.  In general, the client will never notice it, unless he/she watches the video 200 times (like i have been to check for items to tweak.)

@entire Lumion Staff, I know that you all are working hard to get this release finalized, and just know your efforts do not go un-noticed.  It is truly my pleaseure working in the software, and the "shortcomings" have some sort of workaround (as all software programs do).  I look forward to future releases and will try to do my part to flush out issues, post work, and answer questions; as this software has changed how i work architecturally.

Keep up the good workCool

Brian Hengelsberg

    Reputation: 43
Woodland Hills Design Intensive
« Reply #6 on: February 18, 2011, 09:29:13 pm »
February 18, 2011, 09:29:13 pm
Thought i would add a few stills as i was working them into our presentation.


Brian Hengelsberg

    Reputation: 43
Re: Woodland Hills Design Intensive
« Reply #7 on: February 28, 2011, 05:24:46 pm »
February 28, 2011, 05:24:46 pm
@ Morton,

i am not a code guy, but it would seem that allowing the bloom to reduce further from camera might solve the blinking issue.  Is there possibly a way to have a slider similar to the one for fog that could adjust this?  I noticed it seems the further the bloom the more the "blink/flicker".  Just an observation i made on a couple of the interiors i have generated.

2mas

    Reputation: 0
Re: Woodland Hills Design Intensive
« Reply #8 on: March 03, 2011, 11:00:34 pm »
March 03, 2011, 11:00:34 pm
Really nice work...

cryanbrandon

    Reputation: 2
Re: Woodland Hills Design Intensive
« Reply #9 on: March 14, 2011, 04:39:28 pm »
March 14, 2011, 04:39:28 pm
Really nice!!  Could you share what your settings were the lighting is very nice and clean!!

Re: Woodland Hills Design Intensive
« Reply #10 on: March 14, 2011, 05:28:04 pm »
March 14, 2011, 05:28:04 pm
Here more awesomeness:

Brian Hengelsberg

    Reputation: 43
Re: Woodland Hills Design Intensive
« Reply #11 on: March 14, 2011, 05:37:33 pm »
March 14, 2011, 05:37:33 pm
Here are screen captures of the settings i used for the Woodland Hills project. 

@Remko, thanks for the kind words!  8)

Re: Woodland Hills Design Intensive
« Reply #12 on: March 14, 2011, 06:21:38 pm »
March 14, 2011, 06:21:38 pm
In general Lumion projects are on the high contrast side. For a more natural look try reducing contrast a bit. As many of you know the next update will have more extensive controls for this and it will have settings for a much more clean natural look which is more common in architecture visualization. The current look is closer to gaming.

cryanbrandon

    Reputation: 2
Re: Woodland Hills Design Intensive
« Reply #13 on: March 14, 2011, 10:11:04 pm »
March 14, 2011, 10:11:04 pm
Perfect Thanks!!