Author Topic: "GI" LUMENRT - VRAY  (Read 5791 times)

"GI" LUMENRT - VRAY
« on: October 17, 2012, 09:12:42 pm »
October 17, 2012, 09:12:42 pm
Hello again, simply enter Lumenrt forum, and really surprised me, like all software has its pros and cons, I must say that was very cordial to the questions you lumenrt team, and I found something interesting, we all know that Lumion 3.0 include GI, what the future of Lumion regarding the IG, there is the possibility to control, "set" the "color bleeding", the result will look like the standard LumenRT or LumenrRTfull ligth? I hope I understand, Greetings!, thanks google translator!  :-D

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Ecuadorian

    Reputation: 32
Re: "GI" LUMENRT - VRAY
« Reply #1 on: October 17, 2012, 09:42:44 pm »
October 17, 2012, 09:42:44 pm
It's called "color bleeding" and it's something that always happens in reality, so the LumenRT image is thus more "correct".

However, most render software give you the option to decide how much color bleeding you want, so I guess the Vray image has color bleeding turned off.

stucki

    Reputation: 32
Re: "GI" LUMENRT - VRAY
« Reply #2 on: October 17, 2012, 11:32:43 pm »
October 17, 2012, 11:32:43 pm
It's called "color bleeding" and it's something that always happens in reality, so the LumenRT image is thus more "correct".

However, most render software give you the option to decide how much color bleeding you want, so I guess the Vray image has color bleeding turned off.

you are right.
normally vray renders colour bleeding, too.
has to be turned off for this render.

Michael Betke

    Reputation: 35
Re: "GI" LUMENRT - VRAY
« Reply #3 on: October 18, 2012, 09:47:00 am »
October 18, 2012, 09:47:00 am
The LumenRT image is oversaturated in my opinion.
Only unbiased rendering is the true rendering. :D

EDIT: What I do often is to set up a rought scene with Maxwell or Octane render out the light quickly and then try to match this result in real-time.

I posted here ages ago: http://lumion3d.com/forum/development-inside-info/realistic-look-instead-of-%27game%27-look/ (scroll down to the pile of wooden planks)
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AnilMundi

    Reputation: 2
Re: "GI" LUMENRT - VRAY
« Reply #4 on: October 18, 2012, 09:18:55 pm »
October 18, 2012, 09:18:55 pm
I agree that the LimenRT images is oversaturated. It needs a bit of gamma tweaking :-)

bottedepaille

    Reputation: 3
Re: "GI" LUMENRT - VRAY
« Reply #5 on: October 19, 2012, 04:54:04 pm »
October 19, 2012, 04:54:04 pm
I prefer the first vray image, the bleed on the GI for the other images is wayyyyyyy too much.

stucki

    Reputation: 32
Re: "GI" LUMENRT - VRAY
« Reply #6 on: October 19, 2012, 08:03:25 pm »
October 19, 2012, 08:03:25 pm
a slider for the amount of color bleeding would be perfect, i guess

Re: "GI" LUMENRT - VRAY
« Reply #7 on: October 20, 2012, 04:20:39 am »
October 20, 2012, 04:20:39 am
Thanks to all pro comment on whether the question was referred to the team Lumion if inthe next version 3.0, will the GI bleeding light, will be similar to, Lumenrt?, now seems a point against lumenrt, edit settings do not allow light bleeding (you will see the quality that gives different results), I wondered if Lumion 3.0, if you set allow light bleeding, if not forgive myself clear. thanks google translator! :-D

Re: "GI" LUMENRT - VRAY
« Reply #8 on: October 20, 2012, 11:44:30 am »
October 20, 2012, 11:44:30 am
I wondered if Lumion 3.0, if you set allow light bleeding

GI light bleeding does occur in Lumion 3.0 but I don't know if you will be able to adjust the colour amount/saturation (Remko is still polishing this feature).

Regarding the renderings you posted, maybe my expectations were a little higher after hearing all the LumenRT hype, but I must admit that the lighting on both of the LumenRT images you posted looks rather disappointing from a quality perspective... and I'm not just saying that because I work on Lumion :)

Maybe the settings you used need to be refined a bit...? The floor reflection looks nice though.
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Re: "GI" LUMENRT - VRAY
« Reply #9 on: October 20, 2012, 09:41:39 pm »
October 20, 2012, 09:41:39 pm
Hi Morten, always a pleasure talking with you, because if I also believe that images of lumenrt, could be better, in fact if I have seen very good results in lumenrt, I can not deny it (this is not the case), wow for your comments, we assume, that exceed the expectations delususario Lumion, good to know   :-D......, Morten gracais! your always helpful! Greetings!

AnilMundi

    Reputation: 2
Re: "GI" LUMENRT - VRAY
« Reply #10 on: October 23, 2012, 06:25:46 pm »
October 23, 2012, 06:25:46 pm
Yes Morten and d3v7, I agree with you that the images of Lumenrt are not very nice. I think the settings used are not good. I got good results with my initial testing of Luemnrt, and you certainly seen what Luemnrt can do from the pictures on their website:


So, Morten, will Lumion 3 handle color bleeding like this, and will it work for animations? because in Luemnrt, the lighting is baked so you cannot change lighting. i like the image in the announcement of Lumion 3 but can we see something moving?

Re: "GI" LUMENRT - VRAY
« Reply #11 on: October 23, 2012, 06:40:22 pm »
October 23, 2012, 06:40:22 pm
So, Morten, will Lumion 3 handle color bleeding like this, and will it work for animations? because in Luemnrt, the lighting is baked so you cannot change lighting. i like the image in the announcement of Lumion 3 but can we see something moving?

Remko developed this feature, so I'll let him reply (if he has time) :)
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AnilMundi

    Reputation: 2
Re: "GI" LUMENRT - VRAY
« Reply #12 on: October 29, 2012, 09:17:02 pm »
October 29, 2012, 09:17:02 pm
Thank you Morten,

I see your new video showing the improved lighting. It looks nice, but you say the frames take 12s to render? I know that's fast compared to software like VRay, but still, that makes 5 minutes for one second of animation, yes?
That's not exactly real-time, is it?

Ecuadorian

    Reputation: 32
Re: "GI" LUMENRT - VRAY
« Reply #13 on: October 29, 2012, 11:50:06 pm »
October 29, 2012, 11:50:06 pm
Yup... As you add geometry and lights, Lumion render time goes up...

Hopefully they'll find a way to get good supersampling right from the video card, without having to render each frame 16 times. This will cut down render times dramatically.

Right now, the best way to reduce render time is render with "Soft edges" effect @1440p, and then reduce the size in post-pro.

Re: "GI" LUMENRT - VRAY
« Reply #14 on: November 02, 2012, 10:20:28 pm »
November 02, 2012, 10:20:28 pm
(ADMIN: Merged the following 3 posts)

...I just saw LumenRT... what are the differences between that and Lumion?

I understand and aproved that lumion is way better, but with this LumenRT you can import scenes and send to clients, they call them LiveCubes.... something like in Quest3D...

maybe for the next release we are going to have that... :) !!!