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Author Topic: Invisible materials on high poly meshes and texture size  (Read 2276 times)

RT-Visualization

    Reputation: 4
Invisible materials on high poly meshes and texture size
« on: January 04, 2011, 09:40:01 pm »
January 04, 2011, 09:40:01 pm
I have a couple of questions regarding materials and textures

1. I'm converting some of my Archexterior DVDs in 3ds by using a script that allows me to batch convert all the .max files. I notice that there are lots of things that I will not need ( plants, fake landscape, and other stuff ). Now, since I'm batch converting, in order to delete those unwanted stuff I have open them manually and delete what I don't want, but what happen if I just apply to those meshes an invisible material? it disappear, but it takes account of the poly count of the invisible meshes? I mean, is invisible but is still there or Lumion engine completely just ignore it?

2. It is good workflow to use square textures ( 1024x1024, 2048x2048 ) or using non square texture is a problem for the engine? I tried and I didn't notice any differences, but since I'm adding lot of meshes with non standard textures I would like to know if there could be problems or not. Also I notice that I'm not able to import some textures…if I remember correctly the texture size was 2600x2230, it didin't show up in the diffuse texture "chooser" nor on the mesh…that's why I was asking about the square textures…

3. It is possible to setup a material without a texture ( so just RGB ), but be able to add reflections? Now I'm doing this using colored textures, but it will be nice to have this feature :)

 

I'm still using the first release of the demo, but soon I'll download the newest demo, I was just wondering those things :)

Ferry

    Reputation: 0
Invisible materials on high poly meshes and texture size
« Reply #1 on: January 05, 2011, 09:31:12 am »
January 05, 2011, 09:31:12 am
The Lumion engine completly ignores invisible materials.

 

You don't have to use square textures on new hardware.

 

Using textures is currently the best method since our diffuse does't have reflections.