Author Topic: Lumion 3.0 secrets revealed  (Read 51358 times)

Lumion 3.0 secrets revealed
« Reply #45 on: October 25, 2012, 02:37:45 pm »
October 25, 2012, 02:37:45 pm
Truls, esoty really maravilaldo, advancing Lumion indoors is great, I assume, that many, we are satisfied, there will be icing on the cake? relfection. XD just wait, congratulations, Lumion team! :-D

Ecuadorian

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Lumion 3.0 secrets revealed
« Reply #46 on: October 25, 2012, 04:43:38 pm »
October 25, 2012, 04:43:38 pm
It's starting to look nice! Although, as alickn, I still think it's still "not there".

I also noticed that some areas are very dark. Can we combine GI with AO to get a more uniform lighting and to better define corners?

BTW, we need a video with moving objects (thar girl barely moves) to see how Lumion 3.0 will handle GI flicker. When there are no moving objects the GI solution does not change and thus there is no flicker.

I remember when Lumion's big selling point was "2 seconds per frame". It has now come to a point where it needs an overhaul of the AA system if it's going to recover that speed. :-D

Lumion 3.0 secrets revealed
« Reply #47 on: October 25, 2012, 06:05:42 pm »
October 25, 2012, 06:05:42 pm
Woow very good Team im very satisfied & congratulations Lumion,
By the way i see in animation some city lighting around :o ;), is this new effect for lighting building in nights scene??, thanks in advance

Ecuadorian

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Lumion 3.0 secrets revealed
« Reply #48 on: October 25, 2012, 06:57:41 pm »
October 25, 2012, 06:57:41 pm
Looks more like a photo applied to a cylinder.

Hopefully in this version we'll get an option for images to be "always lit", that is, not to be affected by lights. It would be extremely useful for backgrounds.

Brian Hengelsberg

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Lumion 3.0 secrets revealed
« Reply #49 on: October 25, 2012, 07:01:48 pm »
October 25, 2012, 07:01:48 pm
Looks more like a photo applied to a cylinder.

Hopefully in this version we'll get an option for images to be "always lit", that is, not to be affected by lights. It would be extremely useful for backgrounds.

 You can always apply emissiveness and play with roughness to get this to work (using the custom/ standard material set).

Ecuadorian

    Reputation: 32
Lumion 3.0 secrets revealed
« Reply #50 on: October 25, 2012, 08:40:52 pm »
October 25, 2012, 08:40:52 pm
That's what I do right now, but we need a more straightforward solution.

BABE™

    Reputation: 106
Lumion 3.0 secrets revealed
« Reply #51 on: October 25, 2012, 10:01:40 pm »
October 25, 2012, 10:01:40 pm
A BEFORE & AFTER shot ................................ might  Reveal more.





| HD4K™ MOTION-GRAPHICS |

| GTX 980 Intel® Core™ | i7-4790K CPU - |
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| MUSIC-PRODUCTION™ |
| |

sach

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Lumion 3.0 secrets revealed
« Reply #52 on: October 25, 2012, 11:14:52 pm »
October 25, 2012, 11:14:52 pm
Come on Lumion team, really close to the deadline for the earlybirds, but still no sign of reflection...i'm getting really discouraged and disapointed here.

Sach

Aliki_N

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Lumion 3.0 secrets revealed
« Reply #53 on: October 25, 2012, 11:45:42 pm »
October 25, 2012, 11:45:42 pm
Come on Lumion team, really close to the deadline for the earlybirds, but still no sign of reflection...i'm getting really discouraged and disapointed here.

Sach
I do not think reflection has made it into L3.0, with only 4days left to the launch, this is a far fetched dream. Like you, I am very disappointed on this one. But let's wait for Remko, he might surprise us. Remember, the team keeps reassuring us that we are going to have a lot of things in L3.0. I for one, so far, appreciate the new character content, and the clouds, there seems to be more improvement on plants and grass library. As for functionality, we still have to wait for more revelations. I hope there will be an extension on the early bird aspect.

Ecuadorian

    Reputation: 32
Lumion 3.0 secrets revealed
« Reply #54 on: October 26, 2012, 12:51:04 am »
October 26, 2012, 12:51:04 am
Keep the faith, guys.

The new clouds are just one among many other new features in the upcoming 3.0.

You have not seen anything yet.

There are many tiny tweaks and changes too but at some point we need to focus on the big things and make sure Lumion 3.0 will blow you away. Fortunately results look good and I think it will blow you away and we even have some stuff you never imagined.

the new features will really get more interesting as we approach the release.

So, we don't know yet what the big new features in 3.0 will be, but we can be sure they're going to "blow us away", that they will be "more interesting" than what we have seen until now, and that they're something "we never imagined".  8)

I'm waiting to be blown away.

rezaiyan

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Lumion 3.0 secrets revealed
« Reply #55 on: October 26, 2012, 06:54:33 am »
October 26, 2012, 06:54:33 am
Hello to you all
I am one of the most demanding of myself than you
Please refer to your software's ability to automatically add lights.
So it works. Light is a day off. If you start the night light will automatically turn on.
It can add light to the light. Or add a button to light the capabilities of handling the situation, day or night, to recognize and act spontaneously.

Thanks
I am impatiently waiting for the response from your team

byzantium1200

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Lumion 3.0 secrets revealed
« Reply #56 on: October 26, 2012, 07:51:01 am »
October 26, 2012, 07:51:01 am
A BEFORE & AFTER shot ................................ might  Reveal more.

Agreed, also instead of such a complex scene, a white room with colored cubes inside would be more interesting.

Michael Betke

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Lumion 3.0 secrets revealed
« Reply #57 on: October 26, 2012, 10:35:25 am »
October 26, 2012, 10:35:25 am
I can't help myself but this does not look like global illumination. There is color bleeding yes, but all other stuff just looks like a higher ambient light to me.

Can we see just on light or illuminated box in one room so we see the scattering? Will normal and specular maps also affected by indoor lights?

I can't decide yet if its a good GI solution or not. I will update anyway I guess hehe...
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Lumion 3.0 secrets revealed
« Reply #58 on: October 26, 2012, 11:18:29 am »
October 26, 2012, 11:18:29 am
I can't help myself but this does not look like global illumination. There is color bleeding yes, but all other stuff just looks like a higher ambient light to me.

Can we see just on light or illuminated box in one room so we see the scattering? Will normal and specular maps also affected by indoor lights?

I can't decide yet if its a good GI solution or not. I will update anyway I guess hehe...

It's global illumination. However it's not similar to a ray traced solution which takes hours to complete. There are two main differences. First, it only calulates a single bounce and second, the bounced light does not have shadows. So, in short it's not as good a Vray for example but it does make the images better which is the whole point I guess. Anything more accurate would take more time up to the point where people will just not render with radiosity at all. In the attached image you can see how the light bounces from the floor.

Michael Betke

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Lumion 3.0 secrets revealed
« Reply #59 on: October 26, 2012, 11:21:31 am »
October 26, 2012, 11:21:31 am
ah cool. thanks. looks good! all the geometry and textures of the video scene were so distracting to see the effect. if you would have released only the shot people would have asked for the complex scene.  :-D
of course i dont compare vray with realtime graphics. i would compare with other game engines. :)

EDIT: The floor should be brighter I guess. The transition from bright spot is to harsh I think.
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Interactive 3D Visualizations for Architects, Serious Games and Simulation Developers
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