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Author Topic: Lumion How much support big and large scenes?  (Read 9925 times)

cbcarch

    Reputation: 4
Re: Lumion How much support big and large scenes?
« Reply #15 on: May 26, 2011, 04:02:16 pm »
May 26, 2011, 04:02:16 pm
How about the providing the ability to Link two or more Lumion files together?
and put them on a Central Server so more than one user can work on them simultaneously, either via LAN
or WAN?

( ala Revit ) Thinking like an Architect.....................

This would solve the clip distance and painting limitation for topography, etc.

Instead of one enormous/unmanageable file, break it into smaller linked files.
Xref ability for change management.........Hmmmmmm. Think of all the possibilities. LOL

cheers

VETS3D

    Reputation: 6
Re: Lumion How much support big and large scenes?
« Reply #16 on: May 26, 2011, 04:04:39 pm »
May 26, 2011, 04:04:39 pm
That wouldn't solve the clip distance as even in 2 files a single render would still clip before the furthest extent of the model(s)

cbcarch

    Reputation: 4
Re: Lumion How much support big and large scenes?
« Reply #17 on: May 26, 2011, 04:09:38 pm »
May 26, 2011, 04:09:38 pm
Good point--so maybe the clip distance would have to increase.

But the Linked file and Server app would still be good improvements to team workflow.

cheers

nacho

    Reputation: 9
Re: Lumion How much support big and large scenes?
« Reply #18 on: May 26, 2011, 11:02:16 pm »
May 26, 2011, 11:02:16 pm
thanx for all your answer, it become very helpfull, 2.5kmx2.5km was the deal..
i got other question, its possible to merge scenes in lumion with all the objects?
like groups of objects???
regards
nacho

Aaron

    Reputation: 80
Re: Lumion How much support big and large scenes?
« Reply #19 on: May 27, 2011, 12:51:52 am »
May 27, 2011, 12:51:52 am
Tile streaming would be the logical choice.
If combined with Speedtree' world-building tools, you could even populate sizable worlds relatively quickly
whilst keeping load acceptable.
Sounds fairly straightforward so I bet it's insanely complicated to implement  :D

@Nacho > Currently not possible. Perhaps in the future...who knows  ;)

Re: Lumion How much support big and large scenes?
« Reply #20 on: May 27, 2011, 09:10:10 am »
May 27, 2011, 09:10:10 am
The limitation is not in the size (in memory terms) of a project. The biggest challenge is to overcome problems with the coordinate system. The 3D card and our software uses 32 bit values. This means any coordinate has 7 digits. As long as 7 digits are enough Lumion should be able to do it. Imagine you have a 100km x 100km area. At the edges you already used 3 digits so you have 4 left. This means that the math of your objects at the edge is accurate to 1/10th of a mm. This should be enough.

Maybe there are some practical issues right now like the clip distance but they can be resolved because on a 100kmx100km the math does not break down. For birds eye shots we could make a function which adapts the camera to extend the view frustum. We can also add options to allow for bigger landscapes and height maps.

For the next version of Lumion we'll take this into consideration because it will make a lot of people happy and it's not really a lot of work for us.

The proxy/streaming features are a lot more difficult but I doubt you'll need them. We are already improving the memory usage so on a 64bit system with a GPU that has a lot of memory you can already create big worlds. Maybe when you want to model an entire city in detail you'll run into problems but who actually needs this on a regular basis?

nacho

    Reputation: 9
Re: Lumion How much support big and large scenes?
« Reply #21 on: May 27, 2011, 10:18:08 am »
May 27, 2011, 10:18:08 am
The limitation is not in the size (in memory terms) of a project. The biggest challenge is to overcome problems with the coordinate system. The 3D card and our software uses 32 bit values. This means any coordinate has 7 digits. As long as 7 digits are enough Lumion should be able to do it. Imagine you have a 100km x 100km area. At the edges you already used 3 digits so you have 4 left. This means that the math of your objects at the edge is accurate to 1/10th of a mm. This should be enough.

Maybe there are some practical issues right now like the clip distance but they can be resolved because on a 100kmx100km the math does not break down. For birds eye shots we could make a function which adapts the camera to extend the view frustum. We can also add options to allow for bigger landscapes and height maps.

For the next version of Lumion we'll take this into consideration because it will make a lot of people happy and it's not really a lot of work for us.

The proxy/streaming features are a lot more difficult but I doubt you'll need them. We are already improving the memory usage so on a 64bit system with a GPU that has a lot of memory you can already create big worlds. Maybe when you want to model an entire city in detail you'll run into problems but who actually needs this on a regular basis?

 :-[ me right now.... ups...
heheheh
its not big deal we are very happy with lumion and his resluts, but it will be a big difference and less work to have it in one big file.

i am spliting my model in 3

nacho

Gilson Antunes

    Reputation: 130
Re: Lumion How much support big and large scenes?
« Reply #22 on: May 27, 2011, 05:58:11 pm »
May 27, 2011, 05:58:11 pm
good news
Gilson Antunes
www.gilsonantunes.com.br
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