March 19, 2012, 11:56:08 am
Sorry for sounding harsh! but the lighting in the computer games my kids play is better.
Sure, many games have got great quality lighting. Part of the explanation is due to the fact that the 3D artists who design the levels and the lighting in triple AAA games are in a completely different league than us mere mortals.
Another reason is that the majority of games rely on pre-calculated lighting which is baked onto the textures, and is sometimes combined with 1-8 simple dynamic point or spot lights. Depending on the lighting algorithm of the game engine, radiosity/light bounces are sometimes included in the calculations, and for that reason, it can take a long time to calculate the lighting for a scene.
A good example is Lightmass
in the Unreal
game engine. It can take many hours if you were to calculate the lighting for a typical Lumion scene with this functionality (you should try it, the UDK is free to use for tests like that). Sure, the quality might be better (although UDK does not include IES lights), but imagine having to calculate the lighting over and over, every time something in your scene changes. Functionality like this is great if you know that your scene won't change, but as we all know, architectural visualisation scenes are rarely static.
For that reason, the developers of Lumion chose to prioritise real-time feedback on as many aspects of the scene as possible, and that includes lighting. The drawback is that the quality can't compete with high-end game engines and V-Ray for that matter, but it is a price that many people in this forum are willing to pay in return for flexibility and speed.
That being said, I think that there are some pretty decent examples of good use of interior lights in the Gallery
Pablo's condominium is one of them:http://lumion3d.com/forum/index.php?topic=3444.msg22997#msg22997