Author Topic: More Interior Scenes with Artificial Lighting!  (Read 11517 times)

yak

    Reputation: 0
Re: More Interior Scenes with Artificial Lighting!
« Reply #15 on: March 02, 2012, 11:32:28 pm »
March 02, 2012, 11:32:28 pm
I cannot over emphasis that the relationship: The placing of lights, and being able to read Light data are fundamental to Lumion going forward. I put that emphasis entirely in the context of the architectural/design market, where this exactness is critical. This exactness may not be required in other market area that Lumion is trying to capture.

So one of two things has to happen:

Either Lumion progresses to the stage of being able to place lights exactly or it allows other software providers the opportunity to read their lights and placement data, for additional editing in Lumion.

However if Lumion decides to use only their own lights, then they had better rapidly adopt the orthographic projections approach that ALL other 3d software packages use, for the placement of lights, and all 3d data.

It maybe less expense to develop a subroutine that allows the reading of 3d party light data at this stage I suspect.

dcrosssvpa

Re: More Interior Scenes with Artificial Lighting!
« Reply #16 on: March 11, 2012, 07:13:18 pm »
March 11, 2012, 07:13:18 pm
I'm having a great time with the interior lighting....here are a few preliminary scenes I've been working on this morning.  I love it!   :-D

Re: More Interior Scenes with Artificial Lighting!
« Reply #17 on: March 11, 2012, 09:58:23 pm »
March 11, 2012, 09:58:23 pm
an interior

dcrosssvpa

Re: More Interior Scenes with Artificial Lighting!
« Reply #18 on: March 11, 2012, 10:34:15 pm »
March 11, 2012, 10:34:15 pm
Another one from inside....and an exterior shot of the building with all the interior lights on....

yak

    Reputation: 0
Re: More Interior Scenes with Artificial Lighting!
« Reply #19 on: March 18, 2012, 02:16:36 am »
March 18, 2012, 02:16:36 am
Sorry for sounding harsh! but the lighting in the computer games my kids play is better. And for a study of detailed texture wrapping as well as superb lighting have a look at DVD release The adventures of Tin Tin.

Re: More Interior Scenes with Artificial Lighting!
« Reply #20 on: March 18, 2012, 04:58:59 am »
March 18, 2012, 04:58:59 am
I like the samples you have done and provided.

Ming Architect

    Reputation: 3
Re: More Interior Scenes with Artificial Lighting!
« Reply #21 on: March 19, 2012, 03:42:54 am »
March 19, 2012, 03:42:54 am
Sorry for sounding harsh! but the lighting in the computer games my kids play is better. And for a study of detailed texture wrapping as well as superb lighting have a look at DVD release The adventures of Tin Tin.

Let's look how customer expect what quality the CG they want on this day.
Those games and millions dollar film become a norm, because they can watch the whole thing with just a few bucks and think that's what they expect from architect or vis people since they pay much more.
They don't think and care about technical side.
And I think it's not only me, many people experience this too.
I like Lumion. Too bad, I still have to use V-Ray in production :(. And add animation cost to my service, but seem customer is happy since they don't know I charge them already.

Today average people already think CG is magic recipe. That's the reality.

Thanks,
Ming

Re: More Interior Scenes with Artificial Lighting!
« Reply #22 on: March 19, 2012, 11:56:08 am »
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 section.

Pablo's condominium is one of them:
http://lumion3d.com/forum/index.php?topic=3444.msg22997#msg22997

vishal2

    Reputation: 2
Re: More Interior Scenes with Artificial Lighting!
« Reply #23 on: March 23, 2012, 09:38:48 am »
March 23, 2012, 09:38:48 am
hi all .. as per my opinion.. Lumion should have a plane light as well that can be changed in size as the water material can be changed inside Lumion.. the existing emissiveness property that can be applied to a material is very fake and doesnt produce any illumination over other objects... i am looking forward to a solution that can create interior scenes like these.. i am badly in need of such planar lights that can be placed on almost all cove lights or the emissive property to be upgraded to produce the desired effect and not just fake glow... Remko or morten.. any of you... please reply to this.

Re: More Interior Scenes with Artificial Lighting!
« Reply #24 on: March 23, 2012, 12:09:26 pm »
March 23, 2012, 12:09:26 pm
The reason that dynamic area lights are not already included in Lumion is that it's extremely difficult to implement them in a real-time 3D engine.

I'd advise you to use V-Ray/Maxwell if area lights are crucial in your projects.

cbcarch

    Reputation: 4
Re: More Interior Scenes with Artificial Lighting!
« Reply #25 on: March 23, 2012, 02:04:03 pm »
March 23, 2012, 02:04:03 pm
hi all .. as per my opinion.. Lumion should have a plane light as well that can be changed in size as the water material can be changed inside Lumion.. the existing emissiveness property that can be applied to a material is very fake and doesnt produce any illumination over other objects... i am looking forward to a solution that can create interior scenes like these.. i am badly in need of such planar lights that can be placed on almost all cove lights or the emissive property to be upgraded to produce the desired effect and not just fake glow... Remko or morten.. any of you... please reply to this.

Agreed. There needs to be a better way to do cove lights. We have a project with curving coves,
and we had to place hundreds of individual lights--so time consuming for placement, and the fact that all those lights slow performance down, that Lumion is no longer faster than traditional raytraced apps. Plus the quality is, well--not too good!

See this thread: http://lumion3d.com/forum/index.php?topic=3679.0