January 24, 2011, 04:50:02 pm
Hello everyone,
I just downloaded the new Lumion demo and I'm playing a bit with it...I'm doing an interior of an apartment, so I just want to ask some questions about the reflections: if I'm not wrong the reflections are not in realtime but are cubemaps, is that correct? so basically i not realtime, but just a texture on the reflection channel....well, is there any way ( I suppose not now, but in the near future ) to have realtime reflections? I was thinking to use the old Playstation2 trick ( a mirror plane that basically mirro all the geometry ) but I don't know is if possible to do that in Lumion...
Thing is that I can't have reflections displayed properly on floors for the interior apartment, and I would like to see if there is an efficient solution to do that
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Since Lumion does not bake lightmaps I was planning to bake my night time scene in Softimage and import everything into Lumion, then apply texture+lightmaps.
Now, if I want to have a nice blend between night and day, what could be the best solution? I can't "switch off" lightmaps when the day begins, so is there any way to hide them when is day time?
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I was thinking about something like that:
You have your meshes with your texture and a (hidden)lightmap in the proper slot. When the is almost night time ( so when you move the sun to a certain point ) the lightmaps are showed, so you have bake lighting in the scene...when the day begin you just disable lightmaps again...
Or ( best of all ), since you don't need realtime lighting ( unless you want a moving light ) when is night time, a built in lightmapper will be great!
So basically you can have lights all over the place, bake them, and then just enable the realtime lights you want ( if you have cars, or a character that is walking under the a light )...more or less is the same principles used with Beast and in game engine in general...this, together with realtime day time lighting, will be a wonderfull solution ( at least for me ).
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Cheers
