Author Topic: render elevation  (Read 11616 times)

render elevation
« on: September 14, 2012, 09:37:36 am »
September 14, 2012, 09:37:36 am
set cameraview for render Top view,elevation View.
lumion

Re: render elevation
« Reply #1 on: September 14, 2012, 11:04:42 am »
September 14, 2012, 11:04:42 am
Hi Emonkey3D, the developers are keenly aware of the fact that it isn't possible to create proper axonometric views + elevations and cross sections in Lumion.

Ferry actually carried out tests in April this year but was discouraged by the initial results.

Anything that relies on "projection" will not function correctly if you try to use an orthogonal camera, so the shadows and the ocean were no longer visible. There were other problems too, for example fog not working anymore, but I don't remember all of the details.

Derekw

    Reputation: 33
Re: render elevation
« Reply #2 on: September 15, 2012, 03:46:13 am »
September 15, 2012, 03:46:13 am
What about if the camera was set to be only 1 degree off parallel projection? Is it possible to create only a very slight perspective? Perhaps if the vanishing point was set at a great distance from the 'camera' you could achieved this result in a 'fake' sort of way.

BMcIsaac

Re: render elevation
« Reply #3 on: September 15, 2012, 03:48:50 pm »
September 15, 2012, 03:48:50 pm
Quote
What about if the camera was set to be only 1 degree

Is there a threshhold that could be reached...1 2 3 degree..?? Has he been able to explore this in a way that would ever return a measurement of some kind?......cause I agree it would be great to even get real close with it.

Re: render elevation
« Reply #4 on: September 17, 2012, 01:12:01 pm »
September 17, 2012, 01:12:01 pm
The alternative is a regular perspective camera with extreme zoom but if you place a camera very far away from the model and boost the zoom this will cause a whole new range of problems.

As an example, there would be a higher risk of flickering polygons (as the depth buffer on your graphics card has limited accuracy), even if the surfaces aren't totally co-planar. In addition, shadows would not be visible at extreme distances and the fog settings would have to be adjusted (since the camera would be so far away from the model).

Re: render elevation
« Reply #5 on: September 27, 2012, 07:40:00 pm »
September 27, 2012, 07:40:00 pm
Thank you...I will try.... :)

archoli210

    Reputation: 0
Re: render elevation
« Reply #6 on: December 13, 2013, 12:44:24 am »
December 13, 2013, 12:44:24 am
Does Lumion 4 have the possibility to render elevations?

Re: render elevation
« Reply #7 on: December 13, 2013, 02:04:06 am »
December 13, 2013, 02:04:06 am
No.

It is currently considered elevations are best provided by the architectural modelling tools rather than Lumion.  Lumion's focus is on 3D renderings.  Users have discussed and requested this as an option in the past.

andrewpage

    Reputation: 4
Re: render elevation
« Reply #8 on: December 13, 2013, 10:04:12 am »
December 13, 2013, 10:04:12 am
This is one of the many reasons why Lumion should be used for very specific tasks and therefore should be used along side with other 3d rendering programs. I use for instance Artlantis or Vray for  most of my perspective stills as well as projected/elevation stills with an added bonus that it actually renders photo realistic which is required in this competing market. For non photo realistic fast animation I use Lumion. This is only possible since Lumion is very easy to use. You have to be an expert to use Vray, but with Lumion any one can use it and therefore could be shelved for months on end without losing skill which would be typically lost if you don't use Vray continuously. . 

However, Lumion's  strength is the ease of use which is appealing to small firms and sole practitioners who already have the burden to master their CAD and BIM systems. They can't afford multiple rendering software and will compromise output quality for ease of use since their clients tend to be less demanding. So I do see the need for a projected views in lumion and I hope the developers can address this in the future (eventhough I think the enhancement of output quality should be the priority). As a reference they can look at Artlantis how it's done there.