February 18, 2011, 11:34:58 pm
First I must say I am very impressed by your product - but shadows in brightly sunlit scenes are way too dark...
Any plans to implement linear lighting with LUTs (Look Up Tables) in Lumion ? That would be at least a 32-bit color high dynamic range rendering pipeline resulting in gamma-correct, linear color space output.
The cutting edge game engines like Unreal 3 and CryEngine along with I believe most games coming out of EA, Activision and Naughty Dog work this way. The Uncharted Engine is another one that uses linear with LUTs.
Coming from a linear light workflow in arch vizÂ (stills and films) and VFX since a few years now, I have to say that anything BUT a linear light approach is plain wrong and does not look as good as anything rendered with.
This is not only about what is right or not, it is about creating a more realistic and ultimately a better look with Lumion. Without a linear light approach to rendering the math will not add up: shadows will be too dark, highlights will burn out and be oversaturated, light falloff will be incorrect, gradients on surfaces will be unrealistic, and GI will be too dark to name but a few issues.
On explaining linear light workflow - it is not done in a flash - for those not familiar with this topic check out the below podcast, blogpost and videos:http://www.lysator.liu.se/~zap/lwf/http://filmicgames.com/archives/299