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Support for unlicensed users => Post here if you can't find your License Key => Topic started by: archiboy on December 27, 2010, 10:22:19 am

Title: How to generate Lightmap from Max and use it in Lumion?
Post by: archiboy on December 27, 2010, 10:22:19 am
Dear Team Lumion,

 

I have been trying to work out how to make good use of the Lumion lightmap facility and have tried hard but with joy. Flatiron, a texture backing tool, was the plugin I was using to generate my lightmap, but after I exported the model as fbx or dae file and imported it into lumion, all i have got is a model with messed up  texture UV coordinate and size. Any Tips and tricks and knowhow to share? Many Thanks.

 
Title: How to generate Lightmap from Max and use it in Lumion?
Post by: Ferry on December 27, 2010, 10:36:25 am
Are you using the RC update 1 demo?
Title: How to generate Lightmap from Max and use it in Lumion?
Post by: archiboy on December 28, 2010, 02:33:55 am
Yes, Mr Ferry.

 

My workflow is:
 
1. In Max, setup all the lighting needed and load Flatiron, then unwrap uv maping before baking all textures onto the model.

2. Export it as FBX

3. Load it into Lumion RC 1 demo

 

All I get is this

 
Title: How to generate Lightmap from Max and use it in Lumion?
Post by: Ferry on December 28, 2010, 07:56:24 am
Can you email me the model?
Title: How to generate Lightmap from Max and use it in Lumion?
Post by: chsir2000 on January 02, 2011, 08:44:38 pm
scale value : 0
Title: How to generate Lightmap from Max and use it in Lumion?
Post by: Chewbacca on January 04, 2011, 09:18:35 pm
Any update on this subject?  Thanks.
Title: How to generate Lightmap from Max and use it in Lumion?
Post by: Ferry on January 05, 2011, 09:32:01 am
Scale value 0 means use original UV. So try that!
Title: Re: How to generate Lightmap from Max and use it in Lumion?
Post by: Abdullah on May 27, 2011, 02:04:25 am
you have rendered the Map in Max into UV Channel 2,3 or anything above 1 - Luminon can work only with UV Channel1. you have to copy the UV Channel back to UV1 in max and it will work (have had this problem myself at the start, i did not know Luminom can't load UV Channels from max :(

thx
Title: Re: How to generate Lightmap from Max and use it in Lumion?
Post by: Frank on May 27, 2011, 11:21:18 am
you have rendered the Map in Max into UV Channel 2,3 or anything above 1 - Luminon can work only with UV Channel1. you have to copy the UV Channel back to UV1 in max and it will work (have had this problem myself at the start, i did not know Luminom can't load UV Channels from max :(

thx

Thats not true.
I´ve rendered lightmaps in max on mapping-channel 2 and they worked fine in lumion.
In the render-to-texture-dialog of max i configured "output into source" using selfillumination-mapslot.
Make sure you use a standard-material.
Then in lumion you have to assign a lightmap-material and in the texture-settings of it you have to apply the lightmap in the right map-square (named unfortunately as bump-texture).

Heres a short video to prove and show the workflow. Watch in fullscreen-mode to see details:

workflow: creating lightmax in 3dsmax and using them in Lumion 3D (http://www.youtube.com/watch?v=UF2_zPOeti0#)
Title: Re: How to generate Lightmap from Max and use it in Lumion?
Post by: Abdullah on June 02, 2011, 12:16:34 am
oh, ok sorry, my bad, missed this feature! Now, the same thing you have done with standard max thing works the same with FlatIron, only on multiple objects. There is no difference, unwrapp and bake with flatiron, colapse all and put even unwrappUV on the objects to check if everything is ok. When export to L, it must look the same.
If the max viewport does not look the same as in lumion, then there is some structural problem in importer/exporter. Baked textures in max must look 1:1 as in lumion.

thx for the video, great help!
Title: Re: How to generate Lightmap from Max and use it in Lumion?
Post by: EarthMover on July 26, 2011, 03:41:47 am
Thats not true.
I´ve rendered lightmaps in max on mapping-channel 2 and they worked fine in lumion.
In the render-to-texture-dialog of max i configured "output into source" using selfillumination-mapslot.[/url]

Just to clarify this.  What Abdullah said is true.  Lumion will only accept UVW mapping assigned to channel 1.  But as Frank showed it will accept materials (what a lightmap is) applied to channels other than 1.   So if one is trying to do complete texture baking out of a program like Flatiron which requires you unwrap to an unused channel, you must get your UVW's back to channel one before coming into Lumion.   This is what I've gathered after hours of  |:(.  Figured I mention it in case someone else came along with the same headache.
Title: Re: How to generate Lightmap from Max and use it in Lumion?
Post by: artmaknev on August 07, 2011, 07:31:59 am
I'm so glad I found this thread, I've been having same problem with texture baking and had no idea what was wrong, I will try Frank's video tutorial and see if it works!  Thanks a lot for this!