Lumion Support Center

Support for unlicensed users => Post here if you can't find your License Key => Topic started by: edamaso88 on May 01, 2013, 10:33:08 pm

Title: Lumion Viewer
Post by: edamaso88 on May 01, 2013, 10:33:08 pm
Is there a way to preview the Lumion Viewer?  We're looking for real time rendering of a model to give to our clients.  We are looking into Unity 3D and Lumion.  I was wondering whether the Lumion Viewer has similar functionality to Unity.  Is there somewhere where we can preview the Lumion Viewer?

Thanks
Eugene
Title: Re: Lumion Viewer
Post by: peterm on May 02, 2013, 02:45:01 am
Hi Eugene

Thanks for your interest in Lumion.

The Lumion Viewer is available for clients of Lumion Pro users to view in real-time the content they have prepared for their client.

The Lumion Viewer has the following key features:
1.  It's an end-user runtime only application to play prepared content, you cannot use the Viewer itself to develop or create content.

2. Walk-through mode: where the end-user uses keyboard and mouse to navigate through the scene.

3. Flythrough mode: the pre-made video clips created in Pro, that set the camera views and effects, are played in sequence in real-time.  It is therefore a pre-defined path with no other interaction other than to switch back to walk-through mode.

4. There is no other interaction other than turning some display quality levels on/off.


Unity and Lumion are two very different tool sets, and quite different functionality:
1.  Unity will require design and programming of the GUI/interface and navigation for your clients, among other things to provide a real-time view of the content (alternatively you could look at Quest3D made by the makers of Lumion, Act-3D).  It's also prime market is gaming, but of course can be used for other real-time 3D.  

2.  the Lumion Viewer functionality is all fixed to the above key end-user features.  There's no requirement (or ability in the Viewer, or in Lumion Pro) to programme functionality, it's presentational only.  This means once the content is prepared, its a quick, simple process of creating a special content file that the viewer will play back, nothing else is needed.
Title: Re: Lumion Viewer
Post by: edamaso88 on May 02, 2013, 02:59:44 am
Thank you for your response.  One other question I have is, is the lumion viewer available to our clients?  Or would they need to purchase their own professional license in order to view the content we authored for them?  Our intent would to author a model for our client to navigate only, and not modify (similar to the way Unity can be viewed via online via by downloading a program).   

Thank you again for your quick response.
Title: Re: Lumion Viewer
Post by: edamaso88 on May 02, 2013, 03:00:37 am
also is there a way to preview the functionality of the viewer prior to purchase?
Title: Re: Lumion Viewer
Post by: peterm on May 02, 2013, 05:30:26 am
... is the lumion viewer available to our clients?  Or would they need to purchase their own professional license in order to view the content we authored for them? ..

When you purchase Lumion Pro, the license also allows you to provide the link to the client to download from the Lumion site and install the Lumion Viewer on their PC.

So it is available to as many clients as you wish to distribute content to.

They do not need to purchase a license, nor do they need any other form of Lumion for the purpose of viewing the LS3 file you have prepared of the content.

The LS3 file is a packaged scene content file for the viewer to play.  It contains all assets or links to Lumion Library assets, the clip animations etc, that make up the Lumion scene.

The Lumion Viewer is a fairly large file as it contains the full Lumion Library of assets.  In this way your content file is smaller to clients, and additional LS3 scenes do not need to duplicate assets already part of the Viewer library.  This is also done for reasons relating to Act-3D's own licenses that contain third party content.

Your client just navigates the scene, or lets the movie animation you have made for the scene play.

I have uploaded (see attached) a quick screen capture (half size for file size, so the quality is not best) of using the Viewer with a Lumion sample scene, first part walk0through, 2nd part flythrough, has lots of effects and DOF etc. 

As mentioned its designed specifically for client use by providing a very simple operation to the navigation or play.  There's not much to the functionality; open the LS3 file or double-click on it to run, navigation keys to move around, up and down etc and Enter key to switch between walk-through and fly-through (movie) modes.
Title: Re: Lumion Viewer
Post by: peterm on May 02, 2013, 05:37:06 am
also is there a way to preview the functionality of the viewer prior to purchase?

Possibly the best thing to do would be to contact your local Lumion reseller (http://lumion3d.com/credits/Resellers/Resellers.aspx/), or the Lumion sale staff ( email: info [at] act-3d.com, Attention: Patricia) and see what they can arrange.

Title: Re: Lumion Viewer
Post by: Daman-Lechtenberger,PC on May 02, 2013, 09:26:16 am
The viewer is a stripped down version of what you would expect from the free version. Your Clint's computer needs to meet the requirements to run a full version of lumion. The viewer has to modes, a free for all control and a movie mode.

Movie mode lets the client view your animation that you setup but full screen and a wakthru mode that gives the user the ability to walk or view where they want.

Download the free version and just expect all the settings and adjustments to be removed.
Title: Re: Lumion Viewer
Post by: edamaso88 on May 02, 2013, 03:17:11 pm
Would you say the Lumion Viewer would be equivalent to the theater mode in the free version?
Title: Re: Lumion Viewer
Post by: Daman-Lechtenberger,PC on May 02, 2013, 04:08:44 pm
Would you say the Lumion Viewer would be equivalent to the theater mode in the free version?

In short yes.
Title: Re: Lumion Viewer
Post by: Morten on May 02, 2013, 04:22:47 pm
(Also, in the standalone Lumion Viewer you can press Return to toggle between fly-through mode and Movie playback mode)
Title: Re: Lumion Viewer
Post by: edamaso88 on May 14, 2013, 06:01:03 pm
(Also, in the standalone Lumion Viewer you can press Return to toggle between fly-through mode and Movie playback mode)

Are there any examples of the viewer that we can navigate?
Title: Re: Lumion Viewer
Post by: peterm on May 15, 2013, 11:24:22 am
Sorry, but no (unless you are a client of, or know someone who is a Lumion Pro user).
Title: Re: Lumion Viewer
Post by: SEANL on March 11, 2014, 02:22:18 pm
Would the LUMION Viewer run well on a Microsoft Surface with the following specs:

4th Gen Intel® Core™ i5
Windows 8.1 Pro
1920 x 1080
USB 3.0
64 GB or 128 GB/4 GB RAM
256 GB or 512 GB/8 GB RAM
(Includes Surface Pro Pen with Palm Block technology)


I appreciate any and all feedback. My colleague at work has one on order, so I'm crossing my fingers he'll be able to show off our scenes.

Thanks.
SEANL
Title: Re: Lumion Viewer
Post by: s133zy on March 11, 2014, 02:57:45 pm
Also, be warned that lumion does not offer colliders for their real-time visualizations. (Aka invisible walls) So clients viewing the model can get lost pretty easily.
Title: Re: Lumion Viewer
Post by: Morten on March 11, 2014, 03:37:36 pm
Hi SEANL, sorry to disappoint you but Microsoft Surface ships with an Intel HD graphics card which I'm pretty sure isn't fast/powerful enough for Lumion.

That being said, as far as I know nobody has ever tried to run Lumion on a Microsoft Surface before, so we'd be very interested to hear back from you, once you've received it.
Title: Re: Lumion Viewer
Post by: peterm on March 12, 2014, 06:44:12 am
Also, be warned that lumion does not offer colliders for their real-time visualizations. (Aka invisible walls) So clients viewing the model can get lost pretty easily.

Lumion provides collision - for the terrain so users will not fall through the terrain, but not for other content  :).

As a generalised statement, lack of collision does not in itself result in clients getting lost.  Simple maps provide a better mechanism for guiding and showing where a user is within a scene (not currently part of Lumion) than does collision.  

Unfortunately, collision can also end up being highly frustrating for (some) clients who do not wish to be forced to walk within constrained areas.  Adding collision to other objects can cause further frustration, for example, collision on all interior objects, such as tables, chairs etc  - always getting in the way. They can spend all their time just trying to navigate the scene and loose focus on the visualization aspects.  It's also, in part, why linear formats such as video are still part of the norm.   ;)  
Title: Re: Lumion Viewer
Post by: s133zy on March 13, 2014, 01:06:12 pm
I was thinking more like limiting the area the user can be, instead of a mesh-collider.

Just a simple box collider, just to stop clients from wandering into unfinished territory!

I'd just love to have some control over the clients movement.




Unfortunately, collision can also end up being highly frustrating for (some) clients who do not wish to be forced to walk within constrained areas.

You are not forcing anybody! If you are using collisions, then its already been approved by the client. I'm not talking about purposely creating a bad experience for the clients here..

I'm working on a real-time visualization of an airport, and its almost entirely about the interior.
The company I work for would love to constrain the lumion viewers, as the scenes we are working with are ridiculously detailed (30 million polys before optimizing).

We are working with a specific section of the airport, and thus got a huge hole where the sections would match up, we would love to make it impossible to explore the emptiness thats left behind.

Collision should always be an option, in the end the client makes the decision.

It almost seems like you are trying to justify not having this option.
Title: Re: Lumion Viewer
Post by: Morten on March 13, 2014, 02:33:30 pm
Collision should always be an option, in the end the client makes the decision.

It almost seems like you are trying to justify not having this option.

Hi s133zy, the way I see it, we're now discussing two quite different approaches (after you clarified what you needed in your latest post).

Peter is listing the pros and cons of the conventional way to implement collision detection, i.e. on a per-surface basis, and as he rightly points out there are a number of potential downsides, e.g. getting stuck, clients lacking experience with first-person shooter navigation etc. Stairs and glass objects are also special cases which may make it a bit more complicated to implement. The former need to be treated as ramps internally in the engine, and the latter often require manual input from users in case they would want to switch collision on/off on a per glass-surface basis. And lastly, performance is an issue - Lumion would basically have to create a socalled BSP-tree which can take a while to generate, especially if it's a scene with a lot of polygons. Once this is generated, it would only be valid until something moves in the scene.

However, limiting the area that the user can explore in the Lumion Viewer with a box is a different approach altogether, and your example from the airport project helps understand why it's needed. I agree with you that this would be a useful addition to the feature set of Lumion, and from a performance and implementation point of view it's a much better/easier option :)
Title: Re: Lumion Viewer
Post by: s133zy on March 13, 2014, 03:20:20 pm
I suppose mesh colliders would be quite frustrating without a proper first-person mode, and also not a priority untill said mode is created!

Sorry for hijacking this thread, its just that I rarely see discussion of the lumion viewer here on the non-commercial forum.

All i want is a cage for my clients to play in!
Title: Re: Lumion Viewer
Post by: Morten on March 13, 2014, 03:43:38 pm
All i want is a cage for my clients to play in!

Hehe well said! :-D

Thanks again for the idea.
Title: Re: Lumion Viewer
Post by: peterm on March 14, 2014, 04:26:47 am
 :)

Not hijacking, appreciate the feedback and discussion s133zy.  You are welcome to open new topics to discuss.

Use of collision as one method to 'control' the access in the scene is interesting in terms of both how it could be used and the interaction from end-users.  This is important for the future features of the Viewer.

Colliders can be useful in such cases, or maybe some special type of material as a way for developers to easily indicate to Lumion that a scene explorer cannot move through/past this point. There's also bounds and area limiters that do not require direct physics based implementation, but can again be used to constrain user motion.

On the flip side there's also different mechanisms for 'assisting' the user when exploring such as simple portals/jump to points, guides, and location pointers.
Title: Re: Lumion Viewer
Post by: Curlyns on April 11, 2014, 11:51:52 am
I installed Lumion 4.02 Successfully but at the start-up/run it only shows "Viewers mode" in Red, asking that i load a Lumion Scene File. ls4

Please why am I having this issue?
Title: Re: Lumion Viewer
Post by: peterm on April 11, 2014, 12:27:15 pm
Please see my reply in your original topic (http://forum.lumion3d.com/general-discussion/lumion-4-02-starting-on-'viewers-mode'/).
Title: Re: Lumion Viewer
Post by: arkinetics on September 12, 2014, 05:52:47 am
Painting the walls you want to collide, like when you set the reflections planes, maybe a good idea :) in the case of stairs... well... we need to prepare an inclined plane, assign an invisible material... thats all! Wish list! :D