Lumion - Test drive
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How long was the import process for that model? And can you give .skp stats? I know this would be dependant on your rig but it might shed some light on the in's and out's of Lumion/SU integration.
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@unknownuser said:
How long was the import process for that model?
Also the setup time in Lumion (well, this of course must depend on routine and expertise, too)
and the export time (and specs) of the animation -
Model:
Edges - 1089935
Faces - 590003
Components - 39
Materials - 84 (all photo textures)Exported to Collada +/- 1 minute
Import Lumion +/- 30 secondsQuality HD 1280x720
+/- 4 seconds per frameThe setup in Lumion was very fast, first I imported, then in edit mode I created water from texture (not water plane), threw in some trees and a few objects, went to movie mode and snapped 8 key frames and rendered out. I'd say 15 minutes total in setup.
Had I been more proficient in the navigation (which I'm getting better at) I'd have been done under 10 minutes.I'm using an i7, with 12GB ram and a Geforce 260 GPU.
The question is... how far can you push Lumion3D? -
Wish I had a look at the model at BaseCamp.
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Very, very nice texturing work indeed . Was it textured in SU?
Who would have thought a simple combination of SSAO and shadow maps could bring such nice results. No photon mapping, no radiosity, no path tracing or MLT... just fast videogame tech. I tested the updated demo and it's around 20% faster.
So, have you done any tests of workflow going back and forth between SU and Lumion to make changes?
Talking about limits... Have you found a model so complex it won't fit in the video RAM of your GPU?
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@unknownuser said:
Talking about limits... Have you found a model so complex it won't fit in the video RAM of your GPU?]
I actually found that Lumion3D (with my GPU) can actually handle everything SU can throw at it, probably more. I tried a model that is 245MB (cripples SU) and was smooth in Lumion.
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Interesting. Does your GTX 260 have 896MB or 1792MB of RAM?
If you can do everything with the 896MB model, it means any new mid-range to high-end graphics card can handle Lumion pretty good, as most start at 1024MB nowadays.
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I believe I got a 1Gb card, at least as far as I remember.
Here is another quick play, takes longer to upload to Vimeo than start to end of entire animation project.
[flash=800,400:1x8u80nq]http://vimeo.com/moogaloop.swf?clip_id=18370475[/flash:1x8u80nq]
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still a great job
to the question:how far can you push Lumion3D?
a person said to have exceeded 16 million poly.lumion fortunately has no physics engine, if a bird died in a railing to the second 19.
This is a joke -
Yeah, I'm killing birds, in the previous one the bird dive bombs the wharf, now it goes through the rails...
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BTW what flying birds are there? (There are not too many sea birds around here)
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I must say Lumion is a lot of fun to play with, and results are fast. I would like to see more realism in future versions if it means a better grass option, more realistic trees, scalable objects and a bigger object library.
I can use this product for some current clients that want quick visuals, but for my higher end properties they'd probably want a higher more realistic result.I tried loading up a huge to scale model of Manhattan, but could not navigate in Lumion, the scale was just too high and took much shift+ move to get anywhere.
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Last one for the day, no birds were harmed this time..
[flash=800,400:3bsokg7z]http://vimeo.com/moogaloop.swf?clip_id=18375949[/flash:3bsokg7z]
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Thanks for sharing your experiences, Pete. Lumion looks like it does nature well...especially water.
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I remember that building!
I dunno what your problem with the vegetation is. IMO (although not hyper-photo-realistic), it is a nice representation. And the atmosphere adds quite a lot to it.
(And true that some moving elements like water, clouds, creatures, vehicles) can add even more than that.
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these are fantastic solo, its good to see some quality stuff being produced on this... i could be interested in this buisness-wise... i can't currently offer much in the way of animation services but this is attractive to me because it doesnt require much in the way of hardware or manpower something im currently lacking. With some creative post work in after effects these could be more than sufficent for what most clients are looking for.
I think its great it has smooth transitions and fairly decent high poly trees... could do with a scale tool tho! I may also have to avoid the limited selection of people otherwise it'll become an obvious lumion animation... still keep em coming!
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@solo said:
Lumion released an update last week, a few fixes, and more content. I have been trying to do too many things lately like test SDS2, Thea, (another product that I cannot mention thanks to tight NDA) and Lumion.
Then there was Christmas and New year (still got a bit of a hangover)Anyway today I loaded up an old model and ran it through Lumion , gotta say the result IMO is great, oh, look out for the kamakazi seagull....my mistake.
[flash=800,400:cdvc0bfq]http://vimeo.com/moogaloop.swf?clip_id=18357568[/flash:cdvc0bfq]
wow it is great movie
but is it need to render every Scene ?
because I saw tutorial 3 in your posting every thing is animated before render is it right ? -
A little experiment: "The Forest".
RAW Lumion output:
After level adjustment in GIMP:
I want to make a video, but... I would need a video editor with custom level adjustment. Perhaps a VirtualDub filter can do it?
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That looks awesome, I actually like the Raw one best, got a haze that works great.
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Based on your preference, I kept this video untouched even though I found a way to alter levels and white balance in VirtualDub :
[flash=853,505:2jqvu68k]http://www.youtube.com/v/tJrJI2i1zYU&fs=1[/flash:2jqvu68k]
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