LumenRT 4
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You don't need the Publisher to export stills or animations. If you right/long click on the Play movie icon, this brings up the export movie icon. It's also on the Timeline bar.
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@nicholas phelps said:
You don't need the Publisher to export stills or animations. If you right/long click on the Play movie icon, this brings up the export movie icon. It's also on the Timeline bar.
Thanks.
Is there a quick start guide?
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Pretty impressive so far, I decided to try break this first and complain afterwards, so I loaded a super heavy scene that buckles Sketchup I then added a lot of LRT vegetation, birds and people, hit export to LRT and it worked and fast too, this model breaks everything, in fact Vray cannot render the scene it's so big, Thea4SU struggles and Vue lags, LRT no problem smooth as silk, things have certainly improved from version one till now.
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Click to see video, animation by using SU scenes and not animation creator within LumenRT, great frigging quality, considering this is draft, also I never touched a single material, straight photo textures, somehow LumenRT figured out what the water image was and I do not know how but it's great.
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That's pretty cool
except for the crazy lady talking to herself
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@rich o brien said:
That's pretty cool
except for the crazy lady talking to herself
She is talking to the f#cking squirrel like we all do.
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Sqwirlz!!!
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@nicholas phelps said:
You don't need the Publisher to export stills or animations. If you right/long click on the Play movie icon, this brings up the export movie icon. It's also on the Timeline bar.
Thanks, good to know, what about my licensing question?
Mike
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Mike,
I noticed in my account page at e-on that I have 2 activations, I'm guessing one can use it on two machines.
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That sure is pretty awesome...!
@solo said:
...also I never touched a single material, straight photo textures, somehow LumenRT figured out what the water image was...
This sounds truly strange...
Unless LumenRT has a build-in artificial intelligence system (which, in case it has, I'm sure can be useful for a lot of other purposes), I'm sure this must relate to something else...
Knowing that you tend to apply materials in various render apps and saving the 'skippy' is more likely to be the case...Haven't you applied the water material in a previous version of LumenRT, which then will get recognized by the new...?
If not, then I'm sure it's a material from another render app., which is recognized by LumenRT...
There even seem to be a bump map applied to the water...I know you have a monster computer, but how long time did it take to render that animation...?
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@frederik said:
That sure is pretty awesome...!
@solo said:
...also I never touched a single material, straight photo textures, somehow LumenRT figured out what the water image was...
This sounds truly strange...
Unless LumenRT has a build-in artificial intelligence system (which, in case it has, I'm sure can be useful for a lot of other purposes), I'm sure this must relate to something else...
Knowing that you tend to apply materials in various render apps and saving the 'skippy' is more likely to be the case...Haven't you applied the water material in a previous version of LumenRT, which then will get recognized by the new...?
If not, then I'm sure it's a material from another render app., which is recognized by LumenRT...
There even seem to be a bump map applied to the water...I know you have a monster computer, but how long time did it take to render that animation...?
I have rendered this scene with Thea and Lumion before, so you might have a point, and maybe the fact that it's called water may have helped, there is no bump, however in LumenRT it creates it's own animated water.
The animation is not rendered, just exported and it took about 4 minutes, the rendering happens when you open the live cube, that is when the whole scene gets rendered, as cool as this looks you must remember I did nothing to materials as these are photo textures so rendering to live cube in draft took about 7 minutes, I tried it in standard also and that took 23 minutes the difference in appearance was not that much different so I say the draft is sufficient with photo textures, might be a different story for created materials however.
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@solo said:
the fact that it's called water may have helped, there is no bump, however in LumenRT it creates it's own animated water.
This is exactly it. LumenRT picks up the water from the texture name and applies its own water effects. Same for glass, if I remember correctly.
That's a great scene, Pete and the animation looks awesome for the amount of time spent rendering it. Of course it helps that you started with a good model.
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LumenRT automatically converts water, glass, brick and stone materials to their LumenRT equivalents. It just looks at the name of the material to do this. Of couse, you can also set your own custom material properties in Sketchup as well for things like bump, specular, reflection, etc
@frederik said:
That sure is pretty awesome...!
@solo said:
...also I never touched a single material, straight photo textures, somehow LumenRT figured out what the water image was...
This sounds truly strange...
Unless LumenRT has a build-in artificial intelligence system (which, in case it has, I'm sure can be useful for a lot of other purposes), I'm sure this must relate to something else...
Knowing that you tend to apply materials in various render apps and saving the 'skippy' is more likely to be the case...Haven't you applied the water material in a previous version of LumenRT, which then will get recognized by the new...?
If not, then I'm sure it's a material from another render app., which is recognized by LumenRT...
There even seem to be a bump map applied to the water...I know you have a monster computer, but how long time did it take to render that animation...?
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@solo said:
Mike,
I noticed in my account page at e-on that I have 2 activations, I'm guessing one can use it on two machines.
Thanks solo, wish someone from E-on would confirm this, seriously considering purchasing but only being able to install on one machine would probably be a deal breaker for me.
Mike
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An interior test, this time I did not make it easy, I went for a completely dark room lit only by Omni's and two fires.
I did have some issues with flickering lights, strange shadows and weird LOD inconsistencies, I posted on the LRT site for answers, I fiddled with settings not knowing what they do and seemed to get some relief.
I never made an animation due to above issues but here are some screen shots, I must say the lighting came out great for the type of scene.
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Interesting scene. What is it?
Lights behind rice paper screens would be nice. -
@jpalm32 said:
Interesting scene. What is it?
Lights behind rice paper screens would be nice.It's the Dojo scene from the Matrix.
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I've been away for a while, so I'm just playing catchup, but I know I was sure impressed with the Lumen RT Review version, so I'm sure with some upgrades it would be fantastic.
Looks like you've put it through the paces with good results Pete.
I was testing it out on a project that I had a tight deadline with. It was a neighborhood setting which showed 6 fully modeled houses (interior and exterior) and because of the deadline I didn't have time to dumb it down any, so really high poly. Lots of vegetation,(Both mine and theirs)and I was really impressed with how it handled it. The client was blown away, and with the Live Cube was able to play with it on his own machine.
I'd love to give it a spin.
Keep us posted. -
Good news from LumenRt.
Up and running as advertised with personal help from Nicholas Phelps himself of eon.
Just my buggy system that got in the way.
A good challenge to the other studio apps and well recommended here.dtr
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