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Author Topic: 3ds max workflow  (Read 8325 times)

Member1044

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3ds max workflow
« on: November 12, 2010, 10:45:57 am »
November 12, 2010, 10:45:57 am
Hello,

could you tell me something about a proper 3ds max (vray) and lumion workflow.

What would be the best for a archvis presentation. Export, import, staffage, cars, people, sun-sky and so long.

How to set up materials? In max or in lumion?

Whats about vray materials, what happens if we import a max file with vray materials applied?

Which part of the work has to be done in max and which one in lumion.

Thank you very much,

best regards leika47

3ds max workflow
« Reply #1 on: November 15, 2010, 01:29:55 pm »
November 15, 2010, 01:29:55 pm
Vray materials are not supported. At least, not in the sense that they transfer directly and look exactly the same in real-time. There are several ways you can create a presentation. The first method is to bake your Vray solution so you end up with two textures: baked lighting and the color texture. In Lumion you can then display the Vray lighting combined with real-time lighting. Of course the Vray lighting is static when you bake it. This solution is ideal for interior visualizations because it combines the lighting quality of Vray with the interactivity of Lumion. Real-time lighting techniques are not as sophisticated as Vray. The real-time lighting works really well in outdoor visualizations and large area visualizations.

If you look at other real-time 3D software that has point light, area lights and such you can see it looks really fake compared to Vray. We are doing some work to improve this situation and get some decent indoor lighting but for now baking a Vray solution is your best bet.

The second method is to just export your mesh and some material properties. A direct export from materials to Lumion is something that's not possible. You can export your textures and then apply the right shaders in Lumion. There's no generic way to translate settings from Vray into a real-time shader so that's why we do not support this. On the other hand when you have your textures and texture coordinates it's not so hard to set up the shader in Lumion.

Member1044

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3ds max workflow
« Reply #2 on: November 15, 2010, 01:38:08 pm »
November 15, 2010, 01:38:08 pm
Hi Remko,

thank you very much for your detailed answer.

What I thought about is a little bit different.

I the most cases we create the architecture models in CAD, then go to 3ds max, change the materials (most automatically) to vray- materials, merge all the stuff (people, cars, trees,..) in the scene, do a nice light and camera-setup and thats ist. The question I have is how or at wich point of our workflow we can go to lumion without trouble and without doing all the positioning and merging twice.

best regards,

stefan

3ds max workflow
« Reply #3 on: November 15, 2010, 02:31:51 pm »
November 15, 2010, 02:31:51 pm
Under the hood Lumion is capable of completely automating the material setup. For v.1.0 we don't use this system but you can expect it in a later update. Essentially you could set up your work flow so everything is automated. One example would be a materials in 3DS Max which automatically translates into a preconfigured material setups. How this turns out in a later update depends on our users we'll be cooperating closely to optimize the workflow. Ideally you should be able to export your scene and directly have it in Lumion. 

Member1044

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3ds max workflow
« Reply #4 on: November 15, 2010, 02:44:27 pm »
November 15, 2010, 02:44:27 pm
Hi Remko,

thank you very much,

best regards,

stefan