Author Topic: artificial lighting?  (Read 2248 times)

cbcarch

    Reputation: 4
artificial lighting?
« on: March 08, 2011, 09:43:20 pm »
March 08, 2011, 09:43:20 pm
Lumion is a no doubt a great product. However, a MAJOR flaw is it's lack of artificial lighting.

Is there any news on when/if lighting may be added to the R&D high priority list?

A strong competitor with a very similar game engine and GPU rendering ability includes artificial
lights. This STRONGLY colors our decision making process when looking into which application
to purchase and bring onto our workflow.

Exterior daylit scenes are great. But we do a LOT of interiors with complex artificial lighting, and are we always need to do both exterior and interior night scenes for our projects.

cheers..........

See3D.be

    Reputation: 16
Re: artificial lighting?
« Reply #1 on: March 08, 2011, 09:53:37 pm »
March 08, 2011, 09:53:37 pm
There a test going on for point lights, who knows what will be in update 2  })

Michael Betke

    Reputation: 35
Re: artificial lighting?
« Reply #2 on: March 09, 2011, 09:53:02 am »
March 09, 2011, 09:53:02 am
You can use lightmaps. Not real-time but great visuals. I've seen a video of a guy who used blender game-egnine scene with a simple lightmap and it looked great. So Lumion will do too.

Re: artificial lighting?
« Reply #3 on: March 09, 2011, 08:13:53 pm »
March 09, 2011, 08:13:53 pm
Lightmaps will always give better results than real-time lighting but we're working on local lighting in real-time.

Frank

    Reputation: 29
Re: artificial lighting?
« Reply #4 on: March 09, 2011, 08:40:17 pm »
March 09, 2011, 08:40:17 pm
Is it possible to set the texture-influence of the lightmap-material to a default-value greater zero, so that the effect is immediately visible after import? This would save a lot of work.