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Author Topic: How to generate Lightmap from Max and use it in Lumion?  (Read 11447 times)

Member964

    Reputation: 1
How to generate Lightmap from Max and use it in Lumion?
« on: December 27, 2010, 10:22:19 am »
December 27, 2010, 10:22:19 am
Dear Team Lumion,

 

I have been trying to work out how to make good use of the Lumion lightmap facility and have tried hard but with joy. Flatiron, a texture backing tool, was the plugin I was using to generate my lightmap, but after I exported the model as fbx or dae file and imported it into lumion, all i have got is a model with messed up  texture UV coordinate and size. Any Tips and tricks and knowhow to share? Many Thanks.

 

Ferry

    Reputation: 0
How to generate Lightmap from Max and use it in Lumion?
« Reply #1 on: December 27, 2010, 10:36:25 am »
December 27, 2010, 10:36:25 am
Are you using the RC update 1 demo?

Member964

    Reputation: 1
How to generate Lightmap from Max and use it in Lumion?
« Reply #2 on: December 28, 2010, 02:33:55 am »
December 28, 2010, 02:33:55 am
Yes, Mr Ferry.

 

My workflow is:
 
1. In Max, setup all the lighting needed and load Flatiron, then unwrap uv maping before baking all textures onto the model.

2. Export it as FBX

3. Load it into Lumion RC 1 demo

 

All I get is this

 

Ferry

    Reputation: 0
How to generate Lightmap from Max and use it in Lumion?
« Reply #3 on: December 28, 2010, 07:56:24 am »
December 28, 2010, 07:56:24 am
Can you email me the model?

Member325

    Reputation: 0
How to generate Lightmap from Max and use it in Lumion?
« Reply #4 on: January 02, 2011, 08:44:38 pm »
January 02, 2011, 08:44:38 pm
scale value : 0

Member1120

    Reputation: 14
How to generate Lightmap from Max and use it in Lumion?
« Reply #5 on: January 04, 2011, 09:18:35 pm »
January 04, 2011, 09:18:35 pm
Any update on this subject?  Thanks.

Ferry

    Reputation: 0
How to generate Lightmap from Max and use it in Lumion?
« Reply #6 on: January 05, 2011, 09:32:01 am »
January 05, 2011, 09:32:01 am
Scale value 0 means use original UV. So try that!

Member3064

    Reputation: 0
Re: How to generate Lightmap from Max and use it in Lumion?
« Reply #7 on: May 27, 2011, 02:04:25 am »
May 27, 2011, 02:04:25 am
you have rendered the Map in Max into UV Channel 2,3 or anything above 1 - Luminon can work only with UV Channel1. you have to copy the UV Channel back to UV1 in max and it will work (have had this problem myself at the start, i did not know Luminom can't load UV Channels from max :(

thx

Member1327

    Reputation: 29
Re: How to generate Lightmap from Max and use it in Lumion?
« Reply #8 on: May 27, 2011, 11:21:18 am »
May 27, 2011, 11:21:18 am
you have rendered the Map in Max into UV Channel 2,3 or anything above 1 - Luminon can work only with UV Channel1. you have to copy the UV Channel back to UV1 in max and it will work (have had this problem myself at the start, i did not know Luminom can't load UV Channels from max :(

thx

Thats not true.
I´ve rendered lightmaps in max on mapping-channel 2 and they worked fine in lumion.
In the render-to-texture-dialog of max i configured "output into source" using selfillumination-mapslot.
Make sure you use a standard-material.
Then in lumion you have to assign a lightmap-material and in the texture-settings of it you have to apply the lightmap in the right map-square (named unfortunately as bump-texture).

Heres a short video to prove and show the workflow. Watch in fullscreen-mode to see details:


Member3064

    Reputation: 0
Re: How to generate Lightmap from Max and use it in Lumion?
« Reply #9 on: June 02, 2011, 12:16:34 am »
June 02, 2011, 12:16:34 am
oh, ok sorry, my bad, missed this feature! Now, the same thing you have done with standard max thing works the same with FlatIron, only on multiple objects. There is no difference, unwrapp and bake with flatiron, colapse all and put even unwrappUV on the objects to check if everything is ok. When export to L, it must look the same.
If the max viewport does not look the same as in lumion, then there is some structural problem in importer/exporter. Baked textures in max must look 1:1 as in lumion.

thx for the video, great help!

Member2917

    Reputation: 12
Re: How to generate Lightmap from Max and use it in Lumion?
« Reply #10 on: July 26, 2011, 03:41:47 am »
July 26, 2011, 03:41:47 am
Thats not true.
I´ve rendered lightmaps in max on mapping-channel 2 and they worked fine in lumion.
In the render-to-texture-dialog of max i configured "output into source" using selfillumination-mapslot.[/url]

Just to clarify this.  What Abdullah said is true.  Lumion will only accept UVW mapping assigned to channel 1.  But as Frank showed it will accept materials (what a lightmap is) applied to channels other than 1.   So if one is trying to do complete texture baking out of a program like Flatiron which requires you unwrap to an unused channel, you must get your UVW's back to channel one before coming into Lumion.   This is what I've gathered after hours of  |:(.  Figured I mention it in case someone else came along with the same headache.

Member927

    Reputation: 1
Re: How to generate Lightmap from Max and use it in Lumion?
« Reply #11 on: August 07, 2011, 07:31:59 am »
August 07, 2011, 07:31:59 am
I'm so glad I found this thread, I've been having same problem with texture baking and had no idea what was wrong, I will try Frank's video tutorial and see if it works!  Thanks a lot for this!