Author Topic: lumion vs twinmotion 2  (Read 9510 times)

meem

    Reputation: 1
lumion vs twinmotion 2
« on: November 19, 2011, 02:04:29 pm »
November 19, 2011, 02:04:29 pm
hello to lumion team... i impress someone with lumion and twinmotion and he agrees to but it (my teacher) but i want to ask something... recently i have seen twinmotion 2 video and see that how easily they put the vegetation grass etc with a brush... can this be applicable in lumion for future? but wot i like in lumion is the simple interface and the team of lumion that helps you any time , not like twinmotion and here i feel very comfortable... i just wana know about this vegetation thing and is there any chance of ecosystem in lumion...

my thesis topic is film city and it will have a lot of landscape so putting the grass oneby one or even 10 10 will cost a lot of time ... so am waiting for the answer :)

Thank you

Re: lumion vs twinmotion 2
« Reply #1 on: November 19, 2011, 02:08:45 pm »
November 19, 2011, 02:08:45 pm
Hi Mushtaq, being able to paint trees/plants with brushes instead of placing each object individually is currently not planned. The same goes for ecosystems. I'll let you know if this changes in the future.

meem

    Reputation: 1
Re: lumion vs twinmotion 2
« Reply #2 on: November 19, 2011, 02:09:42 pm »
November 19, 2011, 02:09:42 pm
thank you so much for your reply :) well i wish it well be soon in lumion 2 :)

thank you

Aliki_N

    Reputation: 26
Re: lumion vs twinmotion 2
« Reply #3 on: November 19, 2011, 08:54:57 pm »
November 19, 2011, 08:54:57 pm
Hi Mushtaq,

All is not lost. You can still place multiple copies of trees or grass or any other objects by
holding down your Ctrl KEY as you click down with your mouse. There are a number of competition submission that shows how well others have mastered the application with very inspiring results.

Regards,

Alickn

Re: lumion vs twinmotion 2
« Reply #4 on: November 19, 2011, 10:17:03 pm »
November 19, 2011, 10:17:03 pm
Of course one should not discount a software simply because it lacks a specific feature that some other software has.  Any choice should be cover all the features and pros and cons of them and how the software fits with what one needs to accomplish current or longer term needs.

The problem with the Ctrl key multi-object placement is that it's not accurate.  You get things distributed but lack control especially around the edges of things, which then requires removing individual items which is time consuming.  The brush approach with different types of brush/areas and edgings would allow much more rapid (what Lumion is about) user control.

Morten, is the plant using brushes in the wish list?

Michael Betke

    Reputation: 35
Re: lumion vs twinmotion 2
« Reply #5 on: November 20, 2011, 12:52:16 pm »
November 20, 2011, 12:52:16 pm
Quote
You can still place multiple copies of trees or grass or any other objects by
holding down your Ctrl KEY as you click down with your mouse.

Try this on a model surface and not on ground....one tree will be planted on model surface all others on the terrain below it.  You cant even snap them afterwards via transform menu as a selected group because vegetations ALWAYS snaps to terrain and not to the model-surface...its so annoying!

It only works on the native Lumion terrain.

Gaieus

    Reputation: 44
Re: lumion vs twinmotion 2
« Reply #6 on: November 20, 2011, 01:04:49 pm »
November 20, 2011, 01:04:49 pm
Yes, indeed. Also, after placing a bunch of plants like this, the normal workflow would be to randomize their position as well as drop all onto the ground. But in case you have an imported terrain, everything will end up underground.

meem

    Reputation: 1
Re: lumion vs twinmotion 2
« Reply #7 on: November 20, 2011, 02:23:09 pm »
November 20, 2011, 02:23:09 pm
well to all guyz i was just making an inquiry about the brush and ecosystem.. i told that i like lumion more because...      its staff and forums its easy interface ui think a school student can play with it its too easy.. these are few things that make lumion on top...

Besides wot i dont like in twinmotion was their interviews with bunch of architects, now i don't think that those architect ever use twinmotion by themselves, so wots the point of interviewing them?
]
and here at lumion i can see architects designers etc that are ready to help you any time and the environment is so friendly :)

bakbek

    Reputation: 10
Re: lumion vs twinmotion 2
« Reply #8 on: November 20, 2011, 04:22:04 pm »
November 20, 2011, 04:22:04 pm
Foliage placement needs lots of improvement that is for sure. Most important for me is being able to paint objects on any given surfaces and that the models will stick to that surface like they should (not under and not hovering)

After that - Introducing some kind of "ecosystem" control will be the best thing.

Select an area > Select what objects to populate it with > define probability for each > collisions > scatter them > let us fine tune them manually as needed.

I ask too much? ;)

Michael Betke

    Reputation: 35
Re: lumion vs twinmotion 2
« Reply #9 on: November 20, 2011, 05:56:09 pm »
November 20, 2011, 05:56:09 pm
No its available in CryEngine2 since 2007....Brush based vegetation placement with Battlefield2 Engine since 2005.

It should definitly be in a tool coming in 2012. Even if the audience are "only" architects. ;) ;)

And not to forgot: Fix this normalmap bug for Lumion1 users! It can't that I have to upgrade to Lum2 for getting a fundamental fix. OR I am the only person here who uses own materials with normalmaps on it?

Aliki_N

    Reputation: 26
Re: lumion vs twinmotion 2
« Reply #10 on: November 20, 2011, 05:56:27 pm »
November 20, 2011, 05:56:27 pm
Foliage placement needs lots of improvement that is for sure. Most important for me is being able to paint objects on any given surfaces and that the models will stick to that surface like they should (not under and not hovering)

After that - Introducing some kind of "ecosystem" control will be the best thing.

Select an area > Select what objects to populate it with > define probability for each > collisions > scatter them > let us fine tune them manually as needed.

I ask too much? ;)

Hi Lumion Team,

I agree with all the writers on this topic. Is it asking for too much to:
1. Be able to paint grass, trees, rocks, custom textures on the lumion terrain?
2. Be able to upgrade imported terrains so we can be able to gravitate trees, grass,
    rocks using the Ctrl key?

Re: lumion vs twinmotion 2
« Reply #11 on: November 20, 2011, 08:31:58 pm »
November 20, 2011, 08:31:58 pm
Morten, is the plant using brushes in the wish list?

Is it asking for too much to:
1. Be able to paint grass, trees, rocks, custom textures on the lumion terrain?
2. Be able to upgrade imported terrains so we can be able to gravitate trees, grass,
    rocks using the Ctrl key?

These are questions for Ferry, Remko and Arthur (they decide what should be implemented and what shouldn't based on their overall vision for Lumion and how much time it takes to implement a given feature).
« Last Edit: November 20, 2011, 08:38:10 pm by Morten »

Re: lumion vs twinmotion 2
« Reply #12 on: November 20, 2011, 08:37:19 pm »
November 20, 2011, 08:37:19 pm
And not to forgot: Fix this normalmap bug for Lumion1 users!

As I mentioned in the thread where this issue was discussed, the bug has been reproduced and is on the bug tracker list.

They have not yet decided whether there will be a fix for Lumion 1:

We didn't plan yet if there will be a new 1.0 release. However all bugs will first be fixed for 2.0