Author Topic: Scaling Imported Objects?  (Read 4228 times)

leser21

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Scaling Imported Objects?
« on: December 01, 2010, 02:47:19 am »
December 01, 2010, 02:47:19 am
I'm a Quest3d user and I've just downloaded Lumion.

 

Am I blind or... there is no option to scale the objets? I can't see how to scale them...

 

Please help,

 

Renan.
« Last Edit: January 01, 1970, 01:00:00 am by modifiedName »

See3D.be

    Reputation: 16
Scaling Imported Objects?
« Reply #1 on: December 01, 2010, 08:38:37 am »
December 01, 2010, 08:38:37 am
Thats correct, for the moment there is no scale option.

Incase you models are to scale everything should be fine.

 

But i agree a scale funtion is needed and normally will be added
« Last Edit: January 01, 1970, 01:00:00 am by modifiedName »

Scaling Imported Objects?
« Reply #2 on: December 01, 2010, 09:40:43 am »
December 01, 2010, 09:40:43 am
Scaling was last on our list and it didn't make the first release. I did implement it but we had some issues so decided to skip it for the first release.
« Last Edit: January 01, 1970, 01:00:00 am by modifiedName »

leser21

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Scaling Imported Objects?
« Reply #3 on: December 01, 2010, 09:52:51 am »
December 01, 2010, 09:52:51 am
Humm... got it...

 

But keep in mind this is a core function... It was the first thing that I've missed... My models were too small or too big while importing...

 

Besides that, if you implement some shaders (diffuse+specular+normal+gloss+glow) you could call the attention of many more Character Modelers, like me!

 

As I see it, right now, Lumion is the dream of most architects that lack the time and patience to implement a scene on Quest3d...

 

And it's excellent with environments and terrain... Stunning visuals, good job!

 

So, my advice for a broader audience:

 

1) - Implement scale;

2) - Add customizable shaders (diffuse+specular+normal+gloss+glow) - something like this: http://www.laurenscorijn.com/v.....portshader

 

Best regards,

 

Renan.
« Last Edit: January 01, 1970, 01:00:00 am by modifiedName »

Scaling Imported Objects?
« Reply #4 on: December 01, 2010, 11:03:30 am »
December 01, 2010, 11:03:30 am
The shading system for real-time graphics is quite different than a software version. In theory it's possible to combine multiple shaders into one but in practice it's either slow or unpractical. If you have any suggestions for new shading features let us know and we might add this feature in shaders in upcoming service packs.

 

Sizing is currently not implemented because we did not find a proper place to incorporate it in the GUI. In short, we didn't have enough time to implement it properly before release. We figured that if you want to modify sizing you probably need a transform type-in so we shifted it to a future release. We also found that sizing is not something that's needed for most objects. All standard library objects don't really need sizing. There's a whole list of features like this we will take a look at later. Another example is color pickers. 
« Last Edit: January 01, 1970, 01:00:00 am by modifiedName »

3rd Heiko

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Scaling Imported Objects?
« Reply #5 on: December 01, 2010, 12:04:33 pm »
December 01, 2010, 12:04:33 pm
I have to agree with leser21, scaling should be a core function. I thought myself blind too when I could find no controls for it (the logic of your GUI told me they should be where the select and position controls are).

Remko, I think especially the standard library objects need to be scaleable (without the textures changing size) to avoid repetition.

This and the fixed terrain size keep lumion from being useful for me so far (sadly). Oh, and custom terrain textures would be nice too, though not really critical at the moment.

Have you thought about numerical camera positioning (for example for real top-down views)?

Apart from all this, it's great fun playing around with lumion so far (how much more fun would it be if I could even use my Space Pilot for flying around Wink). Great job, I hope it keeps getting better and better!

 

Greetings,

Heiko

3rd Supplement
« Last Edit: January 01, 1970, 01:00:00 am by modifiedName »