Author Topic: Team work pipeline  (Read 1980 times)

jsimard01

    Reputation: 0
Team work pipeline
« on: October 07, 2011, 03:11:12 pm »
October 07, 2011, 03:11:12 pm
Hi, your product is very incredible in many way but there is some points that really bug me. It is not made at all for a production or team work pipeline. Why is that? We all know when you work in a studio with several artists or architects we will share all the models, shaders, scene asset and preset with other team member but with your configuration this is not simple or even impossible to share everything.

An example where your pipeline slow down my production is the sample task of adding the same shader to an other object in the scene, this is impossible, Why? And there is no way that I can know witch shader is use for a certain object without the action of pass my mouse over each shader to see witch object will light up!

I know you work hard to make this software the best you can but are you in a minding of a team production pipeline output or in a single user pipeline?

We are in the process to buy several license of Lumion Ultimate, but I want to be shure that taht this is the best software for our need before I make a move.

Thanks and keep up your good work!!

See3D.be

    Reputation: 16
Re: Team work pipeline
« Reply #1 on: October 07, 2011, 03:52:20 pm »
October 07, 2011, 03:52:20 pm
With version 1 that is an limitation that the scene files are stored local.
Im sure it will be resolved in Version 2.

Re: Team work pipeline
« Reply #2 on: October 07, 2011, 03:56:42 pm »
October 07, 2011, 03:56:42 pm
Hi jsimard01, thanks for your feedback.

It is not made at all for a production or team work pipeline. Why is that? We all know when you work in a studio with several artists or architects we will share all the models, shaders, scene asset and preset with other team member but with your configuration this is not simple or even impossible to share everything.

You're not the first to ask these questions, and Ferry and Remko are aware of the fact that there's no currently built-in functionality that makes it easy to share scenes/library files. Also, weather settings are currently only saved in scene files, and materials can only be saved on a per-object basis, not as separate material files.

Regarding synchronisation of scene and library files, these are currently hard-coded to the C: drive:
C:\Users\[username]\Documents\Lumion\Scenes & Library

As a workaround, some of our customers who are using Lumion on multiple PCs within a local area network have installed network sync software to ensure that the latest Lumion scenes/library files are used on all PCs:
http://lumion3d.com/forum/index.php?topic=861.msg5032#msg5032

However, Lumion does not automatically detect and replace library files that have been updated via the network, so you would have to restart Lumion after your colleagues have updated your (local) scene/library files with the network sync software.

Re: Team work pipeline
« Reply #3 on: October 07, 2011, 04:30:10 pm »
October 07, 2011, 04:30:10 pm
P.S. Based on the gallery on your company's website, the water functionality in Lumion (ocean, waterfall material, fountains & water "walls", steam etc) seem to be a good match for the product visualisations you guys do.

In Lumion Ultimate, you can also import "transformation" animations (move/rotate/scale) in FBX format, e.g. from 3DS Max, if you want any of the parts to move. Just bear in mind that animation is experimental technology and imported animations just loop forever. This functionality will be updated in the future though.

jsimard01

    Reputation: 0
Re: Team work pipeline
« Reply #4 on: October 07, 2011, 04:36:58 pm »
October 07, 2011, 04:36:58 pm
Hi Morten,

What water feature from our gallery you talking about?, I cannot see how I can make water spieling out of our cannon look real with your water fx.

Thanks

Re: Team work pipeline
« Reply #5 on: October 07, 2011, 05:27:38 pm »
October 07, 2011, 05:27:38 pm
Here's one way of doing it:

Re: Team work pipeline
« Reply #6 on: October 07, 2011, 05:34:24 pm »
October 07, 2011, 05:34:24 pm
The particle water effects in Lumion do not look super photorealistic and lack advanced features such as particle collisions etc. That being said, they should be perfectly adequate for quick animations that have to be ready by a certain time and date, when you just haven't got time to wait for RealFlow and Vray to finish rendering :)

Also bear in mind that Lumion uses cubemap reflections for the ocean etc, so if you need production-quality raytraced reflections, you're better off looking elsewhere.

And lastly, I noticed that you use character animations rather extensively in your videos, so I ought to let you know that it is not (yet) possible to import character animations in Lumion.

Here's a quick preview video of the watercannon.