Lumion Support Center

Support for unlicensed users => Post here if you can't find your License Key => Topic started by: Arthur on December 22, 2011, 05:28:50 pm

Title: Lumion 2 Build 2 Released
Post by: Arthur on December 22, 2011, 05:28:50 pm
Build 2 of Lumion 2 is available for download in the customer area.

http://lumion3d.com/credits/Userboard/Dashboard.aspx (http://lumion3d.com/credits/Userboard/Dashboard.aspx)

- New examples
- Adjustable cloud sharpness
- Car colors are more realistic
- Many bugfixes

Best regards,
Arthur Roodenburg
Title: Re: Lumion 2 Build 2 Released
Post by: Member15960 on December 22, 2011, 05:34:03 pm
How do we install? Deactivate + Uninstall B1 + Install?
Title: Re: Lumion 2 Build 2 Released
Post by: Remko on December 22, 2011, 05:43:26 pm
How do we install? Deactivate + Uninstall B1 + Install?

Just install. No deactivation needed. Just make sure you do not install in the same dir as build 1. Fortunately you can just click next->next->next->finish and it will install into another folder. If you are low on disk space you will need to uninstall build 1.
Title: Re: Lumion 2 Build 2 Released
Post by: Remko on December 22, 2011, 05:57:45 pm
Here's a preview of the new clouds in build 2. We got some remarks that the clouds were less sharp in Lumion 2. Build 2 includes a slider so you can choose the sharpness yourself!

Title: Re: Lumion 2 Build 2 Released
Post by: Member993 on December 22, 2011, 10:41:55 pm
Thanks...

About the install file... any chance it can be broken up to 64bit / 32bit each alone?
Title: Re: Lumion 2 Build 2 Released
Post by: Member11673 on December 23, 2011, 05:14:40 am
I'm not a programmer, but do you think in the future it might be possible to release updates as a 'patch' file rather than having to download and install the whole program each time there are some changes? I'm not sure about everyone else but it takes me about 4.5 hours to download the .zip file.
Title: Re: Lumion 2 Build 2 Released
Post by: peterm on December 23, 2011, 05:22:00 am
See link here (http://lumion3d.com/forum/index.php?topic=1459.0).
Title: Re: Lumion 2 Build 2 Released
Post by: Member2926 on December 23, 2011, 05:55:11 am
I'm not a programmer, but do you think in the future it might be possible to release updates as a 'patch' file rather than having to download and install the whole program each time there are some changes? I'm not sure about everyone else but it takes me about 4.5 hours to download the .zip file.

I totally agree with you Derekw, infact I have posted many times on this topic to try and ask lumion team to consider upgrades as patches, however, I have not received any response on this one. We mostly use a capped internet system in our country as
the uncapped one is extremely expensive to subscribe to. Re-downloading 2gb every month for six months costs us the equivalent of the price of a full lumion2 ultimate.
File patching would greatly minimize our running costs.

I also agree with Bakbek, that if the files were given separately as 32bit and 64bit, that would greatly reduce file size.

Regards,


Alickn.
Title: Re: Lumion 2 Build 2 Released
Post by: Arthur on December 23, 2011, 07:36:37 am
I totally agree with you Derekw, infact I have posted many times on this topic to try and ask lumion team to consider upgrades as patches, however.
We discussed it here too, but it requires a quite complex installation and version management as well as extra support. I cannot tell when if or when we will change the installation procedure yet, but it is definitely something we consider.

I also agree with Bakbek, that if the files were given separately as 32bit and 64bit, that would greatly reduce file size.
The core runtime engine is just a few megabytes. The Lumion engine, which is almost everything, can run in both 32 and 64 bit mode and is only once in the installer.
Title: Re: Lumion 2 Build 2 Released
Post by: Ferry on December 23, 2011, 09:30:29 am
We might however create split install files. For examples the materials and the trees can be a separate install package. It at least reduces the pain of the download in some countries.
Title: Re: Lumion 2 Build 2 Released
Post by: Remko on December 23, 2011, 11:12:32 am
A patch is quite easy actually. The catch though is that you have to have an unmodified V2.0 installation. My guess is that this is the case for most people. There's software available which analyzes the difference between two folders and saves the differences in a special patch installer.
Title: Re: Lumion 2 Build 2 Released
Post by: Member2853 on December 23, 2011, 12:42:26 pm
it took me less than half an hour to download it  })  :-P
Title: Re: Lumion 2 Build 2 Released
Post by: Ferry on December 24, 2011, 08:17:58 am
It is cold softness in the cloud slider menu.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1253 on December 24, 2011, 08:49:11 am
Any way to apply the color picker to fog color instead of a slider?  How hard is it to add a sky color option?
Title: Re: Lumion 2 Build 2 Released
Post by: Remko on December 24, 2011, 12:47:16 pm
It is cold softness in the cloud slider menu.

Yeah we labeled it softness instead of sharpness because when you increase the slider the clouds get softer and not sharper.
Title: Re: Lumion 2 Build 2 Released
Post by: Member3846 on December 25, 2011, 06:02:36 am
Thanks for this guys.  More hard work on the Lumion Team side here.

I would like to add my voice to Derekw on the patch idea!  This download will take hours here in the Middle East on this/a slow server!   :(

Regards,

blendman
Title: Re: Lumion 2 Build 2 Released
Post by: Ferry on December 25, 2011, 09:43:22 am
It's not hard to add a color picker. The color picker didn't exist when we made the fog color slider.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1924 on December 25, 2011, 01:11:02 pm
Arthur, still remain the same problems with "sky drop", check it with scenes done in L1
Title: Re: Lumion 2 Build 2 Released
Post by: Member2481 on December 27, 2011, 03:42:37 am
Can someone direct me to a definitive list of Lumion 2 features and plugin features. I'm finding all this plugin stuff confusing. It would be nice to have this clarified prior to purchasing anymore upgrades or plugins. I keep getting disappointed when I find out something is not included in the purchase I just made. Feel like I'm playing a shell game.  :(
Title: Re: Lumion 2 Build 2 Released
Post by: Member2481 on December 27, 2011, 07:19:31 am
Found it. Maybe this should be placed in the customer area?

http://lumion3d.com/specs/ (http://lumion3d.com/specs/)
Title: Re: Lumion 2 Build 2 Released
Post by: Member1739 on December 30, 2011, 06:56:30 pm
The atmospheres (sky) in Lumion 2 are just awesome  - from what I have seen. 
Worth the upgrade for that many new options that come with the new version. 
Title: Re: Lumion 2 Build 2 Released
Post by: Member2481 on December 30, 2011, 07:18:40 pm
I've not done much with the new release yet, but as far as I can tell it has an improved sky, a lighting package that is not fully developed and some improvement on interface. Can you elaborate on all of the new features you mentioned. Sorry, I must have missed them.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1739 on December 30, 2011, 07:24:04 pm
I don't have the new release Chip. 
Waiting to play around with the free version that will come out next month.

Animating cars along a curve.  That is an improvement.
Better rendering quality (so they say - and it appears so from the images I have seen)
Lighting - they may not be perfect but I imagine with some creativity they can be quite useful.
The pencil drawing movie plug-in looks very nice.
All the new options with the sky and day and night are worth it alone IMO.
Title: Re: Lumion 2 Build 2 Released
Post by: Member2481 on December 30, 2011, 08:34:12 pm
Unless you are purchasing ultimate or the plugins, you won't be able to do any of this. I'm really trying hard not to be too critical of Lumion. I really like this program. What I find difficult to comprehend is their method of packaging it. Some of this functionality should just be part of the core software and the price to add just a couple of functions is pretty stiff. For instance, I would like to have the ability to animated along a curved path, but it is hard to swallow paying 193 USD for that and a couple more functions. Why not readjust the price for the software to include the correct functionality and charge for additional content like trees, people and special functionality that only a few might use. By the way, what is up with credits? Can't they just list the price?

This all seems to be more like a video game pricing and marketing strategy then one for a professional graphics software.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1739 on December 30, 2011, 09:46:41 pm
New Sky and Atmospheres don't come standard?
they are plug-ins?  
lights are a plug-in?
hmmm..... not at all what I thought.  

I feel ya Chip.  

I had a big thing written up.  But I am going to keep it to myself for now.  
Business is Business. 
Happy New Year.
Title: Re: Lumion 2 Build 2 Released
Post by: Member2481 on December 30, 2011, 10:26:46 pm
No sky and lights are in Basic. This shows all the features that are in plugins vs Basic. http://lumion3d.com/specs/ (http://lumion3d.com/specs/)
Title: Re: Lumion 2 Build 2 Released
Post by: Member1739 on December 30, 2011, 10:39:48 pm
Thanks Chip.

That's pretty good though.

Consider the time it would take you to make a sky in another program like say 3dMax that you can use in any rendering that you make at any time you make one with all the options Lumion gives you.  To me....that's worth the upgrade price if the scratch were available.  Right?

I've thrown myself against walls trying to end it all in feeble attempts to get the atmospheres/environments we get in Lumion in other software packages.  So it is not so bad.

"C'est la vie"
Title: Re: Lumion 2 Build 2 Released
Post by: Remko on January 02, 2012, 03:04:36 pm
We changed nothing considering which version has what. The new lighting is a feature everyone gets out of the box. The plug-ins contain things like extra content and effects. Check the spec page to learn more. Here's a video of what is new:

What's new in Lumion 2.0? (http://www.youtube.com/watch?v=Sq25GV0x3L0#ws)
Title: Re: Lumion 2 Build 2 Released
Post by: Member1686 on January 02, 2012, 03:11:13 pm
One feature I really miss is to be able to export out of a 3d app (i.e 3ds Max), with fbx that supports instancing (for the last 2 versions I think), and then replace them with an object in Lumion.......specifically trees and cars. Placing such things in 3dsmax is a breeze, but a nightmare from hell in Lumion, especially when you consider that terrains are imported as well as there is nearly always a landscape-architect involved in these projects we do here. I have actually still never actually used the native terrain for other things than the bottom of the ocean. This means there is no Auto align either and all axes of rotation mus be manually adjusted.
One way to populate larger areas would be to define one of the imported materials as a scatter'able material, and then adjust density, and maybe define several library objects to scatter on it.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1739 on January 02, 2012, 03:19:32 pm
Who is in that Video?

Remko?
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on January 02, 2012, 03:26:10 pm
No, it's Ferry.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1739 on January 02, 2012, 03:27:31 pm
   ;)  ty

Title: Re: Lumion 2 Build 2 Released
Post by: Remko on January 02, 2012, 04:23:48 pm
One feature I really miss is to be able to export out of a 3d app (i.e 3ds Max), with fbx that supports instancing (for the last 2 versions I think), and then replace them with an object in Lumion.......specifically trees and cars. Placing such things in 3dsmax is a breeze, but a nightmare from hell in Lumion, especially when you consider that terrains are imported as well as there is nearly always a landscape-architect involved in these projects we do here. I have actually still never actually used the native terrain for other things than the bottom of the ocean. This means there is no Auto align either and all axes of rotation mus be manually adjusted.
One way to populate larger areas would be to define one of the imported materials as a scatter'able material, and then adjust density, and maybe define several library objects to scatter on it.

Good point... but of course the importing would get a lot more complex since you would be importing a scene instead of a single object. It's a cool idea though. Maybe some day...

By the way: Didn't you know? Ferry is way above 60 but he just looks very young ;)

I think the first 3D gfx I did with ferry is around 20 years ago... a program called Imagine on an Amiga!

imagine2_fastray.mp4 (http://www.youtube.com/watch?v=qPclwEfIupA#)
Title: Re: Lumion 2 Build 2 Released
Post by: Member1686 on January 02, 2012, 04:34:28 pm
Good point... but of course the importing would get a lot more complex since you would be importing a scene instead of a single object. It's a cool idea though. Maybe some day...

You might want to do a poll on this. I wager most users actually import their complete scene every time and update it, not import several smaller parts and elements. One of the reasons for this assumption is Lumion's mysterious lack of proper 3d snapping, and more importantly, lack of a fixed origin for import.
I would also like to see some statistics for Sketchup users regarding wasted "world space" as nearly every person I have encountered using Sketchup, models in positive XY space. They completely disregard  -x and -y thus severely limiting their available float precision for larger files. (We do quite large models here at work for urban planning etc.)
Anyway... workflow-wise, Lumion forces us to export the complete scene from our native applications, so I don't really see the problem, unless you are thinking of how to deal with file formats that don't support instancing? Or am I completely off on a different tangent (I can get carried away sometimes)  ;)
Title: Re: Lumion 2 Build 2 Released
Post by: Remko on January 02, 2012, 04:53:13 pm
You might want to do a poll on this. I wager most users actually import their complete scene every time and update it, not import several smaller parts and elements. One of the reasons for this assumption is Lumion's mysterious lack of proper 3d snapping, and more importantly, lack of a fixed origin for import.
I would also like to see some statistics for Sketchup users regarding wasted "world space" as nearly every person I have encountered using Sketchup, models in positive XY space. They completely disregard  -x and -y thus severely limiting their available float precision for larger files. (We do quite large models here at work for urban planning etc.)
Anyway... workflow-wise, Lumion forces us to export the complete scene from our native applications, so I don't really see the problem, unless you are thinking of how to deal with file formats that don't support instancing? Or am I completely off on a different tangent (I can get carried away sometimes)  ;)

The issue right now is just that Lumion imports a model as a single model. When we start importing scenes it would mean Lumion needs to import multiple objects and place them in the scene directly. The second issue with that is we will have to improve to model library because of the vast amount of objects created with a single import. By the way... why not just import one huge model? Is it too big?
Title: Re: Lumion 2 Build 2 Released
Post by: Member19406 on January 03, 2012, 10:00:00 am
hello!where can i download lumion 2.0 free version?
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on January 03, 2012, 10:08:25 am
Hi markgel, Lumion 2 Free will be released later this month.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1686 on January 03, 2012, 10:14:58 am
The issue right now is just that Lumion imports a model as a single model. When we start importing scenes it would mean Lumion needs to import multiple objects and place them in the scene directly. The second issue with that is we will have to improve to model library because of the vast amount of objects created with a single import. By the way... why not just import one huge model? Is it too big?
Well, you were actually the one that said it would pose an issue with scenes build up of multiple imports (the original issue unless I completely misunderstood), and I just commented that I think most users dump their whole scene file into Lumion in one go anyway, as do I.
From your reply it seems Lumion then totally disregards instancing and objects local transforms from the fbx file, and just imports the triangles into worldspace.....
Is it so much more heavy to keep objects and transforms intact on import? Memory wise it would be better in regards to instancing, but I must admit that probably a lot of users will end up with very complex files as they often aren't aware of the issue of having too many local transforms where they probably should have collapsed a bunch of models into one mesh instead.

As for library stuff, how is this impacted? Are you referring to the import dialogue, or your pre-built asset library?
Making a more user-customizable library would probably help a lot, as the current way of having tons of imported and customized imports of custom vehicles and furniture is rather messy and cumbersome.
Title: Re: Lumion 2 Build 2 Released
Post by: Member1686 on January 03, 2012, 10:18:27 am
Btw, is this maybe the wrong thread to discuss these things? Seems I am the only one discussing Lumion technical issues, and everyone else is talking about your age and lumion free. Should I find another thread maybe? :)
Title: Re: Lumion 2 Build 2 Released
Post by: Member993 on January 03, 2012, 11:15:08 am
Btw, is this maybe the wrong thread to discuss these things? Seems I am the only one discussing Lumion technical issues, and everyone else is talking about your age and lumion free. Should I find another thread maybe? :)

Let me jump in and stand at your side then ;)

I feel the same way about importing models / scenes into Lumion. As a matter of fact the current file system is not that good too.

Ideally, each project should get its own folder with the models assets placed inside it for easy transfer to other team members with other lumion installs... pinning it all on the "Lumion 2" folder as is currently is bad. You need to constantly copy it fully to get the files saved to show up and this is hard to manage.

About importing scenes... a unified origin will go a long way. this way we can brake up the big scene into parts - import them one by one - and they will be placed in relation to the origin. Having to eyeball it is not even an option and this is way we just import the big scene as one as is. We might want to animate just parts of it and that can't be done currently. We might want to replace just part of it and that can't be done currently - why force us to always update the complete model that can be very big at times.

Lumion needs some serious work on these file/model management issues
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on January 03, 2012, 12:07:54 pm
Is it so much more heavy to keep objects and transforms intact on import? Memory wise it would be better in regards to instancing, but I must admit that probably a lot of users will end up with very complex files as they often aren't aware of the issue of having too many local transforms where they probably should have collapsed a bunch of models into one mesh instead.

Hi AsplanViak, if they made it possible to move/rotate/scale individual surfaces of an imported model, the modified model in Lumion would become out of sync with the original scene in your modelling applications.

The fundamental question is whether we want to make it possible to have out-of-sync models in Lumion, or whether the model in Lumion should always be identical to the model in your modelling application.

Picture this:
Let's say we had individual surface transforms in Lumion, so that every single object would have its own transform set. And now your client is checking out a building that you have prepared in Lumion. Unfortunately, your client isn't satisfied with the way you've designed the kitchen, so based on his feedback, you move/rotate/scale the kitchen cabinets and appliances, and after a few minutes, you've got a very different kitchen and a happy client.

Unfortunately, it's not possible to export the modified model from Lumion to SketchUp (where the construction drawings will be produced), so you end up having to reproduce the changes in the original scene in SketchUp. It's not easy, and it will never be exactly the same as in Lumion, but with a bit of patience you manage to make it look more or less the same as in Lumion.

In the mean time, your client requests some more changes in the living room which you also fix in SketchUp.

You export the whole scene again, and reload it in Lumion.

To your surprise, the kitchen cabinets and the appliances seem to have been offset from the position in SketchUp, and their rotation/scale values are longer correct. And then you realise that the transforms that you and the client made in Lumion are still being applied to the reloaded model.

The problem is that we end up with a bunch of transform sets for each surface which have the potential to get increasingly out of sync and will require that you make a number of decisions on a per-surface basis every time you update and reload your model in your modelling application. We would have:

1) The Lumion transform set (the "base" transforms in Lumion that you can always revert to).
2) The offset from the "base transforms" if you change them (eg, moved/rotated/scaled the kitchen cabinets).
3) The new transform set from the updated SU scene.

After reloading the model, we would then have to highlight each surface that no longer has the same transform set as in #1. And we would probably also need to make it possible to display the original transform set for comparison (as a toggle switch), so that you would get a visual cue as a basis for making the decisions for each surface that is different when reloading your model, for example, should #2 be discarded or kept intact and should #3 override #1?

The reason I believe this approach isn't ideal is that you can't export models from Lumion to your modelling application. Sure, if we allowed individual surface transforms in Lumion you could do more of the design work in Lumion but on the other hand, you would be unable to transfer those changes to your modelling application, and out of sync models would become the norm.

That being said, I do understand why you would like to have the option to move individual surfaces, so if Remko does implement it, this function should not be turned on by default in my opinion :)
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on January 03, 2012, 12:15:44 pm
... and more importantly, lack of a fixed origin for import.

About importing scenes... a unified origin will go a long way.

Although this decision isn't in my hands, I agree that there ought to be a "Centre model" option when importing/reloading models. Perhaps they will consider a "Centre model" import option once they implement absolute transform type-ins (as mentioned in an earlier post).
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on January 03, 2012, 12:35:20 pm
Is it so much more heavy to keep objects and transforms intact on import? Memory wise it would be better in regards to instancing, but I must admit that probably a lot of users will end up with very complex files as they often aren't aware of the issue of having too many local transforms where they probably should have collapsed a bunch of models into one mesh instead.
I must admit that I don't know if there are other formats than .max that define instances (well, it actually has to be defined as a "reference" model) in a format that Lumion can import, but Artur, our import/export guru knows more about this topic (he's on holiday until Jan 12).

But generally speaking, in real-time CG, duplicated low-poly surfaces that share the same material perform a lot better if you collapse them to a single surface.

However, if you have 100 high-poly surfaces, you'll get a better frame rate if you use instances.

Regarding the use of high-poly "references" in .max files that are imported in Lumion, please check out Stenhock's post:
http://lumion3d.com/forum/index.php?topic=1744.msg10513#msg10513 (http://lumion3d.com/forum/index.php?topic=1744.msg10513#msg10513)
Title: Re: Lumion 2 Build 2 Released
Post by: Member1686 on January 03, 2012, 03:11:49 pm
Hi AsplanViak, if they made it possible to move/rotate/scale individual surfaces of an imported model, the modified model in Lumion would become out of sync with the original scene in your modelling applications.

The fundamental question is whether we want to make it possible to have out-of-sync models in Lumion, or whether the model in Lumion should always be identical to the model in your modelling application.

Picture this:
Let's say we had individual surface transforms in Lumion, so that every single object would have its own transform set. And now your client is checking out a building that you have prepared in Lumion. Unfortunately, your client isn't satisfied with the way you've designed the kitchen, so based on his feedback, you move/rotate/scale the kitchen cabinets and appliances, and after a few minutes, you've got a very different kitchen and a happy client.

Unfortunately, it's not possible to export the modified model from Lumion to SketchUp (where the construction drawings will be produced), so you end up having to reproduce the changes in the original scene in SketchUp. It's not easy, and it will never be exactly the same as in Lumion, but with a bit of patience you manage to make it look more or less the same as in Lumion.

In the mean time, your client requests some more changes in the living room which you also fix in SketchUp.

You export the whole scene again, and reload it in Lumion.

To your surprise, the kitchen cabinets and the appliances seem to have been offset from the position in SketchUp, and their rotation/scale values are longer correct. And then you realise that the transforms that you and the client made in Lumion are still being applied to the reloaded model.

The problem is that we end up with a bunch of transform sets for each surface which have the potential to get increasingly out of sync and will require that you make a number of decisions on a per-surface basis every time you update and reload your model in your modelling application. We would have:

1) The Lumion transform set (the "base" transforms in Lumion that you can always revert to).
2) The offset from the "base transforms" if you change them (eg, moved/rotated/scaled the kitchen cabinets).
3) The new transform set from the updated SU scene.

After reloading the model, we would then have to highlight each surface that no longer has the same transform set as in #1. And we would probably also need to make it possible to display the original transform set for comparison (as a toggle switch), so that you would get a visual cue as a basis for making the decisions for each surface that is different when reloading your model, for example, should #2 be discarded or kept intact and should #3 override #1?

The reason I believe this approach isn't ideal is that you can't export models from Lumion to your modelling application. Sure, if we allowed individual surface transforms in Lumion you could do more of the design work in Lumion but on the other hand, you would be unable to transfer those changes to your modelling application, and out of sync models would become the norm.

That being said, I do understand why you would like to have the option to move individual surfaces, so if Remko does implement it, this function should not be turned on by default in my opinion :)

Heh. I never meant for objects to be animated or otherwise translated after import into Lumion, just that their local transforms (axes) stay intact in relation to the idea I proposed where one instance-replaced them inside lumion with whatever library object one wanted (trees\bilboards, characters, props etc.).
Anyway, one would probably never do those changes you suggested inside Lumion, but if we were able to properly place imports (models) to a fixed place, we could split up our scenes so we just reimported the adjusted (in Sketchup\max etc.) kitchen and not the rest.
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on January 03, 2012, 03:17:53 pm
I never meant for objects to be animated or otherwise translated after import into Lumion, just that their local transforms (axes) stay intact in relation to the idea I proposed where one instance-replaced them inside lumion with whatever library object one wanted (trees\bilboards, characters, props etc.).

No worries, seems that I over-interpreted your previous posts then :)

if we were able to properly place imports (models) to a fixed place, we could split up our scenes so we just reimported the adjusted (in Sketchup\max etc.) kitchen and not the rest.

Just double-checking, but are you already familiar with the Align command? (CTRL-select objects -> Context menu -> Transformation -> Align)

This command lets you centre selected objects so that their pivot points are at the same position. If you need to move or manipulate one of the overlapping objects, place the mouse cursor above the small overlapping object selection icons and use the mouse wheel (or the Arrowkeys Up/Down) to toggle between the objects.

You can also turn on "Enable Frames Per Second" to see the world origin (0,0,0) as well as to display the position of the object that you are moving.

(Needless to say, I realise that this isn't 100% accurate and won't replace the need for absolute transform type-ins which they want to implement later on)
Title: Re: Lumion 2 Build 2 Released
Post by: Member22679 on January 24, 2012, 08:59:02 pm
s it possible to edit the quality of the H.264 MP4 codec?
I Know you always  recommend rendering movies as an IMG sequence for best results.It would be fine to see final movie in better quality without to edit the final IMG sequence.
Thanks.
PD.I also started 3D with the Commodore Amiga 500, the I got the 3.000...long time ago.
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on January 25, 2012, 12:13:24 pm
s it possible to edit the quality of the H.264 MP4 codec?

Hi 3DDDMadrid, this is currently not possible.
Title: LUMION ON LINUXMINT
Post by: Member4371 on March 28, 2012, 08:33:30 pm
ANYONE KNOWS HOW TO DOWNLOAD THIS ON LINUXMINT? IT HAS ERROR ON LINUX. HELP
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on April 02, 2012, 10:37:22 am
Hi juliankho25, unfortunately you can't install Lumion on Linux since it relies on DirectX and Windows.
Title: Re: Lumion 2 Build 2 Released
Post by: Member34846 on April 18, 2012, 08:03:40 am
I would be very happy if we would be able to run it also on Mac...
Title: Re: Lumion 2 Build 2 Released
Post by: Member871 on April 18, 2012, 10:53:22 am
It does work nice if you run bootcamp on a mac.
In paralles its a bit slow
Title: Re: Lumion 2 Build 2 Released
Post by: Member6983 on April 27, 2012, 07:57:20 pm
It does work nice if you run bootcamp on a mac.
In paralles its a bit slow

I run it on a Bootcamped Mac as well.  It works nicely
Title: Re: Lumion 2 Build 2 Released
Post by: Member34846 on April 28, 2012, 09:33:16 pm
It does work nice if you run bootcamp on a mac.
In paralles its a bit slow

... yes, I know, I run it also under bootcamp but I what I mean is: natively under OSX... not to be forced to reboot, have a  >:( Windows, etc.
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on April 28, 2012, 11:25:23 pm
Lumion is based on Microsoft DirectX-technology, so it is extremely unlikely that an OSX version of Lumion will ever be developed. We simply don't have the manpower/resources for this.
Title: Re: Lumion 2 Build 2 Released
Post by: Truls on May 08, 2012, 06:19:33 pm
2.2 release http://lumion3d.com/forum/announcements/lumion-2-2-available-for-download/ (http://lumion3d.com/forum/announcements/lumion-2-2-available-for-download/)
Title: Re: Lumion 2 Build 2 Released
Post by: Member31619 on May 20, 2012, 08:04:43 pm
hi
Can you add map or radar to lumion environment like a video game?
(http://ui01.gamespot.com/5/missioncrimepunishment_2.jpg)
its help us to for Move faster in .

In a strategic video game
 map of the environment helps to provide quick access to a distant point.
Currently Without it lumion is very slow.

Sorry that my English is very bad but (http://lumion3d.com/forum/Themes/mobile1/images/default_avatar.png)
:)
Title: Re: Lumion 2 Build 2 Released
Post by: peterm on May 21, 2012, 07:10:34 am
You can use photos or clips, or any part of the timeline, or the photos of a clip to jump to anywhere in a scene.

Shift key for fast navigation as well as the Fast Editor Camera in settings to speed navigaiton.
Title: Re: Lumion 2 Build 2 Released
Post by: Member50136 on May 26, 2012, 12:06:31 pm
hope Lumion will bring me a goodluck.:)
Title: Re: Lumion 2 Build 2 Released
Post by: Member1766 on June 03, 2012, 09:41:50 am
why you need this?
Lumion is not a video game.

It's better to implement a quad view: top, front, left, perspective.

In this case Lumion will get the best gui to navigate the models.

Then Lumion lacks the possibility to zoom with a window, zoom a selected object, rotate the camera using the selected object as pivot and many more basic navigation controls.

Regards
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on June 03, 2012, 12:49:43 pm
It's better to implement a quad view: top, front, left, perspective.

In this case Lumion will get the best gui to navigate the models.

Then Lumion lacks the possibility to zoom with a window, zoom a selected object, rotate the camera using the selected object as pivot and many more basic navigation controls.

(Hi gabrielefx, just a reminder to post requests in Wish List section, so that they don't disappear in the General Discussion area)
Title: Lumion free
Post by: Member45212 on June 04, 2012, 01:37:20 pm
HI
Ive got Lumion free installed on my laptop (with windows 7, nvidia GEforce GT 630M). Once I open up the program, when trying to select my initial starting scene the laptop goes nuts, and says that the system graphics drivers crashed and then recovered.

Is this a problem with the conflicting graphics drivers? Help would be groovy..
Title: Re: Lumion 2 Build 2 Released
Post by: Member52170 on June 05, 2012, 07:49:32 am
-i am looking to buy lumion.... but i would like to know whether i can put background music in my walkthroughs in lumion itself or not?? and what difference does having "Output for post-processor and compositing software" make .... as i am interested in buying lumion standard which costs 1499 euros. and lumion standard does not have that feature.
does that mean that with this feature i will get an uncompressed output which i can compose and compress later in other software???
-what if i buy the standard version which does not have the above mentioned feature and i open the clip into another compositing software for adding credentials and background music.... will it affect the resolution or the quality of my clip??  
- can i get a tga. sequence in lumion standard???
- if i buy lumion standard and if i look to upgrade my standard version of lumion which costs 1499 euros. like with in a month or anytime this year.... is it possible? if yes!! how much will it cost me?
- I use a 64 bit system windows 7 ultimate is it fine?
Title: Re: Lumion 2 Build 2 Released
Post by: Member1171 on June 05, 2012, 09:58:37 am
Hi Rohn, no, currently there is no option to add background music (or any sound) inside Lumion. Something like that has been mentioned as a possible (future) feature but also was mentioned that some licensing issues had to be solved first.

As for "Output for post-processor and compositing software": it is output of alpha masks, depth masks and similar (I cannot show as I do not have pro) which are usually used in image editing software for layers and similar. Mostly not for video output but probably they could also be used for that.

Any editing and re-saving usually affects quality a bit. But if you do not keep resaving and then using that material for editing again and resaving again (i.e only use the first, raw output), most modern video editors (around the $99 range) will do a decent job and you will not lose quality visibly.

Yes, you can export movies as image sequences (among others, tga is also available) so if you are in doubt of quality loss of already encoded videos when editing, use this method.

Upgrading is possible (although I certainly cannot advise on the price any time now or in the future).

And yes, Win 7 64 bit is fine. The more important factor is your video card as Lumion is GPU based. Here is a comparison chart of them listed by performance: http://www.videocardbenchmark.net/high_end_gpus.html (http://www.videocardbenchmark.net/high_end_gpus.html)


Title: Re: Lumion free
Post by: Member52620 on June 06, 2012, 03:13:18 am
HI
Ive got Lumion free installed on my laptop (with windows 7, nvidia GEforce GT 630M). Once I open up the program, when trying to select my initial starting scene the laptop goes nuts, and says that the system graphics drivers crashed and then recovered.

Is this a problem with the conflicting graphics drivers? Help would be groovy..
Your card does not support the software, upgrade your graphics card driver.Or update to the professional graphics card
Title: Re: Lumion free
Post by: Morten on June 07, 2012, 12:00:24 pm
Ive got Lumion free installed on my laptop (with windows 7, nvidia GEforce GT 630M). Once I open up the program, when trying to select my initial starting scene the laptop goes nuts, and says that the system graphics drivers crashed and then recovered.
Hi mikeymike, have you checked if your laptop uses Optimus technology?
http://lumion3d.com/forum/f-a-q/crashdriver-crashblue-screen-on-laptops/ (http://lumion3d.com/forum/f-a-q/crashdriver-crashblue-screen-on-laptops/)
Title: Re: Lumion 2 Build 2 Released
Post by: Member1273 on June 14, 2012, 02:01:06 pm
Just installed Lumion 2.2.1 really like the way the trees are grouped in different size categories. The terrain brushes are still no smaller that 3m, which is great for creating vast landscapes for gaming, but not much good for architecture, making paths with soft edges etc. Great selection of objects, but they really should come as a group, for example not separate Knife, Fork Spoon Plate, glass, but as a complete dining group, you try setting a table for 8 with this method.
Also need for a group of table and chairs, not separate elements. It would be even better if Lumion could group objects. Apart for a few niggles Lumion remains for me a product that is way ahead of the field in terms of speed and usability.
Title: Re: Lumion 2 Build 2 Released
Post by: Morten on June 14, 2012, 03:42:33 pm
Thanks for your feedback, Simon (and for posting this and other suggestions in the Wish List section ;)).
Title: Re: Lumion 2 Build 2 Released
Post by: Member31619 on June 20, 2012, 12:51:22 pm
You can use photos or clips, or any part of the timeline, or the photos of a clip to jump to anywhere in a scene.

Shift key for fast navigation as well as the Fast Editor Camera in settings to speed navigaiton.

tnx bro