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Support for unlicensed users => Post here if you can't find your License Key => Topic started by: Member1210 on January 12, 2011, 05:33:43 pm

Title: Landscape: cut holes in ground
Post by: Member1210 on January 12, 2011, 05:33:43 pm
Is there a possibility to cut holes in the landscape? For example by doing a boolean operation with a box or so? I actually have the problem that I need to integrate a swimming pool in the flat terrain. When I am using the scuplture tool (even with the smallest brush) I have holes also around the pool, so that the wall of the pool which should be under the ground gets visible.
Title: Landscape: cut holes in ground
Post by: Member1253 on January 12, 2011, 06:06:39 pm
I have the same problem.  My solution is to model part of the surrounding landscape in my modeling program and then apply the landscape material to it.  You can then blend the terrain in to the landscape part of your model.
Title: Landscape: cut holes in ground
Post by: Member1210 on January 12, 2011, 07:13:15 pm
ok i will try that, nevertheless soemthing like that would be very helpfull so that that workaround is not needed.
Title: Landscape: cut holes in ground
Post by: Member1276 on January 12, 2011, 07:13:45 pm
Are you guys sure this cant be done?

I'm by no means a fan of the current brush options (too limited for sure) but I've been able to get the results I wanted by:

-Set your brush roughly to the size of the swimmingpool at max or pretty high speed

-Make a hole as steep as possible

-Slowly nudge back the edges with the flatten brush

 

The above allows you to cut pretty hard-edged shapes in the landscape.

This is just meant as a possible temp workaround. Booleans on the terrain would ofc be much better.
Title: Landscape: cut holes in ground
Post by: Member1210 on January 12, 2011, 08:00:12 pm
Thx Aaron but that does not work for me, parts of the pool leading in the inside of the inside of the building for exampe are only 1m wide, impossible to do this way.
Title: Landscape: cut holes in ground
Post by: Member1253 on January 12, 2011, 08:02:00 pm
In my case the brush size has always been larger than the object that I'm trying to sink in the ground.  I'll try increasing the brush speed to make very steep walls.
Title: Landscape: cut holes in ground
Post by: Member1276 on January 12, 2011, 08:31:03 pm
@Mischa

1m wide is indeed nearly impossible Frown

 It seems 2m is approx the smallest you still can control

(1m being possible but with a lot of trial&error&luck so not practical).

 

@cpercer > it takes some fiddling about at 1st but pretty soon you'll get the hang of it. If you start flattening back the sides, experiment with what brush speed works best. I find at 1st you can set it fairly high and for the touching up a slower setting works best.

Good luck Smile

 

Edit: Doesn't seem to do stability any favors either :-)

 

Title: Landscape: cut holes in ground
Post by: Member1164 on January 12, 2011, 10:09:38 pm
"Adaptive tesselation" anyone?

Sounds like there is a reason to go with DirectX 11 for the next major release.
Title: Landscape: cut holes in ground
Post by: Remko on January 13, 2011, 10:44:48 am
Good one! For rendering we switch to a different grid. It looks like we did not pay attention to the orientation of the polygons. Added to the bugtracker.

 

We'd love to go with DX11 for future releases, however this means we will have to drop XP support. It's hard to say when we will be able to drop support for XP. Another solution would be to split the rendering trough a configurable driver so you can either run Lumion with DX11 or DX9 but this would fragment the features of Lumion.
Title: Landscape: cut holes in ground
Post by: Member1514 on January 15, 2011, 10:22:13 am
AARON: Are you guys sure this cant be done?

We have a comic verse (word-for-word translation): "If you shall beat hare strongly, you can teach him to smoke" Laugh
Title: Landscape: cut holes in ground
Post by: Morten on January 15, 2011, 01:01:51 pm
The following feature requests were already added to The Definitive Wish List for new Functionality:


And I've added "Boolean subtractions" to the list - hope these suggestions cover your requests.
Title: Landscape: cut holes in ground
Post by: Member1210 on January 15, 2011, 01:35:09 pm
that sounds good
Title: Landscape: cut holes in ground
Post by: Member1164 on January 15, 2011, 04:57:14 pm
About DX11, I guess since newly licensed customers need to connect to a license server until they receive their dongle, you must know how many of your clients is still using XP. But since Version 2 must still be at least a year into the future, I guess by then if you announce with enough time (some months) that version 2 will be Vista/Win7 only, the remaining people still using XP will just upgrade. After all, by 2012 if you have a computer with a GPU powerful enough to run Lumion 2 smoothly, and you have enough money to buy a Lumion license, there's no reason to keep XP.
Title: Landscape: cut holes in ground
Post by: Ferry on January 17, 2011, 09:12:31 am
We will keep an upgrade to directx always in our options. But remember that if 10% can't or doesn't want to upgrade that might be a big hit in sales.
Title: Re: Landscape: cut holes in ground
Post by: Member2460 on March 10, 2011, 11:17:53 pm
The following feature requests were already added to The Definitive Wish List for new Functionality:
Smaller landscape brushes (2m is too big)
Custom displacement brushes/stencils with customizable falloff curves And I've added "Boolean subtractions" to the list - hope these suggestions cover your requests.

Thanks ! This will be very useful for me.
Title: Re: Landscape: cut holes in ground
Post by: Member165431 on May 06, 2014, 06:51:36 pm
Its been three years since (where is the update?):
The following feature requests were already added to <a class="sfpath sficon" href="/forum/new-features/the-definitive-wish-list-for-new-functionality/" target="_blank">The Definitive Wish List for new Functionality[/url]:

<ul>
<li>Smaller landscape brushes (2m is too big)</li>
<li>Custom displacement brushes/stencils with customizable falloff curves</li>
</ul>
And I've added "Boolean subtractions" to the list - hope these suggestions cover your requests.
Title: Re: Landscape: cut holes in ground
Post by: peterm on May 07, 2014, 03:07:14 am
Those requests have not yet been implemented.

Those are items for the Wishlist - that is, things users and members would like to see in Lumion.   ;)

The development team are very aware of the current limitations of the terrain tools.  The technical limitations with the original terrain system mean it's no small change to accommodate such features.  Other features in Lumion have been of more priority.

However, they have been looking at things in detail recently, including both terrain features and terrain workflows (special topic covered in commercial users section of forum).

Also:
Thanks for your patience. The developers actually wanted to experiment with a higher resolution heightmap + paintable mask texture and smaller terrain brush sizes during the development of 4,5 but they ran out of time...

Disclaimer: This does not constitute a guarantee that those features will be implemented in a future update ;)
Title: Re: Landscape: cut holes in ground
Post by: Member56711 on May 07, 2014, 12:09:19 pm
Quote from: Morten on April 29, 2014, 05:58:14 pm
Thanks for your patience. The developers actually wanted to experiment with a higher resolution heightmap + paintable mask texture and smaller terrain brush sizes during the development of 4,5 but they ran out of time...

Disclaimer: This does not constitute a guarantee that those features will be implemented in a future update

i think a good idea for this would be to limit certain tex sizes as lumion can already do.

1024 as is and to be kept to standard
2048 selectable depending on users system
4096 selectable depending on users system

this way the brush can be 2x2 or 1x1 or 0.5x0.5. this should then accomodate all users

ps: the previous idea of adaptive tessellation would be the 1st prize

shaun
Title: Re: Landscape: cut holes in ground
Post by: peterm on May 07, 2014, 01:30:59 pm
Thanks for your feedback Shaun.

Yes adaptive tessellation is possibly one option.  Recently suggested Voxels work well in some engines and also allows for collision to the surface.