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MISCELLANEOUS
(F1): Editor quality: 1 Star
(F2): Editor quality: 2 Star
(F3): Editor quality: 3 Star
(F4): Editor quality: 4 Star
(F5): Quick save (Saves a file called QuickSave)
(F7): View the Lumion terrain at the maximum level of detail.
(F9): If you press F9, all trees and plants in the viewport will be rendered at their best level of
detail, so that it's easier to see where you need to add more trees and plants in a scene.
Home -> (CTRL) + (F11): Fullscreen.
Home -> (F11): Maximize window with/without taskbar (press twice to toggle).
Sliders: You can double-click on all sliders in Lumion to manually type in values.
Press Shift while adjusting slider values to fine-tune them (more digits after the decimal point
will be displayed).
BACKGROUND RENDERING
Lumion always renders movies and image sequences in the background (which correspond to
the MP4 and Images tabs in Movie mode), so that you can check your emails etc while it is
rendering. Background rendering is not supported when rendering a still image via Photo mode
or the Single tab in Movie mode.
IMPORTANT: For the background rendering process to work when you render videos or image
sequences, you should not switch to another program until the first image is done rendering.
Avoid moving/re-sizing/minimizing the Lumion window while it is rendering, and do not click
on the Show Desktop button in the lower right corner of Windows. This will reset the exposure in
Lumion which means that the video has to be rendered from scratch again.
Edit Materials -> (ALT) + Reload Model button: If you import a model that uses over 100mb
of texture memory, Lumion will cap the maximum texture resolution at 2048x2048 pixels.
However, you can bypass this limit by pressing ALT while you click on the Reload model
button. If you apply a Standard or Lightmap material to your imported model, any texture you
load will be loaded at whatever resolution your graphics card is capable of displaying (up to a
maximum of 16384x16384 pixels).
Import model -> Animation on/off button: This function lets you import move/rotate/scale
animations via FBX/DAE, for example from 3D Studio Max (FBX is the recommended format
for animated models).
Imported material scale: If you apply a Standard material to an object, a Scale slider value of 0
means that the imported texture coordinates are used. If you set the Scale slider to 1.0 in Lumion,
and the surface is aligned with the world axes, each texture "tile" will cover an area of 1x1m in
Lumion. Rectangular textures will be re-scaled so that they are square in Lumion.
Load/Save material set function: You can now save materials in a scene to a file, and
automatically apply those materials to another imported model provided that they use the same
material names in your 3D modelling application (Edit materials -> Load/Save material
set buttons):
SPOTLIGHTS
In Light Properties -> Optimize for, choose what is most important for each light:
To reduce render times, we recommend that distant lights (e.g. street lights) in your scene use
either the Memory or the Speed option, so that the shadows are not updated every frame. If your
graphics card has enough memory, the best option is Speed.
You would only ever use Accuracy for your lights if something that casts shadows is moving
near the light (a car driving past a street light for example). Or if the light itself moves/rotates
(stage lighting for concerts for example). Or if you need high-resolution shadows in certain areas
(typically close-ups of interiors).
It's difficult to get the offset right as the optimal offset varies from scene to scene, depending on
the sun position and the camera position. For that reason, you have to add the Shadow effect to
your clip and experiment with the Shadow correction and Shadow Slope sliders until the artifacts
are gone.
The Shadow correction slider controls the offset directly whereas the Shadow Slope slider is used
to prevent light leakage through models.
UPDATE SUN, SKY, LIGHTING, CLOUDS AND REFLECTIONS
(U): If you press the U key, the sun, sky, lighting, clouds and 360 degree reflection texture will
be updated. This is often necessary if you switch between Build/Movie/Photo mode and the sun
is in different positions. If you keep the U key pressed in Photo/Movie mode, the Cloud effect
will be rendered in (almost) final render quality. This is useful if you want to see what the clouds
will look like while adjusting the cloud sliders. Bear in mind that the Volume Clouds effect has to
be rendered in 3 star quality to see what these clouds will look like in final render quality.
GLOBAL ILLUMINATION
You must render images/videos with the Global Illumination effect in 3 star quality. If you
render it in 1 or 2 star quality, the lighting will appear to flicker and you will only see a pixelated
preview of the global illumination lighting on your renderings.
VOLUME CLOUDS
You must render images/videos with the Volume Clouds effect in 3 star quality. If you render it
in 1 or 2 star quality, you will only see a pixelated preview on your renderings, and the clouds
will appear to move and change shape as the camera moves.
REFLECTIONS IN LUMION
There are 2 types of reflections in Lumion:
Please note that the following objects and materials are not reflected due to technical limitations:
- Ocean.
- Native Lumion water planes.
- Waterfall, Water and Glass materials.
- Special effects: Fountains, Smoke, Fire and Fog.
- Grass.
Every time you add 1 reflection plane, Lumion has to mirror all models & render the entire scene
once more. For that reason, try to use as few reflection planes as possible:
2) Projected reflections:
Projected reflections in Lumion rely on a single 360 degree panoramic reflection texture which is
projected onto any reflective materials that are not using planar reflections. The projected
reflection method is only an approximation and will never provide as realistic reflections as the
planar reflection effect above. In Lumion 4.x, add the Lights -> Utilities -> Reflection
control object to your scene to specify the position where the 360 degree panoramic reflection
texture should be rendered at.
If you do not add this object to your scene it will be placed a few hundred meters above the
terrain. If you are rendering interiors, the best position for the Reflection Control object is often
near the camera position. Bear in mind that you can also animate this object with
the Move/Advanced Move effects in the Movie section.
OBJECT COLOURS
Objects -> Edit properties -> Object Color allows you to change the colours of many of
the Transport, Indoor and Outdoor models, e.g. furniture and vehicles. Note that you can also
copy-paste a colour from outside Lumion to any color selection window in Lumion. Simply
press CTRL + C to copy a highlighted hexadecimal colour in text format, eg, "ff0000" (red), and
press CTRL + V to paste this colour onto the solid bar on the right side of the color selection
window.
TERRAINS IN LUMION
The editable part of the terrain in Lumion occupies a 2048x2048m square. Beyond this, you will
not be able to change the height or paint the landscape. When you load a heightmap texture it
will stretch to the full extent of the 2048x2048m square, but will 'fade out' to 0m along the edges
to blend with the endless terrain outside the editable area.
If you load a standard JPG file, 100% black equates to a terrain height of 0m and 100% white is
equal to a terrain height of 200m. In other words, each greyscale step (from 0 to 255) is equal to
0.78125m.
As for the height scale of imported heightmap textures, the RGB values normally range from 0 to
1.0, but if you create a 32-bit image in Photoshop (Image -> Mode -> 32-bits per channel), you
can boost the whiteness (and the terrain height range) by up to x20. In other words:
RGB 0 to 1.0 in Photoshop = 0m to 200m in Lumion
RGB 0 to 2.0 in Photoshop = 0m to 400m in Lumion
RGB 0 to 3.0 in Photoshop = 0m to 600m in Lumion
Once you've created your heightmap, you'll need to save it as a 32-bit DDS heightmap in "32f"
format using Nvidia's DDS plugin for Photoshop:
http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
TIP: You can also import your own terrain as a DAE/FBX object and apply
a Landscape material to it. This allows you paint on it just like the "native" terrain in Lumion:
MATERIAL SLIDERS
Try to experiment with each material slider to find out what the various values do.
Reflection/Clip/Bright: An important slider is the Reflection/Clip/Bright slider in Lumion 4.x
(Reflection or Clip slider in Lumion 2.5). This slider allows you to specify whether an alpha
channel in your diffuse texture is used as a reflection mask (= Reflection), alpha clip mask
(= Clip) or as an emmissive mask (= Bright).
Scale: Material size. Set this to 0 if you want to use imported texture coordinates instead of
automatically applied texture coordinates.
Reflection colorize: Tint reflections with overall material colour.
Reflection Falloff: Reflection amount vs viewing angle.
Brightness: Material darkness vs brightness.
Glossiness: Reflection blurriness vs sharpness.
Bump: Material roughness (provided that you use a blue/purple normalmap).
Reflectivity: Reflection amount. Can be combined with a specular/reflection mask in the alpha
channel of the Diffuse texture.
Saturation: Black& white versus colour.
Emissiveness: Material glow.
Entire Movie versus Clips: You can apply a Movie effect to a single clip or to the 'Entire
Movie'.
'Entire Movie' is selected by clicking on the large button in the lower left corner of the screen
in Movie mode. If a new Movie effect is applied while 'Entire Movie' is selected, this effect will
affect all clips in your movie.
The exception to this rule is if you have also applied the same Movie effect to one of your clips.
In this case, the Movie effect in the clip will override the Movie effect that is applied to 'Entire
Movie'.
Double-clicking on a clip thumbnail: This allows you to edit the clip without having to click on
the Edit clip button in the top-left corner.
Create Movie Effect keyframes: The small circular button to the right of the effect sliders
allows you to set keyframes:
Build with effects: This button in Photo/Movie mode allows you to preview effects
in Build mode:
Save Movie (or Create movie from clip) -> Images tab -> Frame range -> Custom ->
Shots: This allows you to render each camera keyframe in a clip or in the entire movie as still
images.
USING LAYERS
About Layers: Layers are useful for organising large projects. The Layer buttons in Build mode
allow you to show or hide models. You can also animate the visibility of Layers in your clips
with the Show Layer and Hide Layer effects.
If you would like to move the Documents/Lumion 4/ folder to a different location, please follow
these instructions on the Microsoft website:
http://support.microsoft.com/kb/310147
As with any other important data on your harddrive, we recommend regular backups of
the Documents/Lumion 4/ folder.
Alternatively, if you have Lumion Pro, you can also export the scene as an LS4 file which
includes imported models. This makes it easier to move scenes between PCs.
Alternatively, if you have Lumion Pro, you can also export a Lumion 3 scene as an LS3 file
which includes imported models. The LS3 file can then be imported in Lumion 4.
WARNING: Lumion is not backwards compatible, so if you save a scene or an imported model
in Lumion 4 you can't load them in Lumion 1, 2 and 3.
RED QUESTIONMARKS
If you notice a red questionmark in one of your scenes, it means that the files for that model are
missing in the Documents/Lumion 4/Library folder. It is currently not possible to display the file
name of missing models.
HOW DO I LOCK MODELS SO THAT THEY DON'T MOVE WHEN I MODIFY THE TERRAIN?
Select models -> Context menu -> Transformation -> Lock Position -> On
'Limit all texture sizes' off: If you import a model that uses over 100mb of texture memory,
Lumion will cap the maximum texture resolution at 2048x2048 pixels. However, you can bypass
this limit by pressing CTRL while you click on the Reload model button. If you apply
a Standard or Lightmap material to your imported model, any texture you load will be loaded at
whatever resolution your graphics card is capable of displaying (up to a maximum of
16384x16384 pixels).
It is not possible to import vertex animations, morph animations or bone animations in Lumion.
HOW DO I ORGANISE MY IMPORTED MODELS IN GROUPS SO THEY HAVE THEIR OWN TABS
IN LUMION?
Go to Libraries/Documents/My Documents/Lumion 4/Library and create one or more folders for
your models - the limit is currently 14 custom folders.
For example: Libraries/Documents/My Documents/Lumion 4/Library/My Furniture
Once you've done that, move the relevant model files to the new folders (note that there are up to
4 files per model). The folders and any model files that you have moved to the custom folders
will appear in the numbered tabs in the Imported Model browser after you have restarted
Lumion:
1. Siapkan model sketchup yang akan dimasukkkan kedalam lumion. Pastikan Objek bersih dari objek-
ojek yang tidak terpakai, lalu letakkan objek didekat sumbu nol x,y,z (pertemuan garis merah hijau,
biru) hal tersebut dilakukan supaya saat diimport ke lumion objek tidak terpencar jauh dari titik
nolnya.
2. Berikan material pada masing-masing objek yang akan dibedakan materialnya. (pada lumion objek
dikelompokkan berdasarkan material, sebisa mungkin gunakan satu material untuk beberapa objek
dengan material yang sama, supaya mudah saat mengedit material di lumion)
3. Pada tutorial ini aga menggunakan 7 jenis material (dinding, lantai, rooster, kaca, naat kaca, pintu,
stainless).
Setelah dipasang material sesuai kebutuhan, simpan file sketchup (format .skp)
* Jangan sampai ada material yang masih default.
4. Buka lumion maka akan muncul pilihan template scene. Perhatikan bar System Speed, aga
menggunakan PC dengan spek proc: AMD FX-8350 8core@4GHz | VGA: XFX Radeon 7850HD -256bit-2GB-
860MHz-DDR5 | Ram: 8GB. Spek segitu dapat nilai cuma orange 3 bar, haha. Sesuaikan kemampuan
laptop atau PC kalian, jangan dipaksakan ntar rontok ditengah jalan, salah satu jalan bisa pakai lumion
versi 5 atau dibawahnya.
5. Buka setting, lakukan ubahan jika dirasa laptop atau PC kalian masih terasa lemot, bisa mengurangi
kualitas editor quality ataupun editor resolution, gunakan yg paling nyaman.
6.Pilih salah satu scene, aga mencoba scene "Mountain in spring" jika ingin yang mudah, pakai aja
yang plain.
Tampilan User Interface lumion seperti dibawah ini.
* Kiri ada menu untuk cuaca yang didalamnya terdapat pengaturan tinggi matahari, arah matahari,
langit dan awan. Dibawahnya ada menu landscape didalamnya terdapat tools untuk mengatur tinggi
rendah landscape, mengaktifkan rumput, dll. Dibawahnya lagi ada material editor, kemudian yang
paling bawah adalah menu untuk memasukkan objek.
* Kiri Bawah terdapat beberapa library objek yang sudah disediakan lumion, silahkan dicoba satu-satu.
* Kanan Bawah Menu untuk masuk ke editor (gambar orang bawa sekop), menu untuk buka file dan save
file (gambar disket), menu untuk menggambil view per scene format image, menu untuk render video.
* Kanan atas, ada status bar yang digunakan untuk memantau seberapa berat scene yang sedang anda
kerjakan. Jika warnanya putih berarti masih ringan, namun jika sudah merah berarti scene anda sangat
kompleks dan biasanya ditandai dengan lag. hehe
7. Untuk memasukkan / import gambar dari sketchup, buka menu object-imports-Import new model
11. Objek yang sudah diimport masih kaku, karena belum di edit materialnya.
12. Jika objek kurang tepat maka gunakan tools move, scale, change height, atau rotate.
13. semua tools tadi harus berpusat pada titik nol objek (jika titik nol masih jauh dari objek silahkan
baca lagi langkah nomer satu)
14. Jika terjadi objek tenggelam di tanah, maka perlu dilakukan perataan tanah.
BAGIAN 4 EDIT LANDSCAPE
15. cara meratakan tanah dengan membuka menu landscape, kemudian pilih terrain, pilih flatten,
kemudian atur brush size dan speednya. ratakan tanah dengan menggosokkan brush ke tanah yg
miring.
16. Hasil setelah diratakan, jika objek masih tenggelam, gunakan tools move.
17. Masuk ke menu material, kemudian klik pada objek yang akan diedit materialnya.
18. Pilih material yang diinginkan, misalkan dinding menggunakan jenis concrete.
19. Untuk mengedit lebih lanjut, klik objek lagi, akan muncul jendela material editor, lakukan
penyesuaian.
20. Jika warna kurang gelap atau ingin menggganti warna, maka tambahkan nilai colorization,
kemudian arahkan pada diagram warna.
21. Jika ingin mengubah orientasi material, kurang memutar atau kurang miring, klik more, kemudian
pilih salah satu menu pengaturan.
22. Untuk meterial kaca, pada lumion 6 sudah menggunakan material "pureglass", material kaca ini
lebih realistic dari versi lumion sebelumnya.
25. Untuk menambahkan objek seperti pohon, manusia, mobil, dll. Masuk ke menu objetcs, kemudian
pilih salah satu jenis, misalkan pohon, lalu klik objek pohon, maka anda akan masuk kedalam menu
pilihan tanaman. klik pada tanah, maka objek akan muncul.
26. Kemudian untuk memunculkan rumput 3D dari landscape, maka buka menu landscape, pilih grass,
kemudian aktifkan dengan klik icon power.
*mengaktifkan grass akan menambah beban kerja, jadi aktifkan saat akan dirender aja.
BAGIAN 7 SAVE
27. Jangan lupa save pekerjaan anda, klik gambar disket di kanan bawah, kemudian save scene, beri
nama kemudian klik centang, jika ada pilihan overwrite, di klik aja.
28. Untuk menyimpan dalam bentuk file image (JPG / BMP / PNG), klik gambar kamera, kemudian atur
pandangan pada layar, kemudian pilih desktop atau print, waktu render print akan lebih lama dari
render desktop, hal tersebut dikarenakan resolusi untuk print lebih besar dan antialias lebih tinggi.
*resolusi "desktop" diprint kertas A3 Full page tidak pecah.
29. Hasil render setelah menunggu beberapa saat. (klik gambar untuk memperbesar)