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NAVIGATION

(W) / (Up arrow): Move camera forward


(S) / (Down arrow): Move camera backward
(A) / (Left arrow): Move camera left
(D) / (Right arrow): Move camera right
(Q): Move camera up
(E): Move camera down
(Spacebar) + (W/S/A/D/Q/E): Very slow camera
(Shift) + (W/S/A/D/Q/E): Fast camera
(Shift) + (Spacebar) + (W/S/A/D/Q/E): Very fast camera
Right mouse button + Move mouse: Look around
Middle mouse button + Move mouse: Pan
Mousewheel up/down: Move camera forward
(CTRL) + (H): Reset camera pitch to horizontal viewpoint
(O) + Right mouse button: Orbit camera.
Double-click with right mouse button on models: Instant 'teleport' to the position that was
clicked on.

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).

SAVE & LOAD CAMERA VIEWPOINTS


(CTRL) + (1) (2) … (9) (0): Use this function to save up to 10 camera positions.
(SHIFT) + (1) (2) … (9) (0): Load previously saved camera viewpoints. The saved slots are also
available as easily accessible thumbnail images in Photo mode.

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.

IMPORTING & UPDATING MODELS


Edit Materials -> (CTRL) + Reload Model and re-apply materials (new file) button: If the
name or location of an exported object file (DAE, FBX etc) has changed, this button allows you
to manually select the location/name of the file:

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):

SELECTING, COPYING, MOVING AND ALIGNING OBJECTS


(CTRL) + Drag with Left mouse button: Rectangular selection tool for selecting multiple
objects.
(CTRL) + (SHIFT) + Drag with Left mouse button: Add new rectangular selection to existing
selection.
(ALT) + Move selected object(s): Copy-paste selected object(s) by pressing ALT while
dragging one of the selected objects.
(ALT) + (X) + Move selected object(s): Copy-paste selected object(s) and retain the rotation of
trees & plants by pressing ALT while dragging one of the selected objects.
Place object mode -> (CTRL) + Left-click: Randomly place 10 copies of the currently active
object library model.
Place object mode -> (Z) + Left-click: Place a new object with +/-0 to 50% random scale.
Place object mode -> (CTRL) + (Z) + Left-click: Combined operation of above mentioned
Place Object Modes. Randomly place 10 copies of the currently active object library
model with +/-0 to 50% random scale.
(F12): Drag Model mode lets you move objects by clicking directly on them and dragging the
mouse to move them. In addition, (H) lets you move objects up and down while (R) allows you
to rotate them.
(G): This function will make objects that you are moving or placing in your scene snap to the
Lumion terrain while ignoring all other object types.
(F): The orientation of all objects (apart from Trees/plants) can be made to adapt to the surface
angles of other objects. Move object button -> Press (F) for "Flatten" -> Move the object(s) to
make them adapt to the surface angles of other objects. This function only works on surfaces that
are facing the sky, i.e. less than 90 degree angles.
(SHIFT) + Move selected object(s): Press shift while dragging selected objects to move them
horizontally with snapping turned off.
(SHIFT) + Rotate/Rotate Pitch/Rotate Bank selected object(s): Press shift while rotating
objects to temporarily turn the 45 degree angle snapping off.
(K) + Rotate/Rotate Pitch/Rotate Bank selected object(s): Press (K) while rotating objects to
make all of the objects face the mouse cursor.
(CTRL) + "Same height" command: The selected objects will be placed at the same height as
the object you clicked on. (CTRL)-select objects -> Context menu -> Click on the icon of the
object that has the height you want the other objects to inherit -> Transformation -> Same height.
(CTRL) + "Space" command: The selected objects will be placed in a straight line as defined
by the object that you clicked on to execute the command and the object that is furthest away
from that object. (CTRL)-select objects -> Context menu -> Click on the selection icon of one of
the selected objects -> Transformation -> Space)
"Align" command: This command lets you centre selected objects so that their pivot points are
at the same position (CTRL-select objects -> Context menu -> Transformation -> Align). If you
need to move or manipulate one of the overlapping objects, place the mouse cursor over the
small overlapping object selection icons and use the Arrow Up/Down (W/S) keys to toggle
between the objects.
(L): Scale model.
(R): Rotate Heading.
(P): Rotate Pitch.
(B): Rotate Bank.

SPOTLIGHTS

To preview shadows from spotlights in Build mode:


1) Select the spotlights in Build mode to temporarilly turn on real-time shadows.

To preview shadows from spotlights in Movie/Photo mode:


1) Go to the Photo or Movie section.
2) Apply a Global Illumination effect (New effect -> World tab -> Global Illumination).
3) Click on Preview spotlight GI and shadows in the effect panel.
4) If you want to view the shadows in Build mode, click on the Build with effect button in the top
left corner.

In Light Properties -> Optimize for, choose what is most important for each light:

 Accuracy: The shadows are updated every frame


(Slow!). Every time you add a light
with Accuracy turned on, the entire scene has to
be rendered once more. Add 10 lights and the
scene has to be rendered 10 times more every
frame. Each light uses a 1024x1024 pixel shadow
texture.
 Speed: The shadow from the light uses a static
512x512 pixel texture which is not updated (Fast,
moderate memory usage)
 Memory: The shadow from the light uses a static
128x128 pixel texture which is not updated (Fast,
very low memory usage)

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).

SHADOW ARTIFACTS (BANDING, FLICKERING, LIGHT LEAKAGE)


Shadows in Lumion are added on top of all surfaces with an offset. The reason an offset is
needed is that the shadows will otherwise flicker (or display banding artifacts) when the shadows
are very close to surface. If the offset is set too high, furniture (as an example) will appear to
hover above the floor. In reality the furniture is not hovering of course, but the offset shadows
give the illusion of it.

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:

1) Planar reflections (New effect -> World -> Reflection):


This Movie effect allows you to specify up to 10 reflection planes in your scene. Any model
surface which is co-planar with a specified reflection plane in your scene will have accurate
reflections. This is ideal for mirrors, marble floors etc. The effect includes a Threshold slider
which allows you to adjust the distance at which nearly-co-planar surfaces will be included in the
reflection plane. The tradeoff is accuracy but it's usually not noticeable. Please note that if you
have some nearly co-planar surfaces that you want to assign a single reflection plane to, you
need to assign the plane to the surface which is closest to the camera so to speak.

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.

HOW TO PREVENT SURFACES FROM FLICKERING/DISAPPEARING


If you notice that surfaces flicker or disappear when moving the camera, add a Standard material
to the surface that you want to be on top. Then adjust the Depth Offset slider in that material but
avoid extreme Depth Offset values - you should only adjust it a little bit, until the flickering stops
(The best method is of course to make sure that your surfaces are offset a bit in your 3D
modelling application, so that the flickering is less likely to occur in the first place).

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.

MOVIE SECTION TIPS

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.

FREQUENTLY ASKED QUESTIONS

WHERE ARE MY LUMION SCENES AND IMPORTED MODELS SAVED?


Your Lumion scenes and imported models are saved in these folders:

 Documents/Lumion 4/Scenes: All scenes saved


in Lumion 4 (2 files per scene)
 Documents/Lumion 4/Library: Models
imported in Lumion 4 (up to 4 files per model)
The Documents/Lumion 4/ folder is on the C: drive by default.

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.

HOW DO I LOAD A LUMION SCENE ON ANOTHER PC?


If you need to load a Lumion scene on another PC, you need to copy the Documents/Lumion
4/ folder to that PC. Remember to restart Lumion after copying the folders.

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.

HOW DO I LOAD A LUMION 3 SCENE IN LUMION 4?


If you need to load a Lumion 3 scene in Lumion 4, you need to copy
the Scenes & Library folders in Documents/Lumion 3/ folder to Documents/Lumion 4/.
Remember to restart Lumion after copying the folders.

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.

Here's how to delete questionmarks in your scene:


1) Lights & Special objects category -> Context menu -> Selection -> Select all similar
2) Trash object -> Click on one of the questionmarks to delete them

HOW DO I LOCK MODELS SO THAT THEY DON'T MOVE WHEN I MODIFY THE TERRAIN?
Select models -> Context menu -> Transformation -> Lock Position -> On

HOW DO I MAKE MY OWN THUMBNAIL IMAGES FOR MY IMPORTED MODELS?


CTRL-select the object and make sure that its thumbnail is displayed in the lower left corner.
Move the camera until you're happy with the way the model appears on the screen, and press and
hold CTRL. Then left-click on the thumbnail to update it.

WHAT DOES THE 'LIMIT ALL TEXTURE SIZES' OPTION DO?


'Limit all texture sizes' on: Textures that are bigger than or equal to 1024x1024 pixels are
automatically reduced to 512x512 pixels in all modes. This applies to built-in materials as well
as textures used by all models (stock and imported models). There is no override function.

'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).

HOW DO I IMPORT ANIMATIONS?


It is possible to import move/rotate/scale animations from some 3rd party modelling 3D
applications, e.g. 3DS Max and Maya. The frame rate has to be set to 25 frames per second and
the preferred export format is FBX file. Collada format (DAE) also works but the interpolation
between keyframes will be linear.

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:

BAGIAN 1 PERSIAPAN FILE SKETCHUP

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.

BAGIAN 2 PENGENALAN LUMION

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

BAGIAN 3 IMPORT FILE

7. Untuk memasukkan / import gambar dari sketchup, buka menu object-imports-Import new model

8. cari file sketchup yang sudah dibuat dan dimaterial.


9. Beri nama sesuai kebutuhan

10. Letakkan objek di tempat sesuai keinginan

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.

BAGIAN 5 EDIT MATERIAL

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.

23. Atur parameter sesuai kebutuhan.


24. Hasil setelah semua material diedit menggunakan material dari lumion.

BAGIAN 6 IMPORT OBJEK

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)

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