I guess one would still need Lumion for larger projects. No house developments, no large shopping malls, no stadiums have been shown. Seems like LumenRT, which seems to also be using a finite-element method, will be confined to similar compact projects (houses, restaurants, chapels), as so far the examples have been fairly small spaces. However, since LightUp uses a finite-element method (aka a grid) to solve illumination, I can't use it to create a walk-through of a 1Km x 1Km housing development, as I would need to use too wide a grid to show any light detail in close-ups. I have to say it's fairly common for me to go beyond 600k edges/300k faces in models I've animated with LightUp, like this one. After exporting, do you adjust settings/add objects or is everything set up before exporting? If you do alter some settings after export, how will changes to the SketchUp model be handled? Sounds fairly similar to LightUp so far, but with bounced light, better reflections, no artificial lights, and external instead of internal. ![]() These limitations would mean LumenRT will be directly competing with LightUp ($150) instead of Lumion (750€), so I hope you guys price it sensibly. I also see no mention about a dynamic sun/sky/cloud system, object animation capabilities, or even an object library. If you want a bigger size, you'll need to lower the detail of the illumination solution. The need to pre-calculate and store this information will also mean there's a limit to the size and detail you can attain. When this is implemented, there will be "no waiting", according to him.ĭo you plan to move LumenRT's pre-calculations to the GPU to reduce waiting times, as well?Īlso, I guess a "LiveCube" (I'd prefer "pre-lit model" as "LiveCube" sounds like a simple panoramic still image) will reside in the GPU RAM, so the more complex the model and the finer the illumination mesh, the more GPU memory you'll need to be able to display it, right? However, Adam Billiard, its creator, has stated in LightUp's forum that he plans to move the pre-calcuations from the CPU to the GPU, using it as a "compute resource", "like Octane" (Maybe CUDA or OpenCL ). Usually 35-40 minutes for a house like this one, using a 10cm mesh. I'm used to rather long pre-calculation times thanks to LightUp. Based on your response, seems like pre-calculations are currently computed only on the CPU, while navigation will use mostly the GPU via OpenGL or DirectX, with the CPU handling real-time reflections and shadow maps. Thanks for the very informative reply, Dave.Ī friend in another forum is asking whether this will be GPU-based. No need to install any player.Ĭan't compare to Twinmotion as I haven't used it. LumenRT: Can save an executable file you can give to a client. LightUp: Can export a model you can freely explore in LightUp player format. LumenRT: Seems to be using shadow maps, too. LumenRT: So far, no direct light from either emitters or point lights has been shown in the previews. Lumion: Can not show direct light from emitters and point lights. LightUp: Can show direct light from emitters and point lights. LumenRT: Seems to be pre-calculating bounced light with color bleeding. Lumion: No actual bounced light calculations. ![]() Just pre-calculated AO with color bleeding. LightUp: No actual bounced light calculations. LumenRT: Seems to be using either real-time raytracing or flat-mirror maps. ![]() You can choose where to generate it if you want, or it can be generated from the camera's point of view. Lumion: Can use only one cubemap for reflections. LightUp: Can use several cubemaps, called "irrcaches", for reflections. Renders 720p video 0.3 fps with a nice GPU (GTX 570) Renders 720p video 3 fps with an average GPU. LumenRT: Seems to have its own SU exporter which then fires up LumenRT on a separate window. Sometimes materials get all messed up on re-import in Lumion. ![]() By examining the available info, this is what I either know or especulate so far:
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