LumenRT Reference Manual
LumenRT Reference Manual
for
LumenRT, LumenRT Review, Cornucopia, Cornucopia3d, "The Natural 3D Studio", "Natural 3D", "The Art of Natural 3D", "Solutions for Natural 3D Environments" are trademarks or registered trademarks of e-on software, inc. Windows, Windows 95, Windows 98, Windows NT, Windows 2000, Windows XP, Windows Vista and Windows 7 are registered trademarks of Microsoft, Inc. QuickTime, QuickTime VR, Mac, OS X, OS 9 are registered trademarks of Apple, inc. Flash and Photoshop are registered trademarks of Adobe, Inc. SketchUp and SketchUp Pro are registered trademarks of Google Inc. All other product and brand names mentioned in this manual are used for identification purposes only. They may be trademarks or registered trademarks, and, as such, remain the exclusive property of their respective holders. Copyright LumenRT Program 2011 e-on software, inc. All rights reserved. LumenRT Documentation 2011 e-on software, inc. All rights reserved. This manual, as well as the LumenRT software described in it is furnished under a license agreement and may only be used or copied in accordance with the terms of such license agreement. Information in this document is subject to change without notice and does not represent product specification or commitment on the part of e-on software, inc. Algorithms used inside this software were developed for visual performance only, and may not constitute a precise simulation of real phenomena. Warning: This software and the accompanying documentation are protected by U.S. copyright law as well as by international intellectual property conventions. Any reproduction, sale, transfer, transcription, storage in a retrieval system, translation into any language in any form or distribution by any means whatsoever of this software or accompanying documentation, in part or in full, without the prior written permission from e-on software, inc. is strictly forbidden. Any such act shall constitute a copyright violation and shall be prosecuted to the fullest extent of the law.
Contents
Getting Started
REAL-TIME ARCHITECTURAL VISUALIZATION KEY FEATURES 6 8
A More Engaging User Experience ....................................................................................8 No Need for Specialized Viewing Software.........................................................................8 Seamless Background Processing .......................................................................................8
TECHNICAL INFORMATION
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SYSTEM REQUIREMENTS .......................................................................................................10 Pre-Processing Machine...................................................................................................10 Navigation/Viewing Machine............................................................................................10 INSTALLATION .......................................................................................................................11 Welcome ............................................................................................................................11 Desired Operation.............................................................................................................11 Software License Agreement .............................................................................................11 Required Dependencies.....................................................................................................11 User Information...............................................................................................................12 Required Components .......................................................................................................12 Installation Type ...............................................................................................................12 Installation Progress.........................................................................................................12 ACTIVATION ..........................................................................................................................13 SUPPORT ................................................................................................................................14 UPDATING .............................................................................................................................14
LiveCubes
HOW IT WORKS 16
LUMENRT LIMITATIONS ....................................................................................................... 17 Model Size ........................................................................................................................ 17 Sun Position and Direct Lighting ..................................................................................... 18 Real World Units.............................................................................................................. 18 GETTING STARTED TUTORIAL .............................................................................................. 19
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GENERATING A LIVECUBE
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LUMENRT SKETCHUP PANEL ............................................................................................... 26 ANIMATION .......................................................................................................................... 32 SHARING THE LIVECUBE ...................................................................................................... 33 SAVING STILLS AND ANIMATIONS ........................................................................................ 33
Going Further
TUTORIALS 36
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SKETCHUP MODELING AND SCENE OPTIMIZATION .............................................................. 42 Smoothing Curved Surfaces ............................................................................................. 42 Add Wall and Floor Thickness ......................................................................................... 42 Avoid Degenerate Faces .................................................................................................. 42 Avoid Very Large Surface Areas ...................................................................................... 42 Eliminate Orphaned Geometry to Avoid Unusually Large Pedestals .............................. 43 Use Groups, Components and Layers .............................................................................. 43 Use Real World Units....................................................................................................... 43 Use Fewer Polygons......................................................................................................... 43 Export Only Part of the Scene.......................................................................................... 43 Add Thickness to Carpeting/Flooring .............................................................................. 44 Keep Models above the Ground Plane............................................................................. 44 Clean Ground Plane Intersections ................................................................................... 44 Use Planar Faces for Water and Glass Materials ........................................................... 44 Avoid Using Fake Reflection Maps for Transparent Materials ....................................... 45
Aim the Sun to Increase Interior Lighting.........................................................................45 Initial Camera Position Is First Scene Tab or Current Camera View ..............................45 Use Perspective Camera Views.........................................................................................45 Reduce the Number of Reflective/Transparent Materials .................................................45 MATERIALS ...........................................................................................................................46 Water.................................................................................................................................46 Bump .................................................................................................................................46 Specularity ........................................................................................................................47 Reflective Materials ..........................................................................................................48 Texture Maps.....................................................................................................................48
TROUBLESHOOTING
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Light Appears Around Wall Corners ................................................................................49 Dark Shadows Appear at the Bottom of a Wall or in Corners ..........................................49 Pre-Processing Takes Forever..........................................................................................49 Window Glass Is Blinking when Navigating in LiveCube.................................................50 Pedestal is too Big Compared to the Model......................................................................50 Playback Performance in the LiveCube is Slow or Choppy..............................................50 Some Faces Are Missing ...................................................................................................50 Flickering Polygons ..........................................................................................................51 Object Surfaces are not Smooth ........................................................................................51 Splotchy Looking Shadow Artifacts...................................................................................51 Water Material is not Rendering with Ripples or Caustics...............................................51 No Bumps (or Not Enough Bumps) on Objects .................................................................52 Noisy Looking Areas .........................................................................................................52 I Cant Find my LiveCube File .........................................................................................52 How Do I Launch the LumenRT Application? ..................................................................52 How Do I Avoid Having my LiveCube Files Overwritten? ...............................................52 Animation Playback Pauses at Regular Intervals .............................................................52 Video Board Suddenly Not Supported...............................................................................52 Overly Saturated Indirect Light ........................................................................................53 Some Pictures Are Missing ...............................................................................................53 LiveCube Refuses to Run on another System ....................................................................53
LICENSE AGREEMENT
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Section 1
Getting Started
LumenRT is e-on software's revolutionary product for the visualization of architectural projects in real-time 3D with photo-real illumination. Thanks to LumenRT, architects no longer have to choose between high-quality images and realtime visualization: They can walk or fly through their designs and experience the true quality of light in fully interactive 3D! LumenRT real-time environments can even be packaged into convenient, self-contained executables that can be run on any computer without requiring additional software. Designed to provide high fidelity visualization with accurate lighting, shadows and reflections, LumenRT is the ideal solution for: Creating a virtual interactive showroom Demonstrating and sharing design concepts Visualizing 3D models in client presentations Exposing your projects in fully real-time photo-realistic 3D
Key Benefits
LumenRTs output is fully interactive and will run on any computer without special viewing software making it easy to share designs and collaborate with anyone. High fidelity, photo-realistic 3D Viewing Accurate lighting, shadows and reflections Fast interactive 3D viewing performance Runs on any machine no special viewing software required Incredibly simple, push-button operation Automated rendering output from SketchUp/SketchUp Pro. Display greater details with accurate lighting and shadows Share models with anyone effortlessly Explore and interact with models in real-time Gain deeper insights on model features and aesthetics Create interactive 3D walkthroughs and presentations that will impress your clients
Key Features
LumenRT Reference Manual Listed below is the detailed feature list for LumenRT:
Export
One-click, seamless export from SketchUp to LumenRT Export models and animations High degree of material correlation with automatic bump mapping Animated water materials User adjustable materials directly inside of SketchUp User selectable atmospheres and ground materials
Rendering
High fidelity simulation of indirect lighting Real-world shadows and reflections User selectable rendering quality level Rendering process runs in the background allowing user to continue working on other tasks Outputs a graphics LiveCube that runs on any platform
Navigation
Simple, multi-mode navigation (animated, walk-thru, and orbit modes) Does not require special viewing software -- runs on any platform with a modern graphics card
Technical Information
System Requirements
LumenRT is a 32 & 64 bits application, designed for the Windows 32/64 bits XP, Vista and 7 as well as Intel Mac OS X platforms. A 64 bit system is highly recommended for authoring LiveCubes (32 bit systems are fine for playback). LumenRT is either CPU or GPU intensive depending on the task being performed. The pre-processing phase is CPU intensive while the navigation/viewing process is GPU intensive. Performance of the software is directly related to the power of the system running it. LumenRT is optimized to make the best of all the processors/cores on your system. The power of your video board directly impacts the frame-rate during real-time 3D play-back. LumenRT Review for SketchUp requires SketchUp 7 or 8 (free or Pro version).
Pre-Processing Machine
This is the machine on which you will export your scene from SketchUp. So basically it should be able to run SketchUp, but you'll need a lot of power to process the scene in order that it doesn't take ages to compute. Windows XP/Vista/Windows 7 32/64 or Mac OS X v10.6+ 32/64 (64 bit recommended) nVidia GeForce 8800 or newer or ATI Radeon 4000+ or newer video board, with at least 512MB VRAM 2GHz Intel processor or faster (multi-core CPU recommended) 2GB of free RAM (4GB recommended) 2 GB of free Hard Disk space.
Navigation/Viewing Machine
This is the machine on which you or your client will navigate and explore the model. The more complex your model is, the more graphic power it will require. Windows XP/Vista/Windows 7 32/64 or Mac OS X v10.6+ 32/64 nVidia GeForce 8800 or newer or ATI Radeon 4000+ or newer video board, with at least 512MB VRAM 2GHz Intel processor or faster 1GB of free RAM (4GB recommended) 200 MB of free Hard Disk space.
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Installation
The installation program, which is described below, is located on your installation DVD/download. The initial start and updating the software is described separately. Follow these steps to install LumenRT onto your computer: Place the installation DVD into your computer's DVD drive. It should auto-start (Windows) or its symbol should appear in the Finder (Mac OS). If not, open the DVD manually. Double click the Install LumenRT link on the auto-start screen or double-click on the Setup application file.
Welcome
Clicking on Next will take you to the license agreement window.
Desired Operation
Select the version of LumenRT that you want to install: 32 or 64 bits.
Required Dependencies
LumenRT will first install the required dependencies. Press Next when this completes.
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User Information
Enter your Name and the name of your Company (if applicable). Enter your Serial Number. You can either type these into the corresponding fields manually or copy and paste them from an e-mail. If you enter the license numbers manually, simply enter them as they appear in the registration information including all digits and letters, skipping the dashes. If you have received an email containing the license numbers, simply copy the entire contents of the email and copy it into the first field. Please note that this number is confidential, and should not be communicated to third parties. You will be asked for this serial number or your product installation code to download data from our website.
Required Components
You will have the choice of installing LumenRT for different version of SketchUp you have on your computer. Select the location of your main SketchUp application folder.
Installation Type
During the installation process, you will have the choice of installing all of the software, or only parts of it. Since only what is necessary is actually installed on your hard-drive, we recommend you choose the Typical installation mode.
Installation Progress
The installation can be canceled at any time as long as the progress bar is visible by clicking on Cancel. If the installation is canceled, the installation process must be restarted completely, as described above.
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Activation
At the end of the installation you will see the activation screen. You must activate your copy of LumenRT before you can start using it. If by any chance you don't see this panel after the installation, it will appear again on your first start of LumenRT. Your product installation code should be prefilled on this dialog. To activate a license, press the Activate online now! button to automatically connect to the e-on software product activation page and activate your copy of LumenRT. Once you got your activation code, copy and paste it into the field, and click Finalize activation. If your computer doesn't have access to the internet, you will have to use another computer (with internet access) to complete the registration process. During installation, the Activation screen displays immediately after the screen where you enter the serial number. You have two options. You have to copy the INST- code displayed and go to another machine, log into your e-on account and register the product using that Installation Code at this time. You will receive an Activation code which you must copy and bring back to your machine running LumenRT and enter the Activation code. Then press Finalize Activation to continue the installation. If you dont' wish to activate at this time, select Activate Later on this Activation screen and the installation will complete. When you start LumenRT and start a render, the Activation Screen will again display and you will have to activate at this time to use the product using the procedure outlined above.
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Support
If you experience difficulties installing or using the software, the first thing we recommend is that you visit our website and read through the frequently asked questions to see if there is already an answer to your problem in there. If not, please visit www.cornucopia3d.com/forum. As a registered client of e-on software professional products, you benefit from the following standard support services: Phone-based installation troubleshooting for 90 days following your purchase, Knowledge Base and Frequent Question resources, Web-based Technical Support, Registered User Forums, Free Software Updates
Updating
No software is ever perfect. This is why e-on software regularly releases software updates through its website. These updates can provide new features as well as bug fixes. Keeping your software up-to-date by regularly downloading and installing these updates is recommended for optimal performance. LumenRT updates can be downloaded at www.e-onsoftware.com and are accessible from your account.
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Section 2
LiveCubes
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How It Works
LumenRT Workflow
The process for creating and sharing the interactive LumenRT LiveCube is very simple and straightforward. The workflow is divided into 3 basic steps: (see the illustration below):
Export
The export process transfers the model from SketchUp to LumenRT. This is done by using the LumenRT export plug-in located directly inside the SketchUp user interface. Invoking the plug-in will automatically send the model complete with all geometries, materials, lighting, and animation paths to the LumenRT renderer. Your computer may appear to lag while this process is performed. You can check the status bar at the bottom of SketchUp to monitor progress (although SketchUp may freeze up temporarily while the export completes). The export process is faster when you re-export a model that was just exported. You can export the entire model, or only part of it. If you wish to export only part of your model, simply select the part to export and run the menu command Plugins | e-on software LumenRT | Export Selected.
Pre-Process
The pre-processing phase is what creates the actual LumenRT LiveCube. In this step, LumenRT computes the scene lighting and shadows and bakes this into the LiveCube to produce a vivid, lifelike 3D model. This rendering step is very compute intensive and can range anywhere from several minutes to several hours to complete depending on the computing platform, model complexity, and desired output quality. We have tried to make the progress indicator as linear as possible, however, due to the great differences in scenarios supported by LumenRT, this is not always possible.
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Share
After the render process completes, LumenRT creates the final LiveCube output (stored as a folder in the Documents/e-on software/LumenRT folder). The LiveCube allows users to "walk-around" inside a 3D scene containing the high-fidelity model. You can share LiveCubes with anyone on a Windows or Macintosh platform. To share a LiveCube, simply publish it by pressing the Publish button in the help panel. You can share published LiveCubes by sending the self-running executable file via email or ftp in the same way a selfextracting zip file can be shared. LiveCube recipients simply click the file and it runs automatically. You can also export screenshots and canned animations from the LiveCube. This feature is not available in the LiveCubes that you publish for sharing with clients. The animation path is based on the camera motion that was setup in SketchUp.
LumenRT Limitations
While LumenRT is a very powerful and easy-to-use tool, there are practical limits to what it can do in terms of its current functional capabilities as well as limits imposed by computing and graphics hardware. Keep in mind the following when considering the usage of LumenRT:
Model Size
Models that contain more than 500,000 faces (e.g. cities, models with lots of 3D vegetation models) are not recommended for LumenRT processing. LumenRT can certainly process large models of any size, but chances are most graphics cards will not be able to smoothly navigate the LiveCube output unless a very high-end graphics card is used. Also, the LumenRT pre-processing time depends strongly on the total surface area of the model. A warning will appear whenever you try to process models with a total surface area over 4,000 square meters (roughly 40,000 sqft) as the time required to process such models may become prohibitive.
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Step 4 - Materials
First, we will add shininess to the tiles around the pool. In SketchUp, edit the tile material and add "s=20% z=30%" to the material name, so it reads "Tiles s=20% z=30%". This sets the specular highlights to moderately high and shiny values. You can check the result by generating a LiveCube. Using Draft mode to speed up the process is recommended. Notice the highlights on the pool tiles. Now we will tweak the pool material further to increase the "bumpiness" of the tiles. Add "b=-100%" to the material name to invert the bumps on the material and increase the amplitude of the bumps (the material name should now read "Tiles s=20% z=30% b=100%"). Regenerate the LiveCube. Using statements like these, you can customize the way your materials look in LumenRT LiveCubes. Once you are satisfied with your materials, generate a Review or better quality LiveCube to enjoy full quality lighting.
Conclusion
Thats it!! You have created your first LumenRT LiveCubes and learnt how to improve the looks of your materials. Now you can try generating LiveCubes of your own models. However, we recommend you read on in order to get a better understanding of how LumenRT works and how to avoid common errors. If you run into any issues, please refer to the Troubleshooting section page 49. The next section will describe the navigation and viewing features of LumenRT in greater detail.
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The camera is fixed to a height of 1.6 meters above the ground (about the eye level of an average-sized adult). You can move up or down using the Page Up and Page Down keys. The camera will revert to its standard height as soon as you start walking again. Walk-thru mode is sensitive to obstacles such as walls which will halt movement (and display a halt icon) until the user clicks and releases the mouse to walk-thru the wall. Features such as stairs will cause the movement to simulate walking up or down the flight of stairs. Users can move up or down to different floors by using the elevator up/down keys to lightly fly up or down to a different floor.
Orbit Mode (activated by pressing the F4 key) operates very much like a typical 3D application such as SketchUp. Controls such as pan, zoom and rotation changes the camera viewpoint in the scene. Animation Mode (activated by pressing the F2 key) is an optional form of navigation that becomes
available if the SketchUp scene contains an animation path which is derived from the SketchUp
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LumenRT Reference Manual scene tabs. In this mode, the animation will begin as soon as the LiveCube is launched. Animation mode also allows a slide show style of navigation similar to a PowerPoint presentation by moving forward or backward to various scene snapshots using the arrow keys. You can stop animation playback anytime by pressing the left mouse button which will switch to walk-thru mode and start walking from where the camera is (and restore the default height).
The extended controls help screen is displayed by clicking the More Controls button on the help screen.
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Basic Controls
Description
Displays the help screen. This will toggle full screen or window operating mode. The escape key (esc) pauses operation of the LumenRT viewer window. The home key (home) will return the camera to the start position. This is the default startup mode when an animation is present in the exported file. Walk-Thru mode is the default mode for the LumenRT viewer when an animation is not present. Orbit mode operates like a standard 3D application where the camera can be placed at any angle and height by panning, zooming and rotating.
Esc
Home
F2
Walk-Thru Mode
F3
Orbit Mode
F4
Inline Help
Inline Help
on-screen button
Publish
Publish
on-screen button
Save Animation
Publishes the LumenRT LiveCube as a selfexecuting compressed file suitable for sharing with others.
Save Animation
on-screen button
Generates a canned animation file of the camera movement inside the LumenRT LiveCube.
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Key
Description
Tapping the space bar will pause the animation. Use the left/right arrow keys to jump to specific keyframes. Go to the animation start/end. Click the left mouse button to switch into walk-thru mode.
Description
Mouse Left/Right Mouse Down Left Middle Mouse Button Left/Right Arrow Keys Page Up/ Page Down
Moving the mouse left/right with no buttons pressed orbits the camera. Left mouse down hold walks forward. Shuttle the middle mouse button to run forward or backward. Use the right/left arrow keys to move sideways. Press and hold the page up/page down keys to jump to another floor above or below release the keys when you are above the desired floor.
Description
Key
Mouse Down Left Middle Mouse Button or Up/Down Arrow Keys Left/Right Arrow Keys Page Up/ Page Down
Hold and drag the left mouse button to orbit around the scene. Shuttle the middle mouse button to zoom in and out. Alternatively, you can use the up/down arrow keys. Use the right/left arrow keys to pan sideways. Press and hold the page up/page down keys to raise and lower the height of the camera.
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Generating a LiveCube
LumenRT SketchUp Panel
To export a model as a LumenRT LiveCube, go to the SketchUp Plugins menu and select LumenRT | Export Full Model or Export Selected and a LumenRT dialog will appear. Each of the dialog export options are described below:
Background: This selects which type of Sky/Atmosphere to use. Pedestal: This selects which type of ground plane to use underneath the model. If none is selected, the model will simply lay on top of an infinite ground plane. Quality: Indicates which of 4 quality settings to use. Draft generates a fast preview in under a minute. Review quality generates a fast (typically 15 minutes depending on system performance and scene complexity) medium quality output suitable for test viewing. Superior generates a nice high quality output and takes about an hour. Extreme generates the highest quality output and can take two hours or more. Generate: After making your selections, hit the Generate button to begin the export and render process. Overwrite Files: Checking this box will direct LumenRT to overwrite previously existing LiveCube folders with the same name. If unchecked, LumenRT will create a new LiveCube folder incremented by a numbered suffix (e.g MyModel_01).
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Background
The background options set the type of atmosphere used to render the LiveCube scene. Each background option contains a sky map which sets the appearance of the sky (e.g. clear, cloudy, etc) and the intensity of the direct lighting shadows produced by the sun. In LumenRT, there are two types of light. Direct lighting, also known as diffuse light, is light produced directly from the sun and typically produces dark shadows -- for example, the shadows on the ground where a wall obstructs the sun. Indirect lighting, also known as ambient light, is light that is reflected off of surfaces in the scene and produces very feint shadows for example, the shadows you see in the corners of a room interior. LumenRT produces output that contains both direct and indirect lighting. Brighter, sunnier atmospheres contain higher percentages of direct light and produce darker shadows than cloudier or neutral atmospheres which produce very feint direct shadows.
Bad Weather: Thick, gray cloudy sky with a mostly ambient atmosphere. This atmosphere produces very light direct shadows.
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Neutral White: Plain white atmosphere for a showroom type look. There are no direct lighting shadows produced.
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Pedestal
Pedestals provide a platform on which the SketchUp models rest in the LiveCube scene. The pedestals also show any direct ground shadows cast by the scene model. To eliminate ground shadows, or if your model already includes some form of base, you can select the No Pedestal option.
Asphalt: Parking lot material on a square pedestal. Grass: Green grass on a square pedestal. Sandy: Sand material on a square pedestal. White: Plain white material on an octagonal pedestal.
No indirect lighting High quality with indirect lighting Superior lighting quality For complex scenarios
Rendering time is an approximate time for a 100K face model running on a quad-core 3 GHz machine.
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Review generates a medium quality render that will complete in 30 minutes or less depending on
scene complexity and the power of your system. It contains full indirect lighting and shadows that may appear rough or splotchy in some cases. Review quality will work just fine for many final productions, particularly for outdoor or exterior renders.
Superior generates a high quality render that will complete in around 1 hour or less depending on scene complexity and the power of your system. It contains high quality, smooth indirect lighting and shadows.
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scenarios where artifacts appear in the other modes (for instance, when no direct light penetrates the volume).
In most cases, you will never need to use this rendering mode unless you have a complex indoor scene with lots of indirect lighting and no direct light. The pre-processor automatically generates a log file that is placed in the same folder as the LiveCube, inside the Scene sub-folder. The file is called LumenRT.log.
Animation
Animation in LumenRT allows full motion replay of a predefined camera animation path. This is very useful when you want to include a showroom style or kiosk type of guided walkthru. Animation paths are created in SketchUp by using SketchUp scene tabs and setting the associated animation path properties. Each scene tab in SketchUp represents a single camera key frame. When aggregated together, the scene tabs create a full-motion camera animation path. For more information on how to create scene tabs and animation paths in SketchUp, please visit http://sketchup.google.com/support/bin/answer.py?answer=151692 If the SketchUp model contains scene tabs, LumenRT will automatically create an animation path derived from these tabs in a fashion similar to how SketchUp creates animations. The animation timing and hold frames are controlled by whatever timings are used in the SketchUp model. The animation path created in LumenRT is a close approximation of the actual SketchUp animation path although there may be some minor differences. The initial start or home position of the LiveCube will either be the first keyframe of the animation or the current camera position of the scene if no animation is present. You can save the camera animation by clicking the Save Animation button in the Help panel (see page 33).
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compressed file to a location of your choice. You can select the target platform for the LiveCube from the drop-down box (Windows LiveCube, Mac LiveCube or both). Then, just e-email or FTP the shareable LiveCube to anyone you wish. Also, as useful aid to help your clients understand how to navigate inside the LumenRT LiveCube, you can provide them with the following video link: http://www.lumenrt.com/navigationtutorial
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LumenRT Reference Manual To generate the animation file, simply press the Save Animation button in the Help panel (press F1 to display this panel). Select the destination file from the File Selection dialog and press Save to save the animation file. Each frame will be sequentially rendered, anti-aliased and saved into the animation file. Depending on the duration of the animation and the power of your system, this process may take a while.
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Section 3
Going Further
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Tutorials
Optimizing Large Models
When creating LumenRT Live Cubes, its important to ensure that SketchUp models are fully optimized for efficient rendering and navigation performance. This tutorial demonstrates how to optimize models containing a large number of faces and components for use with LumenRT. The key optimization factors involve the effective use of layers and hiding unnecessary geometries and components. You can follow along with this tutorial by downloading the demonstration model Big House by master SketchUp modeler Andres from the 3D Google Warehouse.
Step 1
Load the model into SketchUp
Step 2
Examine and interrogate model info by displaying the model information window Window | Model Info. Notice that this is a large model with over 100K faces which translates to well over 500K polygons (faces are exported as triangle polygons in LumenRT). The large poly count indicates that this model may experience rendering and navigation performance issues in LumenRT. So lets try and optimize this model a bit.
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Step 3
Purge the model of any orphaned components and materials by clicking the Purge Unused button on the Model Info window. This will clean up the model by getting rid of any unused component definitions and materials.
Step 4
This model contains very high poly trees and vegetation where the object components such as leaves are modeled as separate geometries. This will obviously cause a major increase in the polycount. Our choices here are to replace the veg with low poly billboard type veg or just move the veg to another layer and not export it at all. Lets do the latter. Its always a good idea to organize your model into layers that can be turned on and off. Here, we create a new layer called Veg (in the Layers window) and then we move all the veg objects into this layer by selecting them and then changing their layer in the Entity Info window. Turn visibility off for the new Veg layer in the Layers window.
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Step 5
Turn off any other unnecessary layers and hide unnecessary components/geometry. In this case we are going to hide the cars in the garage.
Step 6
Check for any stray geometry by zooming the model to fit the viewable area (right click Zoom Extents). The model should fit nicely in the viewable area. If the model does not fully zoom up, then you have some stray geometry in the scene. Either delete or hide the stray geometry.
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Materials
Materials are a key factor for making high quality scenes in LumenRT. Using the right texture maps along with the proper material settings can dramatically improve the appearance and increase realism. LumenRT material modification takes place directly inside of SketchUp, using the SketchUp Material Editor Dialog. Materials are either treated automatically (in the case of water and transparent materials) or by setting material properties as attributes encoded in the SketchUp material name. You can follow along with this tutorial by downloading the demonstration model Gables House with Interior by master SketchUp modeler BmrCT from the 3D Google Warehouse.
Step 1
Load the model into SketchUp. This model (which has been slightly modified with the addition of a pool) contains a nice variety of materials including brick, wood, water, glass, and stone.
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Step 2
Do a quick test render in LumenRT by exporting the model using draft quality. Plugins | LumenRT | Export Full Model and then select Draft quality. While the quality of the lighting and shadows is very low in draft mode, you can still get a good idea of what each material will look like.
Step 3
Examine the model in LumenRT and take note of the appearance of each material. Does it look right? Do the materials need bump or specular highlights added? Do the glass and water materials look correct? After making some mental notes, return to SketchUp to edit and enhance the materials.
Step 4
Brick and Stone materials are automatically pre-set in LumenRT to contain a small amount of bump (5%). In this case, we will increase the exterior Brick bump amount to 15% which will provide sharper details and reliefs.
Step 5
Select the brick material in the SketchUp material editor. To do this, we locate the brick material of the house by using the paint bucket tool and holding the alt key down to select the exterior brick in the scene. This will then highlight the material in the SketchUp material editor.
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LumenRT Reference Manual Increase the brick bump amount by appending the key b=15% to the end of the material name.
Step 6
Shiny materials such as plastic and leather will look more realistic by adding specular highlights. In this case, we add specular highlights to the leather seats in the living room. Select the Red chair material and lets add 30% specular with a shine of 50% (s=30%z=50%).
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LumenRT Reference Manual A warning will automatically be displayed during processing if the surface area of your model exceeds 4,000 square meters (roughly 40,000 sqft). While LumenRT is perfectly capable of handling large surface areas, you can greatly speed up the processing by not including large unecessary elements.
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Materials
Materials are one of the primary factors for making a scene in LumenRT look good. Using the right texture maps along with the proper material settings can dramatically improve the appearance and increase realism. LumenRT material modification takes place directly inside of SketchUp, using the SketchUp Material Editor Dialog. Materials are either treated automatically (in the case of water and transparent materials) or by setting material properties as attributes encoded in the SketchUp material name. Listed below describes how materials are treated and adjusted for LumenRT.
Water
Water materials are designed to render materials for objects such as pools, ponds, and fountains. Any material containing the string Water (not case sensitive) in the SketchUp material name will create a pulsating, water ripple effect in LumenRT. For example, a material with the name BlueWater will have the LumenRT water effect applied automatically. The water produced in LumenRT will also contain nice reflections increasing realism, but also taxing overall performance.
Bump
Bump adjusts the amount of bumpiness at the surface of the material. The bigger the value, the bumpier the surface. Any material containing the string b=xx% where xx is a number will have bump applied if the material uses a texture map. LumenRT automatically creates a grayscale version of the color map to generate the bump.
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LumenRT Reference Manual Positive values will make the bump appear above the surface while negative values will make the bump appear below the surface. SketchUp materials starting with the name Stone, Brick or Roofing will have a bump of 10% applied. For example, a material with the name Wood b=25% will have a 25% bump applied to the material in LumenRT. If you want to reverse the bump, use a negative number: Wood b=-25%.
Specularity
Specularity describes the surface quality of the material (shiny or dull). The specular highlights create spots of light on the surface of the object, in the direction of the light sources. The smoother the surface, the more concentrated and bright the spots will be (e.g., think of polished marble). The highlights are built with two parameters: the intensity of the light spots that appear on the surface and the size of the spots. To add specular highlights to a material such as a shiny metal material, there are two settings that must be created in the material name. 1. Specular Intensity: s=xx%(lower numbers are less bright, higher numbers are brighter) 2. Specular Size: z=xx% (lower numbers are duller, higher numbers are more shiny) For example, a material with the name: StainlessSteels=50%z=60% will create a shiny steel surface. Plastics=25%z=20% creates a dull plastic material WoodFloors=30%z=50% creates a wood floor with a nice waxy sheen You need not specify both values if not necessary.
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Reflective Materials
Reflective materials include objects such as glass and mirrors. Any material that contains some level of transparency (e.g when the SketchUp material opacity is less than 100%) will contain some degree of reflectiveness. This will produce realtime reflections in LumenRT such as the sky reflecting on a pane of glass. In LumenRT, the Index of Reflectiveness (IOR) is set to a value of 1.5 (glass) for all reflective surfaces.
Texture Maps
For materials that use texture maps, make sure that there is sufficient resolution in the map. A good rule of thumb is that maps should at least have a dimension of 256 x 256 pixels.
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Troubleshooting
For the latest information on troubleshooting and solving LumenRT issues, please visit the LumenRT and Architectural user forums at http://www.cornucopia3d.com Listed below is a list of common problems you may have using LumenRT along will suggested solutions:
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LumenRT Reference Manual runs in the background, it will yield processing power to the other applications) and that your computer is not switching into power saving mode during processing.
the
If the LiveCube playback and navigation performance appears slow or choppy, first ensure that you or your clients are using a suitable modern graphics card. Slow-downs can occur if the scene contains a large number of faces (e.g. greater than 200,000) or if the scene has many reflective/transparent materials. Reducing the number of polygons exported (e.g. turning off layers, hiding components) and reducing the number of reflective materials will improve performance significantly.
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Flickering Polygons
If you find that some polygons are blinking or flickering in the LiveCube it could be caused by a visual artifact phenomenon known as Zfighting when 2 polygons are overlapping and are at almost exactly the same distance and position from the camera. In this situation, the renderer doesnt know which polygon to display first (since they are both at the same location) so the display just alternates back and forth between both polygons. To correct this, avoid coincidental overlapping polygons (increase the space between the polygons).
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Run
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You cannot copy a LiveCube folder to another system and run it there. If you want to run a LiveCube on another system, you need to Publish the LiveCube first (see page 33).
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License Agreement
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