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Lumion - Effects
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fundamentals of lighting in general, as well as
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when they're placed in a scene. To re-cap,
these included:
Spotlights: Accurate lights that have
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Great for shadow lighting/feature lighting.
Omni Lights: Omni-directional lighting that
lights all surfaces that face it. Perfect for
increasing ambient lighting.
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accurate. Best suited to large open areas that
do not require accurate lighting.
Emissive Material: Highly versatile and can
be applied to any shape.
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‘physical’ lights - that is, the tools that we
can physically move around our scene to
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We can then use these to highlight certain
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perspective, but also to emulate the way
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can be used, I’m going to split them into two
categories: Environmental and Local.
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These are the effects that will influence all
parts of the scene and are impacted by
global properties such as the sky, the
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These effects provide a very solid basis for
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technical aspects that are involved in
interpreting light behavior. We'll discuss
Environmental lighting effects will include:
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These are the effects that for the most part,
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also allow us to further manipulate any
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allow individual light sources to
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that follows the lighting principals we
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Local lighting effects include:
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Using texture information from the sky
image, Sky Light simulates ambient
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world. The Sky Light calculates the way
shadow and lighting should behave
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Clouds in a scene.
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lighting from multiple ‘invisible’ sources.
This helps communicate the way that the EE IT
sky, sun, and clouds should influence
ambient lighting.
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in higher quality ambient lighting. The
amount of sampling is influenced by the
Sky Light quality options - Normal, High,
and Ultra. =i
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The Lumion Sky Light effect has a few
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The brightness slider, as expected,
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Light. This essentialy interprets how
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depending on the type of image we're
creating.
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intensity of the blue hue that exists in
real world lighting. A higher saturation
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certain times of the day and can help
set the mood of an image. As an
example, this image uses a higher
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typically be seen during the ‘blue hour’.
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primary light source inside of Lumion.
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regardless of whether they are
exposed to the sun.
Through the use of the Sun effect,
we're given control of basic
parameters that allow us to influence
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are fairly self-explanatory.
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when using the Sun effect in our
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lighting in enclosed interiors unless its value
is set to a negative number. Doing so will
prevent the sky and sun from lighting the
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space that has no windows and requires a
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Lumion tutorial to ensure that the light
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influenced by their position in the effect
stack. When enabling the Real Skies effect
on top of the Sun effect, the Sun effect will
be disabled and instead replaced by the
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the Real Skies effect, we can manipulate the
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combinations when setting up a scene. It's
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result in 2 suns being present in a scene.
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ambient lighting.
Lumion projects shadow textures that are
generated based on the position of
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(sun/spotlight/skylight). These shadow
textures are produced at different resolutions
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Despite the obvious use of shadow in
exterior renders, interior scenes also benefit
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The OmniShadow setting is responsible for
controlling Ambient Occlusion (the process
used to determine how exposed a surface is
to a light source). We often notice this in the
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it helps to establish the gradient of light as it
moves away from the light source.
| plan on going further into the shadow effect
in another tutorial.
PetaGlobal Illumination Effect
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confusing in Lumion. Despite its name, the
Global Illumination setting inside of Lumion
actually works more like a Global
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take as it bounces throughout a room (such
as in a pathtracing engine), the Global
Illumination setting analyses the areas that
interact with a light source and then places
invisible ‘probe’ lights. This gives the
impression of light bouncing from a surface.
The probe lights used are identical to the
Omni Lights found inside of Lumion and are
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such, the same limitations apply as if they
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simulating light bounces will not cast any
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bleeding if placed too close to a surface.
It’s actually quite an old method that was
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popularisation of Global Illumination and
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Hyperlight could be thought of as ‘Global
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Where the Global Illumination effect places
probe lights to simulate light bouncing, the
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pixels in the scene. If any bright pixels are
detected, the Hyperlight will emit light from
those pixels to simulate light bouncing.
This means that we no longer have the
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light bounces, as the Hyperlight effect only
needs a single bright pixel in the scene to
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accurate simulation of indirect lighting in our
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Unlike the Global Illumination setting,
the Hyperlight setting is a screenspace
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This means that it can only take visible
pixels into account when calculating
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interpret what is happening behind a
‘surface or beyond the viewport.
This limitation is shown in the image
(right), where Hyperlight is only able to
analyse the bright pixels on the floor
and ceiling, rather than the entire light
cone that is being projected off screen.
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rear and sides that’s void of ambient
lighting.
In most cases, the benefits of the
Hyperlight effect far outweigh its
limitations and with proper use, the
results can be extremely convincing.
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Global Illumination
So which is better? Well to be honest
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Global Illumination has the advantage
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rendering process. See (right) how
this differs to the Hyperlight process.
Hyperlight features a much more
robust bounce lighting simulation,
however, it does have its limitations as
a result of being screenspace
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In my experience, Hyperlight does
achieve convincing results with less
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performance. It also has the bonus of
casting light from emissive materials
as well - a feature that the Global
Illumination doesn’t have.
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plxels from the lighting on the floor and emiting that,
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effect is stil picking up the lighting sources off screen and
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Global Illumination (cont.)
For now I'd recommend the same
approach | use with everything else in 3D
rendering: use what you need, when you
need it. I've found in many cases the use
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limitations faced by each of them. Here's
what the previous example looks like with
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Notice how much more appealing the
ambient lighting and shadows are?
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are used as part of the Global
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It's worth mentioning that combining
these effects can come off a little strong
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when building your effects stack.
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lighting.
Sky and Clouds: Offers manual sky and
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Real Skies: Real-world sky imagery that
produces matching ambient lighting. This is
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match the hue and brightness of the sky
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night scenes. An interesting point is that the
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change it’s shape depending on its heading
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lighting tools inside Lumion.
Although not required, these effects can be
separated into separate categories when
deciding which should be used in your
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Environmental Lighting Effects:
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consideration based on the type of scene
you're creating, what you're trying to
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SeanWHAT’S NEXT?
Part 3: Fundamentals of Lighting in
Lumion - Lighting a Scene
This will take the fundamentals
discussed in parts 1 & 2 and show
how they’re applied to an actual
Lumion scene - Regency.
We'll break down how each lighting
type was used as well as the effects
stack that was built for the final
renders.
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