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.
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