My Way of Lighting EXTERIORS in LUMION!!

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  • Опубликовано: 14 июл 2024
  • This video focuses more on the placement of spotlights rather then looking at exterior effects for lighting but that one will be coming soon! In my opinion once you understand that you only need to light up the walls that are visible with the camera you will get a much better look to your exterior lighting! I only use spotlights since I believe they are the easiest but omnilights and area lights work as well!
    The website for our business can be found at luminouslabs.ca/ , if there are any broken links or any other oddities, we apologize as we are currently in the process of upgrading and rearranging our site, however we have tried to avoid any issues as best as we can. We will be updating it with much better photos soon.
    Timestamps for the video:
    Introduction 0:00
    Example of How Lighting Works in Lumion 0:30
    Why I Use Spotlights and Not Area or Omni-lights 2:00
    Opening Lumion Scene for Exterior Lighting 3:30
    Setting Up Spotlights 4:45
    Duplicating Spotlights 6:30
    Skip Duplication of Spotlights 13:00
    Finishing Lights 13:30
    Conclusion 15:20
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Комментарии • 22

  • @QuynhNguyen-ep1fp
    @QuynhNguyen-ep1fp 2 года назад

    Thank you a lot. Very useful and easy to understand tips!

  • @kellyelena
    @kellyelena 3 года назад +1

    Thanks, Luminous Labs!

  • @rupeshnegi_
    @rupeshnegi_ 2 года назад

    Thanks man. Very usefull tip. Short and simple

    • @LuminousLabs
      @LuminousLabs  2 года назад

      Hi Rupesh! There is a bit of an update to this. If you have 11.3 omnilights have shadows :) they can be kind of heavy but it will allow you to just place them in the room and that is all

    • @rupeshnegi_
      @rupeshnegi_ 2 года назад

      @@LuminousLabs thanks for the info. You sir have gained a subscriber :)

  • @emikolaj
    @emikolaj 3 года назад +1

    I also have a problem with the lights in Lumion. Good technique. Will be usefull. Hope Lumion 11 will have Nvidia real time Ray Tracing.
    Where did you get this model from?

    • @LuminousLabs
      @LuminousLabs  3 года назад

      I made this model from scratch in Sketchup, I can't share this particular model now but hopefully I will in the future!
      I can almost guarantee Lumion 11 won't have real-time Ray-Tracing though. While it would be crazy I don't think we will see it in this edition. As I have mentioned in some other videos I really recommend trying Blender! Lumion does a lot of things well but I think every Lumion artist can learn a ton from Blender and it can be another tool for getting high-level renders.

  • @jasperjcbugay2155
    @jasperjcbugay2155 3 года назад

    Hi sir. Great video. New subscriber here from philippines. I have a question. How do you copy the lights and move it all around the places. Im struggling in placing the lights every single time and edit all of them separately. 😭

    • @LuminousLabs
      @LuminousLabs  3 года назад

      It's the "alt" button! While holding it you can go to move whatever you have selected and it will create copies and leave the original in it's place. This lets you move large groups of objects like in the video!

  • @robs5252
    @robs5252 3 года назад +1

    Opinion question - if you render videos, do you render out at 30fps or 60fps? I've done short clips to compare the two, and I can tell a big difference between 30 and 60 fps, but it almost appears everyone renders out their videos at 30fps - so I'm wondering if I'm wasting many hours rendering out at 60fps?
    Also, I always render my videos out at 16x anti-aliasing and HD 1080. Is it worth rendering out at 16x - and is it worth the extra time to render out at UHD or 4K?
    Anyone can answer this question also - I'm always intrigued by what others render their videos out at what settings. I've noticed a lot of photographer/videographers seem to shoot at 30 fps, so if it's good enough for their digital videos, maybe it's good enough for rendering videos?

    • @LuminousLabs
      @LuminousLabs  3 года назад

      That is a very good question actually. I can definitely notice a difference between 30 and 60 FPS for videos, so I think the biggest thing would be the length of the video and the length of time you actually have to render it.
      If you are doing a 20 seconds video or something I would recommend 60 frames, but if you are doing a 20 minute video 30 is probably the better decision. As for the x16 anti-aliasing, I would only render that out for the very final version. You can render at 1 star to make sure all the people are moving and the camera speed is correct, and then any revision stages use 3 stars (x4 anti-aliasing). Once you are happy with both of these steps you can do the x16!
      As for UHD and 4K, it completely depending on how it is going to be viewed. If the video will never be viewed on a 4K monitor there is not really a point in going about 1080p as the quality will be lost anyways.
      I don't know enough about why film is shot at 24 fps as opposed to 60. Everything just looks so smooth on 60 I use it whenever I can.

    • @gizmonomono
      @gizmonomono 3 года назад

      It depends on how fast your camera is moving. If it's going slow 30fps is enough. But if it's going fast, 30fps might make it look choppy.

  • @gizmonomono
    @gizmonomono 3 года назад +1

    Looks good. Just had a thought. Since all you have to do is light up the walls, what if you just make the internal walls emissive?

    • @LuminousLabs
      @LuminousLabs  3 года назад +1

      I think this might work for some walls! You would just have to make sure it is not applied to some random objects.
      The issue you will run into with this is I mentioned that you should throw in photos/sofas to make the walls not look as bare. You would have to make these emissive as well.

    • @gizmonomono
      @gizmonomono 3 года назад

      @@LuminousLabs True. Furniture would present s problem there. I just tested this today, and in a scene where a camera is far from an object, and you have a skyscraper like building, it works pretty well. Just to illuminate the interior, but to a point where you can't see the interiror all that well. I have a project I'm working on currently, a very massive scene with different types of buildings. It's already a strain on Lumion, so I'm looking for ways to take the load off. Some structures work better with conventional lighting, but there is a business tower building in it, where I applied the emissive effect to great efficiency. It's a big problem with Lumion in my opinion, that you have to cheat a lot of things to get the desired resaults.
      Also, on a side note, I exported the entire scene from Revit in D5, and the program works without fault. Which is something I was unable to do with Fbx or Colada files. I had to brake it up in segments. I hope Lumion 11 will bring some much needed optimisations with it.

    • @LuminousLabs
      @LuminousLabs  3 года назад +1

      @@gizmonomono I am expecting some optimizations I guess we will see how much though. Something that may help compared to spot lights is to just use area lights. Since they don't cast shadows I believe they are not hard on the scene.
      As long as you play with the fall-off you should be able to get the same effect.

    • @gizmonomono
      @gizmonomono 3 года назад

      @@LuminousLabs I used area lights at first, and it looked okay. But I'm surprised how little assets spotlights take. I have 400 in my scene and it doesn't seem to affect performance all that much. What takes most out of my computer is 3d grass. But I found a way around it eventually.
      Still, though, there's the issue of ray tracing. Lumions engine is way too old. I hope they make a new one soon. As the competition seems to offer more at a much lower price, plus future perspective. Anyway, thanks for the tips, and the feedback, man. I appreciate it 😀

  • @canadianmike711
    @canadianmike711 3 года назад +1

    I saw you last night

  • @multiplemitch
    @multiplemitch 3 года назад

    HEY EVERYONE