IMPORTANT NOTE You can use either a Gloss or Roughness map. Not both of them. Plus, you can also save as DDS file format instead of TGA for better performance. :) MY LUMION COURSE - 50% DISCOUNT EARLY ACCESS www.nunosilva.pt/lumion-course/ MY GUMROAD gum.co/GUOyZ MY SITE nunosilva.pt contact me for business inquiries MY SOCIALS INSTAGRAM: instagram.com/nunosilva3d ARTSTATION: www.artstation.com/profeta LINKEDIN: www.linkedin.com/in/nunosilvapt/ BEHANCE: www.behance.net/nunosilva5
What do you mean exactly? I know, that roughness and Gloss are interchangable, because one is just the inverted version of the other one. But do you mean, use one for both Albedo and normal. Or use one for albedo and the inverted version for Normal Map?
@@FSvizzard Hi! In this video I've shown using gloss Map and roughness map. People can think that you have to use both, which is not the case, you can use one or another. That's why I've made this note. :) Hope this helps!
Hey Man! Your videos are great. I'm really suprised you dont have more subscribers. I'm gonna share your videos with my coworkers. Keep up the awesome videos!
brother, simple amazing, please keep going with these tutorials, i mean quixel and lumion, just blow my mind, lumion get very powerful with quixel (mixer and megascans), but i think twinmotion 2020 will has the inteire library of quixel for free, what gonna make a huge difference (because of the price kkkk), thanks a lot
@@NunoSilva3d I have a problem with both materials and assets. They got some "white dot" raster over it. Otherwise it works great. I am using Lumion 10 Pro.
Olá, tudo bem? Então, eu vou no site Textures para baixar os materiais, porém, lá eles não tem o GLOSS para baixar, os outros formatos albedo, normal e roughness estão lá. Seria outra opção como ambient occlusion ou height equivalente ao Gloss?
@@NunoSilva3d O lumion é muito porreiro por usar um link directo com o meu software de Arquitectura, mas é pena ser muito caro, enqto o twin motion é praticamente a mesma coisa mas com o UE por trás e custa (£175 a licenca aqui no UK, mas tens o Trial e este até tem duracao ilimitada achoo meu tem) mas se tiveres essa oportunidade gostava de ver o que dizes em termos de texturas visto que o Twin Motion usa o UE o Megascans prepara as texturas para ele sem ter de fazer estes passos como fizeste para o Lumion correcto ?
One question... If I'm not wrong, megascans textures and assets are completely free IF you applied them on Unreal Engine (in fact, I already have it)... but what about using them on external software like Lumion? How much (ando HOW) do you have to pay for it?
If you use in any other software you do need to purchase a subscription. It goes for about $19/month and you have 90 credits. This credits are used to get the assets. Each asset has a specific credit. For reference, as they state on their page: "45 Surfaces, or 22 3D Models, or 90 other asset types". If you don't use all the credits for a month, they add up to the next one.
Hey Nuno, great video. May I ask which GPU you're using? and processor setup. You run it like butter. I have a 1080 gtx but its nowhere near as crispy as yours. thanks again.
Eii Nuno, boa noite! Eu instalei a ferramente bridge no meu pc, e o setup de export target que aparece logo no incio para instalar um plugin não me dá opção para Lumion. Qual opção você escolheu nessa parte?
Hi Nuno! Do you think we should use 4K or 8K resolution for assets and surfaces for photorealistic renders? Whether in Lumion or Corona renderer for 3dsmax. Thanks
I don't have Lumion 6 so I cannot assure you. Displacement Maps don't work for sure, the rest, diffuse and normal map you can always import there I guess.
Hi Nuno! I’m not a Lumion User but I follow you since years and years! Now I have a question, can you explan why you put roughness and specular inside the albedo and Normal using Ps? Is this a better way to use instead to use it in the dedicated slots? Then, this way to modify pbr texture is good also for others render engine or is a trick only for lumion? Thanks a lot
@@NunoSilva3d so you mean that you put in that texture channel because in lumion you don’t have that specific slots? Do you think is something to do for others render engine to make better results?
Parabéns pelo vídeo! Fico muito feliz por ter encontrado esse tutorial e mais ainda por ser produzido por um BR! :) Qual a configuração do seu PC atualmente? Quero ter uma noção do quão pesada é sua cena no lumion.
by the way i download the STEEL BRUSHED material from quixel, there are 5 categories albedo, normal map, glosiness, roughness and metalness, my question is where do metalness need to properly copy for chanell? is it in albedo? or normal map?
Does the "high-poly source" selection have a huge impact on performance? I didn't see much of a performance issue when you inserted the higher quality model. But then again, it's a small scale rock.
It does if you start adding 3 or 4 of this very high detailed models. That's why it's important to use the lod versions for the further away from the camera.
@@CoolBreeze39 thank you for watching! I'll be posting soon new videos. Currently working on a course as well, which by the way you can sign up for early access here www.nunosilva.pt/lumion-course-ea 👍
Hi Nuno, I’m relatively new on your channel but learnt a lot from the few videos I have watched thus far🙏, I’ve just discovered Quixel and Unreal Engine through watching your tutorial, I would like to know if you would recommend it for downloading objects that aren’t included on the Lumion 10 Asset Library? And how can I as an Architect get the best results out of a great platform such as Unreal Engine
Thank you for your feedback! :) Yes, using external objects is a must, since even thought Lumion library is big, it's still limited and you cannot get that specific model you want. Regarding Unreal Engine, I think it will be a game changer in the upcoming version, if it's really gonna be like they promote it. :)
Hi bro, I am here to ask you about the effect in lumion that is how to create a sceen as walking effect, for example as you have show in the starting of the video.. like that how it is created???
I have lumuin 10.3 with displacement feathers so should i use the roughness map in the color or not ? And the invert of roughness is the gloss map right
Good day sir! may I ask why I don't have save as Targa file in my Photoshop CS6? what is the other alternative file type other than targa? thank you sir!
I've made a note that you use either the gloss map or the roughness map, since they are the same map, just inverted. So, in this case, you can use the roughness map in the Albedo.
Thank you. It's a good idea. It was already in my to do list and I will make a video about it soon. :) About method it will be about the same as you would use in unreal engine or unity for example, with some planes to work with alpha textures. But it's a bit more tricky with lumion.
@@NunoSilva3d Thanks, hope this will a part of your Lumion course. It would be great if you could mention various modeling programs working with Lumion. I have been using Sketchup that is frequent Lumon companion or vice-versa.
Lumion as a much faster learning curve, making it ideal to people that don’t want to dive into all those details about shaders, texturing, how to do normal maps.. etc. Their interface was though for this type of people that just want to make fast and with good quality renders. In unreal takes much more time to setup a scene and make a render.
Nuno Silva, I think I solved it. I added Opacity map to the alpha channel of the albedo map and gloss map to the alpha channel of the normal map (inverted green channel). I saved the maps as *.DDS with The NVIDIA Texture Tools Exporter in order to reduce file size.
@@rogabrielsen Hi Robert! Right now, I'm trying to make a Green Wall System and I decided to use the 3D Plants assets from Megascans, and of course, render the views with Lumion. My big, and it's a huge one, problem is... Once I import the FBX file, Lumion doesn't recognize the flipped-back normals faces of the mesh... I learned the trick of the opacity map from another channel but... Did you really handle to import a 3D Plant asset from Megascans to Lumion and be able to see all the faces of the leaves, grass, etc? I hope you or @Nuno Silva can help me :( Thanks in andvance.
@@GerardoALpz Hi. I have used a lot of assets from Megascan in Lumion, i.e grass and flowers. Use a photoeditor and add opacity map to the Alpha Channel of the Albedo map. Gloss to normal. I use Targa file format in order to reduce file size. It is important to save as 32 bit in Photoshop / gimp etc. After you have imported the color map texture you should click settings tab, then the second Texture Alpha button. Described in this link: support.lumion.com/hc/en-us/articles/360003455674-How-do-you-make-some-parts-of-a-material-transparent-
@@rogabrielsen Hey! Thanks for answering, but... Maybe I couldn't make my problem clear enough xD. The situation I'm having is more dealing with the mesh more than the materials. You see, when I import the .FBX file in Lumion of any 3D Plant Asset, I start watching how some part of the mesh dissapear. If were s SketchUp file, I'd understand that the back-face will dissapear If it doesn't have any material assinged.. But with the .FBX file, I can't figure out how to change that and tell Lumion to read it, and even show the back-faces of the mesh. Don't you noticed that some parts of the 3D plant dissapear when you orbit around the entire mesh? Even with the textures applied?
Thank you for this video! I am wondering is any simple free way to convert corona materials in 3dsmax to standard materials? Even in manual way I don't know how to change it, I have some simple models with multi/sub :( I would like to save fbx for Lumion. Thank you in advance for any help.
@@NunoSilva3d yes, thank you, I saw your video few times! :) lime is seems to be great but I am looking something free because I use 3dsmax not so often.
Hi Aram! Thank you. I have a Ryzen 2700x | 32Gb Ram | Nvidia 2600 GTX. It runs smoothly in the run because it was rendered at 60fps. Inside Lumion itself I have around 25-35fps.
I'm using lumion 9 pro and don't have displacement map, is there a possibility that i can do the same thing in photoshop? (creating alpha channel and combining them too)
Hi Nuno! its a great tutorial! help a lot! only two questions....considering that lumion 10.3 has a slot for custom displacement map, it dosent affect or make a conflict with this target maps we incrust at diffuse and normal map? you can use this three maps together, the two target and displacement? and the second question is ...do we have to invert normal map at photoshop? or we can only click at the lumion option to invert the normal map and be ok? thank you very much and I apreciate your help!
Hi Carlos! Glad it helped! :) You still need to do this process even with your custom displacement map in Lumion 10.3. You add your Color Map, Normal Map and then the Displacement Map. You have to invert in Photoshop because Lumion only gives you the option to invert the direction if you click "Generate Normal Map" from Lumion Material editor itself, which is not what we want, since we already have our correct Normal map.
@@NunoSilva3d Thank you Nuno! this weekend i am taking you course! so we introduce color target... normal target and dispacement map! and a last question... can we make the target with Color Map with REFLECTION MAP instead of ALBEDO MAP with a ROUGNESS MAP? My doubt is because ALBEDO MAP is very similar to a diffuse map but without shadows and highlights and maybe we are duplicating the shadows and highlight of the COLOR MAP when we add the REFLECTION MAP to its channels.
That's great! Just to remind you that the Early Access will end on Saturday. :) Regarding your question, Color Map in Lumion is for you to add either a Diffuse or Albedo, you can choose either. Same applies for Reflection Map, you should add it either to the Albedo or Diffuse Alpha Channel.
Hi Nuno, your tutorials are great for in depth understanding of lumion. In this video, you talked about placing the roughness map in alpha channel of diffuse map. these roughness maps are same as displacement map? Means can we use the displacement maps with diffuse maps to get the same results?
Hi! Thank you for watching my videos! No, the roughness map is to give the texture some variation, like to keep the darker areas dark, give some imperfections, etc. This is not the displacement map. For that you need Lumion 10.3 and it's a new map you can insert.
@@NunoSilva3d But I Can't find the roughness map in most of the materials that I download from Poliigon. And what about reflection maps? How can we use them in lumion as we keep the reflection value to 1.
@@NunoSilva3d thank you for your reply. yes. if there is no albedo map, can i make an albedo map with photoshop? and i wonder how much shadow should be reduced each material when i making an albedo map.
Hey Nuno! Firts I'd like to thank you for all the knowledge shared! I signed for Quixel but I am having problems with the plants assets, they come with very low quality, all deformed. I dont have this problem with other assets, just plants. Is there any action that we have to take before importing this type of assets to lumion? Thanks.
Hi! Amazing video! Is there any way to import textures/materials with the displacement map recently added in Lumion 10, either from Quixel or Substance? Some materials look good with the normal map, but some others just can't compete with displacement.
Brother i tried everything but my materials in lumion 9.5 are not working right, they always have too much gloss, the way u showed we dont need to do settings after the targa are uploaded in maps. i dont understand what wrong i'm doing, please help
@@NunoSilva3d Sir i followed all your steps, 1- in lumion added albedo in diffuse and then added normal to normal, then in Photoshop added roughness in new alpha channel of albedo and added gloss in new alpha channel of normal, then made targa files for both, then in lumion added targa albedo in diffuse and normal in normal, after that my materials properties didn't change and i had to set the gloss etc
@@mwasifm1 you dont need to use both. Either roughness or gloss is enough because they are the same. Did you save the map with alpha channel as 32bit? This is very important. Also, if you are using megascans textures did you invert the green channel in the normal map? Don't forget in lumion material to change the alpha setting to reflectivity.
@@NunoSilva3d i saw one of your comments saying that use only one, i tried using the roughness only, and i saved in 32 bit, i guess i did not invert the green channel in the normal map, should i add the normal maps targa saved after inverting the green or add the normal map in jpeg with inverted green alpha ?
Greetings, spledid tuts, thankyou very much. One question - why in the first case (a leather material) you did apply a normal map with an inverted green alpha channel and in the second one you did not? The results in the second example (3D asset) are perfect as well.Slight confusion about the rules to be applied in general - invert or not invert - this is a question? In yes/no in which case and why? Thank you in advance.
Thank you! You should invert the green channel when bringing textures from megascans or else the normal map will display incorrect lighting inside Lumion.
@@NunoSilva3d Thank you. That is I have already learnt - I have asked the question because in the second part of the video you DID not inverse the NORMAL map coming from Megascan before applyng it on the rock asset. You should have then.
@@NunoSilva3d Lumion 10 has an option - Flip normal map direction No need to invert it in PSD. Hope you will mention it in your course. Awaiting decals approach. See you on the screen.
Saw you for the first time and subscribed to you. Great contents. I have a small question If I invert the normal map within the Lumion does it makes a difference for the gloss map which is inside the alpha channel of the normal map?
Im from Indonesia and i would say to thanks for your great tutorial, plus you have 1 subs from me :) i have unreal engine license so i can use this quixel megascan completely free...
That’s great! But notice that you can only use them for free with unreal engine, not with other software. If you want to use with Lumion for example, you need to purchase a subscription.
@@NunoSilva3d you said GLOSS->NORMAL and ROUGHNESS->ALBEDO. Everything works, only normal is the problem. Cause I have OpenEXR for Normal. I think that's the core of the problem, you can expand on that. So do you know the solution, given the fact my normal map is OpenEXR? Thank you in advance. 😊
i have been using Lumion for so many years, and Nowww I understand that I know nothing on this .... Thank you for the tips and tricks
Glad you liked the video! :)
@@NunoSilva3d Same. You helped me a lot!
This tutorial is GOLD for Lumion users :). Sincere congratulations!
Thanks! 😃 Glad my tutorials are helpful!
Many many many thanks to you .. Really !!! you're the best when it comes to advanced lumion tutorials 👍👍👍👍👍👍👍
Thank you! I’ll keep them coming! :)
Have you tried Megascans inside Lumion? :)
Nuno Silva I never tried before, leaned new work flow(pro)
@@massmimsath nice that you learned something new! :)
IMPORTANT NOTE
You can use either a Gloss or Roughness map. Not both of them. Plus, you can also save as DDS file format instead of TGA for better performance. :)
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What do you mean exactly? I know, that roughness and Gloss are interchangable, because one is just the inverted version of the other one. But do you mean, use one for both Albedo and normal. Or use one for albedo and the inverted version for Normal Map?
@@FSvizzard Hi! In this video I've shown using gloss Map and roughness map. People can think that you have to use both, which is not the case, you can use one or another. That's why I've made this note. :) Hope this helps!
Thanks dear.. i'll try
you are giving away gold, thank you so much
You welcome! :)
Hey Man! Your videos are great. I'm really suprised you dont have more subscribers. I'm gonna share your videos with my coworkers. Keep up the awesome videos!
Cool! :) Thank you.
Thank you very much! Really helped my to understand how to bring the PBR materials properly into Lumion. Makes all the difference!
It sure does using the right textures. :) Thank you for watching!
Thank you! And the Forest scene is amazing
Thank you! :)
So many thanks for this tutorial sir. Very handy.
Thank you! Glad it helped
really really useful!!!im a CN lumion user!ur tutorials r so helpful!!!thx!
Thank you for your kind feedback! Glad they are helpful! :)
So glad i accidently stepped by and found this channel.
Glad you like the videos! :)
Great session, really appreciate it, thanks
Glad you enjoyed it!
very important information to deal with lumion .. thanks
Glad it was helpful!
You made my day. Thank you so much
Glad I did! :D
One of the best tutorial! thank you bro!
Glad you liked it! :)
brother, simple amazing, please keep going with these tutorials, i mean quixel and lumion, just blow my mind, lumion get very powerful with quixel (mixer and megascans), but i think twinmotion 2020 will has the inteire library of quixel for free, what gonna make a huge difference (because of the price kkkk), thanks a lot
perfect 👌 thank you mr. Silva
Incredible, thanks!! You're a great teacher!
Thank you for your kind feedback! :)
Great tutorial! Thank you so much!!!!
Glad it was helpful!
Excellent work, good job!!! Do video about animation settings and correct sun shine and other
Wonderful tutorial. Thanks a lot Gentleman.
Thank you!
Great tutorial, thank you!!! These add some edge to Lumion.
Thank you! Glad you like it. :)
@@NunoSilva3d I have a problem with both materials and assets. They got some "white dot" raster over it. Otherwise it works great. I am using Lumion 10 Pro.
I am sorry, you covered that in your tutorial. My bad. Excellent work mate.
@@filippreiss glad it worked out. :)
Niiiiice!!! Thank you for the video 👌🏽
Thanks for watching! :)
Absoluteley great. Very useful. Thank you.
Great to hear, Wolfgang!
Thank you very much this turtorial really helped
Glad it was helpful!
Thanks..!!! a lot for your sharing, How about your likely spec for your CPU. Can you please for my guide line for my new one.. 😉
Hi! You can see in the description all the specs I have! :) New one... depends on the budget you have.
@@NunoSilva3d Ah I got it. Thank you so much for your detailed answer. :)
GREAT TUTORIAL THANKS
Glad it was helpful!
I am subscribing your channel Nuno. Great tutorial!
Thanks for the sub! :)
Cool stuff. Thanks!
You welcome!
Muito obrigado Nuno.
Olá, tudo bem? Então, eu vou no site Textures para baixar os materiais, porém, lá eles não tem o GLOSS para baixar, os outros formatos albedo, normal e roughness estão lá. Seria outra opção como ambient occlusion ou height equivalente ao Gloss?
Olá, não, cada mapa tem o seu propósito. AO é para dar sombras de contacto e Height é para Displacement.
Hey Nuno really nice!! Thanks you for explaining and sharing this! :) Louis from FB Lumion User group
Your welcome! Thank you for stopping by! :)
Boas Nuno, Este tutorial é bastante bom, Também trabalhas com o Twin Motion ?
Obrigado! Não, ainda não tive oportunidade de explorar. Mas irei faze-lo.
@@NunoSilva3d O lumion é muito porreiro por usar um link directo com o meu software de Arquitectura, mas é pena ser muito caro, enqto o twin motion é praticamente a mesma coisa mas com o UE por trás e custa (£175 a licenca aqui no UK, mas tens o Trial e este até tem duracao ilimitada achoo meu tem) mas se tiveres essa oportunidade gostava de ver o que dizes em termos de texturas visto que o Twin Motion usa o UE o Megascans prepara as texturas para ele sem ter de fazer estes passos como fizeste para o Lumion correcto ?
Great Video Sir. Do I need to invert the green channel always?
Not always. It depends on the textures site. Best thing to do is to check how the lighting is affecting your texture.
One question... If I'm not wrong, megascans textures and assets are completely free IF you applied them on Unreal Engine (in fact, I already have it)... but what about using them on external software like Lumion? How much (ando HOW) do you have to pay for it?
If you use in any other software you do need to purchase a subscription. It goes for about $19/month and you have 90 credits. This credits are used to get the assets. Each asset has a specific credit. For reference, as they state on their page: "45 Surfaces, or 22 3D Models, or 90 other asset types". If you don't use all the credits for a month, they add up to the next one.
Hey Nuno, great video. May I ask which GPU you're using? and processor setup. You run it like butter. I have a 1080 gtx but its nowhere near as crispy as yours. thanks again.
Thank you! I'm using a 2060 RTX 6Gb. It doesn't run smooth at all. :) Maximum 25-30fps.
Eii Nuno, boa noite!
Eu instalei a ferramente bridge no meu pc, e o setup de export target que aparece logo no incio para instalar um plugin não me dá opção para Lumion. Qual opção você escolheu nessa parte?
video hay lắm bạn. cám ơn rất nhiều
You welcome! :)
Hi Nuno! Do you think we should use 4K or 8K resolution for assets and surfaces for photorealistic renders? Whether in Lumion or Corona renderer for 3dsmax. Thanks
Yes, 8k only if you are really close to the object. You can use 1k or 2k for objects that are further from the camera.
@@NunoSilva3d Thank you :)
ty for everything nuno, can you please explain why inverting the green channel seems to give that effect. tyvm
I'll make a new video which I'll explain better. Stay tuned. :)
the best tutorial!!!
Thank you!
Awesome. Please will this work with Lumion 6?
I don't have Lumion 6 so I cannot assure you. Displacement Maps don't work for sure, the rest, diffuse and normal map you can always import there I guess.
Hi Nuno! I’m not a Lumion User but I follow you since years and years! Now I have a question, can you explan why you put roughness and specular inside the albedo and Normal using Ps? Is this a better way to use instead to use it in the dedicated slots? Then, this way to modify pbr texture is good also for others render engine or is a trick only for lumion? Thanks a lot
Hi! Because Lumion dedicates this slots for the Roughness Map, Gloss Map, Emissiviness Mask and Alpha Opacity.
@@NunoSilva3d so you mean that you put in that texture channel because in lumion you don’t have that specific slots? Do you think is something to do for others render engine to make better results?
Thankyou soo much for this video it helped me a lot!
That's great! Glad you find it useful!
Thank you man
You welcome! Thanks for watching.
Parabéns pelo vídeo! Fico muito feliz por ter encontrado esse tutorial e mais ainda por ser produzido por um BR! :) Qual a configuração do seu PC atualmente? Quero ter uma noção do quão pesada é sua cena no lumion.
Obrigado! Mas não sou brasileiro, sou português :) tenho um Ryzen 2700x | GeForce 2600 GTX 6Gb | 32Gb RAM
Thank you, a wonderful guru!) Can I add this new material in Lumion library?
by the way i download the STEEL BRUSHED material from quixel, there are 5 categories albedo, normal map, glosiness, roughness and metalness, my question is where do metalness need to properly copy for chanell? is it in albedo? or normal map?
For Lumion you just need Albedo, Normal and Gloss. Then add the Gloss map to the Alpha Channel of the Normal map.
So useful, thanks!
Nice! I'm glad you found it useful! :)
But you know that quixel is free now, right? :)
@@andrejdukat4473 it is free to use with Unreal Engine. Not with the rest of the Software, unfortunately. :\
@@NunoSilva3d i write u a massage on Instagram:)
Does the "high-poly source" selection have a huge impact on performance? I didn't see much of a performance issue when you inserted the higher quality model. But then again, it's a small scale rock.
It does if you start adding 3 or 4 of this very high detailed models. That's why it's important to use the lod versions for the further away from the camera.
Nuno Silva Thank you ! I recently subscribed to you and your videos are super helpful. Looking forward to some new content!
@@CoolBreeze39 thank you for watching! I'll be posting soon new videos. Currently working on a course as well, which by the way you can sign up for early access here www.nunosilva.pt/lumion-course-ea 👍
Hi Nuno, I’m relatively new on your channel but learnt a lot from the few videos I have watched thus far🙏, I’ve just discovered Quixel and Unreal Engine through watching your tutorial, I would like to know if you would recommend it for downloading objects that aren’t included on the Lumion 10 Asset Library? And how can I as an Architect get the best results out of a great platform such as Unreal Engine
Thank you for your feedback! :) Yes, using external objects is a must, since even thought Lumion library is big, it's still limited and you cannot get that specific model you want.
Regarding Unreal Engine, I think it will be a game changer in the upcoming version, if it's really gonna be like they promote it. :)
Hi bro, I am here to ask you about the effect in lumion that is how to create a sceen as walking effect, for example as you have show in the starting of the video.. like that how it is created???
Hi, you have to use the handheld camera effect. I’ll make a video about it soon :)
@@NunoSilva3d please do the video faster and Waiting for it.
I have lumuin 10.3 with displacement feathers so should i use the roughness map in the color or not ?
And the invert of roughness is the gloss map right
That's correct!
Good day sir! may I ask why I don't have save as Targa file in my Photoshop CS6? what is the other alternative file type other than targa? thank you sir!
You have to have the image as 8bit channel. Confirm that in the image settings.
@@NunoSilva3d already got it sir! Thanks sir!
What if you have the Albedo map, glossmap and the roughness map but no normal map. Where do I have to blend the glossmap?
I've made a note that you use either the gloss map or the roughness map, since they are the same map, just inverted. So, in this case, you can use the roughness map in the Albedo.
Great tut. I see in Lumion 11 we can use even displacement map. Can we add to it alpha channel some other maps?
Thank you! No, currently it's only for the displacement.
Again, Could you please make a tutorial on adding Megascan Decals to Lumion surfaces (ex, asphalt, pathways, pavement)? What method can be use?
Thank you. It's a good idea. It was already in my to do list and I will make a video about it soon. :) About method it will be about the same as you would use in unreal engine or unity for example, with some planes to work with alpha textures. But it's a bit more tricky with lumion.
@@NunoSilva3d Thanks, hope this will a part of your Lumion course. It would be great if you could mention various modeling programs working with Lumion. I have been using Sketchup that is frequent Lumon companion or vice-versa.
Thank you.
Great video! Why use lumion instead of unreal?
Lumion as a much faster learning curve, making it ideal to people that don’t want to dive into all those details about shaders, texturing, how to do normal maps.. etc. Their interface was though for this type of people that just want to make fast and with good quality renders. In unreal takes much more time to setup a scene and make a render.
Hi Nuno, how to make the background or distant landscape look like fog..but great tutorial..best regrads from indonesia
thank you so much,
You are welcome!
Correction Lumion now allows using your own displacement maps.
Yes, it does with their new update v10.3 :)
@@NunoSilva3d Would the steps in the video change much now that they have added displacement maps?
@@CoolBreeze39 not really. It can only improve it now that you add you own.
This was very helpful. Do you have a tutorial about how to add 3D plants (i.e grass) from megascan to Lumoin?
Glad it was helpful! :) No, but it's a good one. I'll publish soon a new tutorial about it.
Nuno Silva, I think I solved it. I added Opacity map to the alpha channel of the albedo map and gloss map to the alpha channel of the normal map (inverted green channel).
I saved the maps as *.DDS with The NVIDIA Texture Tools Exporter in order to reduce file size.
@@rogabrielsen Hi Robert! Right now, I'm trying to make a Green Wall System and I decided to use the 3D Plants assets from Megascans, and of course, render the views with Lumion.
My big, and it's a huge one, problem is... Once I import the FBX file, Lumion doesn't recognize the flipped-back normals faces of the mesh... I learned the trick of the opacity map from another channel but...
Did you really handle to import a 3D Plant asset from Megascans to Lumion and be able to see all the faces of the leaves, grass, etc? I hope you or @Nuno Silva can help me :( Thanks in andvance.
@@GerardoALpz Hi. I have used a lot of assets from Megascan in Lumion, i.e grass and flowers. Use a photoeditor and add opacity map to the Alpha Channel of the Albedo map.
Gloss to normal. I use Targa file format in order to reduce file size. It is important to save as 32 bit in Photoshop / gimp etc.
After you have imported the color map texture you should click settings tab, then the second Texture Alpha button. Described in this link: support.lumion.com/hc/en-us/articles/360003455674-How-do-you-make-some-parts-of-a-material-transparent-
@@rogabrielsen Hey! Thanks for answering, but... Maybe I couldn't make my problem clear enough xD. The situation I'm having is more dealing with the mesh more than the materials. You see, when I import the .FBX file in Lumion of any 3D Plant Asset, I start watching how some part of the mesh dissapear.
If were s SketchUp file, I'd understand that the back-face will dissapear If it doesn't have any material assinged.. But with the .FBX file, I can't figure out how to change that and tell Lumion to read it, and even show the back-faces of the mesh.
Don't you noticed that some parts of the 3D plant dissapear when you orbit around the entire mesh? Even with the textures applied?
Thank you for this video! I am wondering is any simple free way to convert corona materials in 3dsmax to standard materials? Even in manual way I don't know how to change it, I have some simple models with multi/sub :( I would like to save fbx for Lumion. Thank you in advance for any help.
Did you check my video with Lime Exporter Plugin? ruclips.net/video/z3PtFCR8G6E/видео.html
@@NunoSilva3d yes, thank you, I saw your video few times! :) lime is seems to be great but I am looking something free because I use 3dsmax not so often.
Hey! Great video! Its interesting what your computer specs are, everything seems to be running pretty smoothly?
Hi Aram! Thank you. I have a Ryzen 2700x | 32Gb Ram | Nvidia 2600 GTX. It runs smoothly in the run because it was rendered at 60fps. Inside Lumion itself I have around 25-35fps.
Im glad RUclips Algorithm brought me here. It helps me to correct my mistakes! Thank you
Glad to hear it! :)
Thank you soo much !!
You welcome!
now that lumion has a displacement map, wouldn't it be worth it downloading this map too and import onto lumion?
Which one?
I'm using lumion 9 pro and don't have displacement map, is there a possibility that i can do the same thing in photoshop? (creating alpha channel and combining them too)
Yes, everything will the same. You won't just have the Displacement.
Hi Nuno! its a great tutorial! help a lot! only two questions....considering that lumion 10.3 has a slot for custom displacement map, it dosent affect or make a conflict with this target maps we incrust at diffuse and normal map? you can use this three maps together, the two target and displacement? and the second question is ...do we have to invert normal map at photoshop? or we can only click at the lumion option to invert the normal map and be ok? thank you very much and I apreciate your help!
Hi Carlos! Glad it helped! :) You still need to do this process even with your custom displacement map in Lumion 10.3. You add your Color Map, Normal Map and then the Displacement Map. You have to invert in Photoshop because Lumion only gives you the option to invert the direction if you click "Generate Normal Map" from Lumion Material editor itself, which is not what we want, since we already have our correct Normal map.
@@NunoSilva3d Thank you Nuno! this weekend i am taking you course! so we introduce color target... normal target and dispacement map! and a last question... can we make the target with Color Map with REFLECTION MAP instead of ALBEDO MAP with a ROUGNESS MAP? My doubt is because ALBEDO MAP is very similar to a diffuse map but without shadows and highlights and maybe we are duplicating the shadows and highlight of the COLOR MAP when we add the REFLECTION MAP to its channels.
That's great! Just to remind you that the Early Access will end on Saturday. :) Regarding your question, Color Map in Lumion is for you to add either a Diffuse or Albedo, you can choose either. Same applies for Reflection Map, you should add it either to the Albedo or Diffuse Alpha Channel.
Nuno Silva thankyou i take ON consideration the time ON saturday¡
hi good tutorial but i can't see my files in my export folder after clicking the export button have you an idea ?
Very nice, thanks!
Glad you liked it. :)
Hi Nuno, your tutorials are great for in depth understanding of lumion. In this video, you talked about placing the roughness map in alpha channel of diffuse map. these roughness maps are same as displacement map? Means can we use the displacement maps with diffuse maps to get the same results?
Hi! Thank you for watching my videos! No, the roughness map is to give the texture some variation, like to keep the darker areas dark, give some imperfections, etc. This is not the displacement map. For that you need Lumion 10.3 and it's a new map you can insert.
@@NunoSilva3d But I Can't find the roughness map in most of the materials that I download from Poliigon. And what about reflection maps? How can we use them in lumion as we keep the reflection value to 1.
thank you so much!
is there any way to make albedo map with photoshop?
You mean, to reduce the shadows from a diffuse map?
@@NunoSilva3d thank you for your reply.
yes. if there is no albedo map, can i make an albedo map with photoshop?
and i wonder how much shadow should be reduced each material when i making an albedo map.
Hey Nuno! Firts I'd like to thank you for all the knowledge shared! I signed for Quixel but I am having problems with the plants assets, they come with very low quality, all deformed. I dont have this problem with other assets, just plants. Is there any action that we have to take before importing this type of assets to lumion? Thanks.
Gloss and oclussion works the same??
No. Gloss is the amount of reflection you have. Occlusion is a map to simulate contact shadows.
Thank you bro! ;)
Thank you for watching! :)
Hi! Amazing video! Is there any way to import textures/materials with the displacement map recently added in Lumion 10, either from Quixel or Substance? Some materials look good with the normal map, but some others just can't compete with displacement.
In the new version of Lumion (10.3) it's possible to import your own custom displacement maps.
Brother i tried everything but my materials in lumion 9.5 are not working right, they always have too much gloss, the way u showed we dont need to do settings after the targa are uploaded in maps. i dont understand what wrong i'm doing, please help
Can you tell me step by step how you are creating the texture so I can understand better how to help?
@@NunoSilva3d Sir i followed all your steps, 1- in lumion added albedo in diffuse and then added normal to normal, then in Photoshop added roughness in new alpha channel of albedo and added gloss in new alpha channel of normal, then made targa files for both, then in lumion added targa albedo in diffuse and normal in normal, after that my materials properties didn't change and i had to set the gloss etc
@@mwasifm1 you dont need to use both. Either roughness or gloss is enough because they are the same. Did you save the map with alpha channel as 32bit? This is very important. Also, if you are using megascans textures did you invert the green channel in the normal map? Don't forget in lumion material to change the alpha setting to reflectivity.
@@NunoSilva3d i saw one of your comments saying that use only one, i tried using the roughness only, and i saved in 32 bit, i guess i did not invert the green channel in the normal map, should i add the normal maps targa saved after inverting the green or add the normal map in jpeg with inverted green alpha ?
@@mwasifm1 go to material editor > settings on the bottom > texture alpha > select the first option
TOP tutorials 👍🔥
Thank you! :D
Greetings, spledid tuts, thankyou very much.
One question - why in the first case (a leather material) you did apply a normal map with an inverted green alpha channel and in the second one you did not?
The results in the second example (3D asset) are perfect as well.Slight confusion about the rules to be applied in general - invert or not invert - this is a question?
In yes/no in which case and why?
Thank you in advance.
Thank you! You should invert the green channel when bringing textures from megascans or else the normal map will display incorrect lighting inside Lumion.
@@NunoSilva3d Thank you. That is I have already learnt - I have asked the question because in the second part of the video you DID not inverse the NORMAL map coming from Megascan before applyng it on the rock asset. You should have then.
@@NunoSilva3d Lumion 10 has an option - Flip normal map direction
No need to invert it in PSD.
Hope you will mention it in your course.
Awaiting decals approach.
See you on the screen.
@@1986ArtC does inverting normal map inside the lumion affect the results of the roughness map? since it's inside the normal map.
@@NunoSilva3d how come you didn't invert the green channel on the second one? is there a reason to it??
How did you do that camera movement in the Lumion render?
You need to use the Camera Handheld Render Effect.
@@NunoSilva3d Great! Thanks!
Sir can we reduce import time for high polygons models
That will only depend on the computer you have..
Hi, is it possible to use Megascans without Unreal Engine license? Thank you
Saw you for the first time and subscribed to you. Great contents. I have a small question If I invert the normal map within the Lumion does it makes a difference for the gloss map which is inside the alpha channel of the normal map?
Great! Thank you for watching my videos! No, you can invert inside Lumion as well.
But you fail to mention that included in that render you used materials from Ever-motion. The soil with the foot print ,its not in Lumion library.
It is from Lumion library. Many of the Lumion library elements are from Evermotion. Including the HQ Trees for example.
How do we import displacement maps in Lumion 10.3?
Hi Ivan! You can check my tutorial about it here: ruclips.net/video/acfxBjeDIMs/видео.html
Thanks 🙏🏼
You’re welcome 😊
Amazing!
Thank you! :)
thanks
You're welcome!
Existe forma de colocar o roughness dentro do albido sem photoshop?
Thanku sir
Is this applicable to all materials? I mean inverting Green Channel?
Yes, all the materials.
Obrigado. Boas dicas
Fico contente que tenham sido úteis! :)
color looks weird when I import in Lumion 9... maybe Albedo doesnt work well there? albedo maps seem to work much better but Megascans don't have them
Did you check the Color Slider? By default, it comes with a grey color. You have to drag the slider all the way to the left.
Is there a way to add surface imperfection images (poliigon) into a lumion material ?
Not yet. The only way you can do this currently is by using the Weathering tab in the Material properties.
Im from Indonesia and i would say to thanks for your great tutorial, plus you have 1 subs from me :) i have unreal engine license so i can use this quixel megascan completely free...
That’s great! But notice that you can only use them for free with unreal engine, not with other software. If you want to use with Lumion for example, you need to purchase a subscription.
@@NunoSilva3d yes im aware of that, btw thanks for your great tutorial.. its good for beginner like me...
I can’t export high poly source model idk why I only have LOD 0
You have to select it on your export options.
Please, I need help. My inverted green channel made entire normal map look purple, and yours does not. 7:07
Hi, can you show me a screenshot of what you are doing please?
@@NunoSilva3d you said GLOSS->NORMAL and ROUGHNESS->ALBEDO. Everything works, only normal is the problem. Cause I have OpenEXR for Normal. I think that's the core of the problem, you can expand on that. So do you know the solution, given the fact my normal map is OpenEXR? Thank you in advance. 😊