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    |reviewforsketchup

    LumenRT Reference Manual

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    e-on software, inc. e-on software europe

    6107 SW Murray Blvd, Suite 264

    Beaverton, Oregon 97008-4467 - USA

    68 avenue Parmentier

    75011 Paris - FRANCE

    Phone 866-3414-EON Phone + 33 1 4314 2815

    Fax 971-228-0354 Fax + 33 1 4355 3671

    Web www.e-onsoftware.com

    Info www.e-onsoftware.com/info

    Support www.e-onsoftware.com/support

    Feedback www.e-onsoftware.com/feedback

    Trademarks

    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.

    Printed August 2011

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    Contents

    Getting Started

    REAL-TIME ARCHITECTURAL VISUALIZATION 6KEY BENEFITS .........................................................................................................................7

    KEY FEATURES 8A More Engaging User Experience ....................................................................................8No Need for Specialized Viewing Software .........................................................................8Seamless Background Processing.......................................................................................8

    TECHNICAL INFORMATION 10SYSTEM REQUIREMENTS .......................................................................................................10

    Pre-Processing Machine ...................................................................................................10Navigation/Viewing Machine ............................................................................................10

    INSTALLATION.......................................................................................................................11Welcome............................................................................................................................11

    Desired Operation.............................................................................................................11Software License Agreement .............................................................................................11

    Required Dependencies.....................................................................................................11User Information...............................................................................................................12

    Required Components .......................................................................................................12Installation Type ...............................................................................................................12Installation Progress .........................................................................................................12

    ACTIVATION ..........................................................................................................................13SUPPORT ................................................................................................................................14UPDATING .............................................................................................................................14

    LiveCubes

    HOW IT WORKS 16LUMENRTWORKFLOW .........................................................................................................16

    Export................................................................................................................................16Pre-Process .......................................................................................................................16Share .................................................................................................................................17

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    LUMENRTLIMITATIONS ....................................................................................................... 17Model Size ........................................................................................................................ 17Sun Position and Direct Lighting..................................................................................... 18

    Real World Units .............................................................................................................. 18GETTING STARTED TUTORIAL .............................................................................................. 19

    NAVIGATING THE LIVECUBE 22Basic Navigation Controls ............................................................................................... 23Extended Navigation Mode Controls ............................................................................... 23

    GENERATING A LIVECUBE 26LUMENRTSKETCHUP PANEL............................................................................................... 26ANIMATION .......................................................................................................................... 33SHARING THE LIVECUBE ...................................................................................................... 34

    SAVING STILLS AND ANIMATIONS ........................................................................................ 35

    Going Further

    TUTORIALS 37OPTIMIZING LARGE MODELS................................................................................................ 37MATERIALS .......................................................................................................................... 40

    IMPROVING YOURLIVECUBES 43SKETCHUP MODELING AND SCENE OPTIMIZATION .............................................................. 43

    Smoothing Curved Surfaces ............................................................................................. 43Add Wall and Floor Thickness ......................................................................................... 43Avoid Degenerate Faces .................................................................................................. 43Avoid Very Large Surface Areas ...................................................................................... 43Eliminate Orphaned Geometry to Avoid Unusually Large Pedestals .............................. 44Use Groups, Components and Layers .............................................................................. 44Use Real World Units....................................................................................................... 44Use Fewer Polygons......................................................................................................... 44

    Export Only Part of the Scene .......................................................................................... 44Add Thickness to Carpeting/Flooring .............................................................................. 45Keep Models above the Ground Plane ............................................................................. 45Clean Ground Plane Intersections ................................................................................... 45Use Planar Faces for Water and Glass Materials ........................................................... 45

    Avoid Using Fake Reflection Maps for Transparent Materials ....................................... 46

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    Aim the Sun to Increase Interior Lighting.........................................................................46Initial Camera Position Is First Scene Tab or Current Camera View ..............................46Use Perspective Camera Views.........................................................................................46

    Reduce the Number of Reflective/Transparent Materials .................................................46MATERIALS ...........................................................................................................................47

    Water.................................................................................................................................47Bump .................................................................................................................................47Specularity ........................................................................................................................48

    Reflective Materials ..........................................................................................................49Texture Maps.....................................................................................................................49

    TROUBLESHOOTING 50Light Appears Around Wall Corners ................................................................................50Dark Shadows Appear at the Bottom of a Wall or in Corners ..........................................50Pre-Processing Takes Forever..........................................................................................50Window Glass Is Blinking when Navigating in LiveCube.................................................51

    Pedestal is too Big Compared to the Model ......................................................................51Playback Performance in the LiveCube is Slow or Choppy..............................................51Some Faces Are Missing ...................................................................................................51

    Flickering Polygons ..........................................................................................................52Object Surfaces are not Smooth........................................................................................52Splotchy Looking Shadow Artifacts...................................................................................52Water Material is not Rendering with Ripples or Caustics...............................................52

    No Bumps (or Not Enough Bumps) on Objects .................................................................53Noisy Looking Areas .........................................................................................................53I Cant Find my LiveCube File .........................................................................................53How Do I Launch the LumenRT Application? ..................................................................53How Do I Avoid Having my LiveCube Files Overwritten? ...............................................53Animation Playback Pauses at Regular Intervals .............................................................53Video Board Suddenly Not Supported...............................................................................53Overly Saturated Indirect Light ........................................................................................54Some Pictures Are Missing ...............................................................................................54

    LiveCube Refuses to Run on another System ....................................................................54LICENSE AGREEMENT 55

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    SSeeccttiioonn 11

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    Real-Time Architectural Visualization

    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 real-

    time 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

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    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

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    Key Features

    A More Engaging User Experience

    The combination of LumenRTs vivid output and rich navigation capabilities allow your clients and

    co-workers to experience and interact with designs in a much more immersive and exciting manner.

    LumenRT creates very high-fidelity output complete with accurately simulated lighting, shadows,

    and reflections. This output can be navigated interactively in a self guided fashion using either the

    game-like, walk-though mode, or explored using a 3D style orbit mode similar to how programs

    like SketchUp operate. In addition, LumenRT LiveCubes can employ animation paths which allow

    you to direct and present the viewing experience in a predictable, predefined manner. The

    animation mode is also useful for self-running, kiosk style presentations.

    No Need for Specialized Viewing Software

    With LumenRT, no special viewing software is required. Instead, LumenRT LiveCubes are shared

    using a simple self-extracting zip file facility. The LiveCubes run automatically on any PC or Mac

    platform when executed. Just click and run its a simple as that.

    Seamless Background Processing

    The LumenRT rendering process is fully automated and requires no user intervention. Models are

    exported directly from inside SketchUp to the LumenRT application which runs as a background

    process. LumenRT uses the SketchUp geometries and materials along with the lighting, viewing

    and animation parameters directly from the model file.

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    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

    Sketchup billboard objects (always facing the camera) are also supported

    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

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    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.

    LumenRTReview forSketchUp 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)

    4GB 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)

    200MB 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.

    The software will now be installed.

    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.

    Software License Agreement

    Read the license agreement carefully. These terms

    must be agreed to in order to continue with the

    installation.

    Required Dependencies

    LumenRT will first install the required dependencies.Press Next when this completes.

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    User Information

    Enter yourName and the name of yourCompany (if

    applicable).

    Enter yourSerial Number. You can either type theseinto 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 e-

    mail 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 thispanel 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 clickFinalize 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

    Lateron 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.

    http://www.e-onsoftware.com/http://www.e-onsoftware.com/http://www.e-onsoftware.com/
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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, life-

    like 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 theDocuments/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 self-

    extracting 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 LimitationsWhile 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.

    For very large scenes, you should consider using the Auto-scale lighting feature (see page 26).

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    Sun Position and Direct Lighting

    The LumenRT sun position is fixed according to

    the sun position in the SketchUp model file.

    There currently is no facility in LumenRT to alter

    the sun position or add other direct light sources.

    Real World Units

    LumenRT lighting is based on real world units.

    To maximize realism and ease navigation, its

    critical that models are built at the full real world

    unit scale (e.g. 1:1 not 1:2 or 1:4).

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    Getting Started Tutorial

    The best way to learn LumenRT is to create your own LiveCube. This tutorial will provide a quick

    overview of how to create your first LumenRT LiveCube from SketchUp.

    Step 1 First LiveCube

    To start this tutorial, load the Getting Started

    Tutorial/LumenRT Tutorial - step 1/SketchUp/

    LumenRT Tutorial - step 1.skp SketchUp scene

    from CD. This is a very simple and crude model

    of a single-room house with a pool. The scene

    was designed to show you how you can easily

    create a LiveCube and then improve its visual

    impact with a few simple tricks.

    First, we will export the model to LumenRT tosee what it looks like. Click the LumenRT icon

    or select the menu command Plugins | e-on

    software LumenRT | Export Full Model. This

    will bring up the LumenRT interface where you

    can select the LiveCube output quality and

    environment. Select the Nice Weather

    atmosphere, a Grass pedestal and set quality to

    Review, then click Generate. LumenRT will

    now export the model and then initiate the pre-

    processing phase. This process is very CPU

    intensive but will run in the background so that you can continue working on other tasks. Here, the

    model is very simple, so pre-processing and generating the LiveCube should only take a couple of

    minutes.

    When pre-processing is complete, the LiveCube will appear on screen. 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. Click in the window to start moving around and

    exploring the LiveCube. Press the left mouse button to walk forward. Move the mouse left and

    right to look around. The F1 key displays the help menu and explains each of the navigation keys

    and navigation modes. As you explore, notice how light flows in through the door and bounces

    around the little room. In the next step, we will change the opaque blue window into a glass pane.

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    Step 2 Glass Window

    Close the LiveCube and go back to SketchUp.

    Select the window pane and assign it a blue glass

    material from the standard materials. Because the

    material has some transparency to it, it will be

    identified as glass by LumenRT. Regenerate the

    LiveCube. Tick the Overwrite Files checkbox if

    you want to overwrite the previous LiveCube, or

    untick it to preserve the previous LiveCube (a

    version number will be automatically appended

    to the new LiveCube name). When the LiveCube

    launches, notice how the window pane now

    appears as transparent glass with realistic

    reflections. Notice also how more light streams

    into the room through the window. In the next

    step, we will turn the blue surface in the pool into

    water.

    Step 3 Water Pool

    Go back to SketchUp and assign a material from

    the water collection to the blue plane in the pool.

    Any material with the word "Water" in it will be

    identified as water and LumenRT will

    automatically add gentle ripple and caustic

    effects. Generate the new LiveCube and check

    out the water in the pool. If you want to speed up

    the process, you can export your model in Draft

    quality. Because this mode does not general

    indirect ligthting, the pre-processing phase is alot faster. Draft mode is very useful when you

    want to fine tune your materials. In the next step,

    we will improve the look of the tiles around the

    pool.

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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.

    Step 5 Time of Day

    Now we will change the time of day to see how

    this influences lighting. In SketchUp, adjust the

    time of day to 7:15 AM and regenerate theLiveCube. Notice how the amosphere of the

    scene has changed because of the change in

    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 betterunderstanding of how LumenRT works and how

    to avoid common errors. If you run into any

    issues, please refer to the Troubleshooting

    section page 50.

    The next section will describe the navigation and

    viewing features of LumenRT in greater detail.

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    Navigating the LiveCube

    In LumenRT, the mouse is the primary device used to navigate the LiveCube in a manner similar to

    walking through a 3D video game or orbiting inside a 3D application.

    You can view a quick tutorial on navigating LiveCubes through the help pannel (F1 then click the

    Navigation Tutorial button) or here: http://www.lumenrt.com/navigationtutorial.

    LumenRT offers three different navigation modes for viewing and exploring LumenRT LiveCubes:

    Walk-Thru Mode (the default mode, activated by

    pressing the F3 key) is like a first person video

    game. The user operates the mouse controls to

    wander through the model as if he/she was

    walking through the scene. Pressing the left

    mouse button will cause the camera to walkforward. You will see a small circle in the scene

    as you walk which indicates the heading. The

    speed of walking increases if you keep the mouse

    button pressed. Simply release mouse button to

    reset speed.

    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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    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).

    Basic Navigation Controls

    The basic navigation controls are the first level set of controls.

    The LumenRT help screen displays each of the basic

    movements such as using the mouse to navigate. The help

    screen is available by pressing the F1 key.

    Extended Navigation Mode Controls

    The extended controls allow refined movements and operation

    according to the three navigation modes:

    Animation Mode

    Walk-Thru Mode

    Orbit Mode

    The extended controls help screen is displayed by clicking the More Controls button on the help

    screen.

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    Basic Controls Key Description

    Help F1 Displays the help screen.

    Toggle Full-Screen/Window Mode

    Alt + EnterThis will toggle full screen or window operatingmode.

    Exit EscThe escape key (esc) pauses operation of the

    LumenRT viewer window.

    Return to Start HomeThe home key (home) will return the camera to the

    start position.

    Animation Mode F2This is the default startup mode when an

    animation is present in the exported file.

    Walk-Thru Mode F3 Walk-Thru mode is the default mode for theLumenRT viewer when an animation is not

    present.

    Orbit Mode F4

    Orbit mode operates like a standard 3D application

    where the camera can be placed at any angle and

    height by panning, zooming and rotating.

    Inline Help

    Inline Help

    on-screen

    button

    Displays the LumenRT help documentation.

    Publish

    Publish

    on-screen

    button

    Publishes the LumenRT LiveCube as a self-

    executing compressed file suitable for sharing with

    others.

    Save Animation

    Save

    Animation

    on-screen

    button

    Generates a canned animation file of the camera

    movement inside the LumenRT LiveCube.

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    Animation Mode

    ControlsKey Description

    Pause SpaceTapping the space bar will pause the

    animation.

    Previous/Next KeyframeLeft/Right Arrow

    Keys

    Use the left/right arrow keys to jump to

    specific keyframes.

    Start/End Home/End Go to the animation start/end.

    Switch to Walk-Thru

    ModeLeft mouse

    Click the left mouse button to switch into

    walk-thru mode.

    Walk-Thru Mode

    ControlsKey Description

    Look Right/left Mouse Left/Right Moving the mouse left/right with no buttons

    pressed orbits the camera.

    Walk Mouse Down Left Left mouse down hold walks forward.

    Run Forward/Backward Middle Mouse

    Button

    Shuttle the middle mouse button to run

    forward or backward.

    Pan Right/Left Left/Right Arrow

    Keys

    Use the right/left arrow keys to move

    sideways.

    Elevator Up/Down Page Up/

    Page Down

    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.

    Orbit Mode Controls Key Description

    Orbit Right/left Mouse Down Left Hold and drag the left mouse button to orbit

    around the scene.

    Zoom In/Out Middle Mouse

    Button or

    Up/Down Arrow

    Keys

    Shuttle the middle mouse button to zoom in

    and out. Alternatively, you can use the

    up/down arrow keys.

    Pan Right/Left Left/Right Arrow

    Keys

    Use the right/left arrow keys to pan sideways.

    Raise/Lower Camera

    Height

    Page Up/

    Page Down

    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 orExport 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 aboutan hour. Extreme generates the

    highest quality output and can take

    two hours or more.

    Auto-scale lighting: This option

    becomes available when using a

    non-draft quality level. It is useful

    for improving the performance of

    lighting calculations on large

    models (e.g. models greater than

    4,000 square meters or 40,000square feet) with a tradeoff of

    reduced quality. When checked, the internal scale of the model is reduced to accelerate the lighting

    calculation and the result is rescaled back to its original size. The quality of the lighting produced

    will obviously be lower, but in many cases, the quality of the result remains acceptable.

    You should not use this option for models that require a strong discrepancy in lighting quality, as

    the overall quality of the lighting will probably be reduced too strongly on the parts where quality

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    is an issue (for instance, rendering a building with a large surrounding garden while quality will

    be perfectly acceptable for the garden, lighting inside the building may suffer dramatically).

    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.gMyModel_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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    Blue Sky:Bright blue clear sky with no clouds. Direct shadows are very strong.

    Neutral White: Plain white atmosphere for a showroom type look. There are no direct lightingshadows produced.

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    Nice Weather:Cloud filled sunny summer sky with dark direct lighting shadows. Beautiful puffy

    clouds cover the sky.

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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.

    Difference in Export Rendering Quality

    LumenRT offers a choice of rendering mode thresholds which vary by the degree of rendering

    quality offered and the amount of time needed to complete the render. In general, you should

    choose a rendering quality level that will deliver the quality you need with the least amount of

    rendering time.There are four export rendering quality modes available in LumenRT:

    Quality Mode Rendering Time Indirect Lighting/Shadow Quality

    Draft Under 1 minute No indirect lighting

    Review ~ 15 minutes High quality with indirect lighting

    Superior ~ 1 hour Superior lighting quality

    Extreme Very slow 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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    Draftquality generates a very fast preview that will render in under a minute. It contains no indirect

    lighting or indirect shadows. Draft mode is very useful as a quick test render, particularly for

    checking animation paths, the direction and intensity of direct lighting from the sun as well as

    material options. In most cases, you will not want to distribute Draft quality renders to others.

    Reviewgenerates 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 finalproductions, particularly for outdoor or exterior renders.

    Superiorgenerates a high quality render that will complete in around 1 hour or less depending onscene complexity and the power of your system. It contains high quality, smooth indirect lighting

    and shadows.

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    Extremegenerates a very advanced lighting simulation that should be reserved for difficult lighting

    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 theScene sub-folder. The file is calledLumenRT.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 walk-

    thru.

    Animation paths are created in SketchUp byusing 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 35).

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    Sharing the LiveCube

    The process of sharing LiveCubes with clients and co-

    workers is very simple and straightforward. It does not

    require any special viewing software or even a copy ofLumenRT. Instead, a compressed, self executing copy of

    the LiveCube is created which is capable of being shared

    with anyone on a PC or Mac platform

    The compressed, self-executing file is very similar to a

    self-extracting zip file. By simply clicking on the file, the

    LiveCube will run automatically (you need to manually

    unzip the file on the Mac platform).

    The source LiveCubes are found in yourDocuments/e-on software/LumenRT folder. Click the

    LumenRT.exe icon to run the LiveCube.

    To create a sharable LiveCube, select the

    Publish option button from the LumenRT

    help screen (Key F1). This will save the

    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

    Adding Your Logo over a Published LiveCube Splash Screen

    To add a custom logo in a published LiveCube, add a corresponding jpeg image file named

    UserLogo.jpgto the root of your exported source LiveCube folder (next to the LumenRT launcher

    file), located in Documents/e-on software/LumenRT. This has to be done before clicking the

    Publish button from the LumenRT navigator help screen. This will add your logo to the published

    LiveCube splash screen upon start.

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    Saving Stills and Animations

    LumenRT lets you capture screenshots of the LiveCube anytime simply by pressing the F5 key.

    The screenshots are automatically anti-aliased and saved as Jpeg files in the LiveCube folder.

    Screenshots are automatically numbered in sequence.

    You can also save a canned animation file of the LumenRT camera animation. This file can then be

    played back in any animation player. The movement is based on SketchUp camera views and

    delays (see above section onAnimation, page 33).

    You can export the camera animation as a

    .AVI (on Windows) or.MP4V (on Mac)

    animation file.

    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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    SSeeccttiioonn 33

    GGooiinnggFFuurrtthheerr

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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 theveg 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 youhave 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. Thismodel (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 thehouse 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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    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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    Improving Your LiveCubes

    SketchUp Modeling and Scene Optimization

    While LumenRT can process any type of SketchUp model, its important to adhere to proper

    practices when constructing models in order to achieve optimal results. In general, if models are

    well constructed in SketchUp (e.g. air tight models, properly joined components, etc), then they

    will look good in LumenRT.

    Listed below are several tips for creating your models in SketchUp in order to optimize the final

    result in LumenRT.

    Smoothing Curved Surfaces

    In SketchUp, all curved surfaces appear with

    some level of smoothing applied. However, thesesurfaces will appear to be unsmoothed in

    LumenRT unless they are converted into groups

    or components. If you run across any condition

    as shown in the figure below, convert the object

    into a component or group to ensure that

    smoothing is properly applied.

    Add Wall and Floor Thickness

    Adding thickness to walls and floors will

    improve the quality of shadows and light,

    especially for interior renders. If walls or floors

    are constructed primarily of single planar faces

    with no thickness, lighting artifacts such as light

    leaks may occur.

    Avoid Degenerate Faces

    Avoid overlapping faces or putting two faces

    together with opposite normals or else LumenRT

    will remove one of the two faces.

    Avoid Very Large Surface AreasBecause LumenRT computes indirect lighting

    over the entire model, if your model

    encompasses large surface elements such as

    roads, parking lots, gardens, etc. the processing

    time will become extremely long as LumenRT computes lighting for these elements.

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    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.

    Eliminate Orphaned Geometry to Avoid Unusually Large Pedestals

    Delete or clean up all orphaned geometry or else the pedestal

    will be way too big in the scene compared to the model and

    processing times will suffer.

    Use Groups, Components and Layers

    Keeping your model well organized by using groups,

    components, and layers provides greater ease and flexibility

    when deciding which sections of the model to export. Also, it's

    generally better to separate each part of the model in order toremove or change materials easily.

    Use Real World Units

    LumenRT lighting is based on real world units.

    To maximize realism, its critical that models are

    built at the full real world unit scale and

    proportions (e.g. 1:1 not 1:2 or 1:4).

    Use Fewer Polygons

    Hiding unnecessary layers and getting rid of

    unneeded geometry will help to reduce the model

    size and improve overall interactive performance.

    Export Only Part of the Scene

    LumenRT only exports visible layers and non-

    hidden geometries so switching layers off and

    hiding geometries will reduce the model size

    upon export. Also, there is an option under the

    LumenRT Plugin Export menu in SketchUp to

    export only a selected portion of the model for a

    more concise and efficient export.

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    Add Thickness to Carpeting/Flooring

    Carpets and floors will look better in LumenRT

    if they have a bit of thickness (1cm is a good

    thickness for example).

    Keep Models above the Ground

    Plane

    Everything should be modeled above the

    SketchUp ground plane. Anything below the

    ground plane will not be visible in LumenRT.

    Clean Ground Plane Intersections

    Avoid polygons that penetrate far underneath the ground plane. This can result in bad looking

    shadows around the intersecting corner or edge.

    Use Planar Faces for Water and Glass MaterialsFor a swimming pool, lake, or any water plane,

    use a planar face, and not a cube. Applying water

    to a cube or other non single plane object may

    produce odd results (double reflection, photons

    going through the floor, etc). The same is true

    when creating a glass or window surface -- it is

    better to have a single planar face instead of a

    cube.

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    Avoid Using Fake Reflection Maps for Transparent Materials

    Do not simulate reflection on glass with maps.

    LumenRT will handle reflections automatically

    for any material that contains

    transparency/translucency (i.e. materials that are

    not fully opaque).

    Aim the Sun to Increase Interior

    Lighting

    Aim the sun to have light enter any rooms

    through windows for a more dramatic effect.

    Initial Camera Position Is First

    Scene Tab or Current Camera

    View

    When exporting from SketchUp to LumenRT,

    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.

    Use Perspective Camera Views

    LumenRT uses real world perspective cameras so

    its important to use perspective cameras in

    SketchUp as well. SketchUp parallel or two-point

    perspective cameras will not look right in

    LumenRT.

    Reduce the Number of

    Reflective/Transparent Materials

    Reducing the number of reflective and/or

    transparent materials will also improve

    interactive performance since these types of

    materials are very GPU intensive.

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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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    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 oftransparency (e.g when the SketchUp material

    opacity is less than 100%) will contain some

    degree of reflectiveness. This will produce real-

    time 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:

    Light Appears Around Wall Corners

    Sometimes it may happen that you see bright

    areas of light appear in corners or near the floor

    where there shouldnt be any. This phenomenon

    is known as "light leak" and is an artifact usually

    caused by using walls or floors that are

    insufficienlty thick. To correct this problem,make your walls and floor thicker (using a more

    ambient atmosphere such as the neutral white

    atmosphere may reduce this effect slightly).

    Dark Shadows Appear at the Bottom of a Wall or in Corners

    If very dark and splotchy looking shadows

    appear at the base of a floor plane wall

    intersection, in most cases this is caused by the

    wall extending under the floor. Try trimming the

    wall exactly to the intersection of the floor plane

    to eliminate this problem. Likewise, if splotches

    appear around an object, you probably have faces

    of that object extending "inside" the object, and

    you should trim the faces so that they do not

    penetrate inside the object.

    Pre-Processing Takes Forever

    The mathematics involved in processing the illumination of a scene are very complex and time

    consuming, especially if the scene itself is complicated. Because LumenRT computes indirect

    lighting over the entire scene, if your scene encompasses large surface elements such as roads,

    parking lots, gardens, etc. the processing time will become extremely long as LumenRT computeslighting for these elements. You can greatly speed up the processing by not including large

    unnecessary elements or using the Auto-scale lighting option which will greatly improve

    performance with a tradeoff of reduced lighting quality.

    Also, if pre-processing appears to take abnormally long to process an otherwise reasonably sized

    model, make sure that no other processor intensive applications are running (because LumenRT

    http://www.cornucopia3d.com/http://www.cornucopia3d.com/http://www.cornucopia3d.com/
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    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.

    Window Glass Is Blinking when Navigating in LiveCube

    If the windows in the LiveCube scene areblinking during navigation or animation, it most

    likely is caused by duplicated glass panes in your

    windows which causes multiple reflections

    bouncing off the glass. Although LumenRT

    attempts to correct this automatically, there are

    some cases when you will have to remove the

    second glass pane manually. Making sure to

    create windows using a single planar face instead

    of a cube is a good way of eiliminating this problem.

    Pedestal is too Big Compared to the ModelCheck to ensure that no small orphaned polygons

    are floating around the scene perimeter. Delete or

    hide these if possible.

    Playback Performance in the

    LiveCube is Slow or Choppy

    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.

    Some Faces Are Missing

    If some faces are missing from the scene, check

    to ensure that the polygons are not overlapping

    with other polygons containing opposite normals.

    Also, make sure that the area in question is

    receiving enough light. Faces that are found to bein pitch dark may be removed automatically by

    LumenRT in order to speed up playback.

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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 Z-

    fighting 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).

    Object Surfaces are not Smooth

    Make sure when creating curved surfaces in

    SketchUp that they are made into a component,

    or group, and that the smooth normal option is

    checked in the SketchUp Soften Edges option.

    Splotchy Looking Shadow Artifacts

    If shadow artifacts appear, particularly near

    object corners and intersections, try using a

    higher quality render setting (e.g. from Review to

    Superior or Extreme). In addition, re-aiming the

    sun or opening up the room to allow more light

    in can help to lessen shadowing artifacts. Also,

    make sure that light is able to find it way into

    your rooms. Leaving doors open is a good way of

    letting light in (and it also helps navigation).

    Another cause for this could be that the scene is

    simply too large (check that there are no

    orphaned polygons floating around the scene

    perimeter).

    Water Material is not Rendering

    with Ripples or Caustics

    Make sure that the word water (case

    insensitive) appears somewhere in the material

    name and that the water material is transparent in

    SketchUp.

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    No Bumps (or Not Enough Bumps) on Objects

    Check to make sure that the material is using a

    texture map and that the bump settings are set in

    the material name (e.g. WoodFloorb=50%). You

    can increase the amount of bumps by raising the

    "b=xx%" value. Values beyond 100% are

    possible.

    Noisy Looking Areas

    In some cases, if the area being viewed in

    LumenRT is too dark, there may be some noise

    in the picture. Allowing more light to reach this

    area will solve the problem (e.g. by opening

    doors).

    I Cant Find my LiveCube File

    Please check in your Documents/e-on

    software/LumenRT folder.

    How Do I Launch the LumenRT Application?

    LumenRT operates as a SketchUp plug-in. In SketchUp, go to Pluginse-on software LumenRT to

    start the export and rendering process.

    How Do I Avoid Having my LiveCube Files Overwritten?Please uncheck the Overwrite Files checkbox when exporting from SketchUp to LumenRT.

    Animation Playback Pauses at Regular Intervals

    The model probably contains too many polygons more than your graphics card can handle.

    However, you can try switching to full screen mode (alt + return key) to see if this improves

    performance (avoids screen synchronization problems). Otherwise, you will need to slim down the

    model.

    Video Board Suddenly Not Supported

    If you lock your computer session shortly after launching a LumenRT process, and before theLumenRT pre-processing window appears, the application will not be able to start correcly and will

    report your video board as not supported (because it fails to create the required contexts due to

    locking your session).

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    Overly Saturated Indirect Light

    If the colorful light that is bounced onto walls

    feels a little too colorful and saturated to be real,

    this is probably because some of your materials

    in the scene use colors that cannot exist in reality.

    For instance, if you want to create a red wall,

    chances are you will create a 100% red color,

    with no green or blue, which, when looked at

    from a physical point of view, means that the

    material is bouncing back 100% of the red light

    that it received. In reality, this never happens. For instance, good quality paints will only bounce

    back about 80% of the light they receive. Although LumenRT attempts to automatically limit this

    effect, the result of "impossible" colors may feel fake because of the way LumenRT accurately

    simulates the physics of light. Turning down the saturation of your colors is a good way of

    avoiding this.

    Some Pictures Are Missing

    Pictures that are imported directly into SketchUp

    without being assigned to a material will not

    appear in the LiveCube. If some pictures appear

    to be missing, make sure that they are assigned to

    faces using a material.

    LiveCube Refuses to Run on

    another System

    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 34).

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    License AgreementTHIS LICENSE AGREEMENT ("EULA") IS A LEGAL AGREEMENT BETWEEN YOU (EITHER AN INDIVIDUAL OR A SINGLE

    ENTITY), THE END USER, AND E-ON SOFTWARE, INC.IT IS A LICENSE AGREEMENT, AND NOT AN AGREEMENT FOR SALE

    OF THE PRODUCT ("PRODUCT")LUMENRT.BY DOING ANY OF THE FOLLOWING, YOU AGREE TO BE BOUND BY THETERMS OF THIS EULA: INSTALLING, COPYING, DOWNLOADING, ACCESSING OR OTHERWISE USING THE PRODUCT,

    INCLUDING THE ACT OF REGISTERING THE PRODUCT (COLLECTIVELY REFERRED TO AS "USE").

    THE PRODUCT MAY INCLUDE ASSOCIATED MEDIA, PRINTED MATERIALS, AND "ONLINE" OR ELECTRONIC

    DOCUMENTATION AND FILES.ALL COMPONENTS OF THE PRODUCT ARE LICENSED TOGETHER AS A SINGLE PRODUCT.

    ITS COMPONENT PARTS MAY NOT BE SEPARATED FOR USE ON MORE THAN ONE COMPUTEROR SOLD SEPARATELY.

    THE PRODUCT AUTOMATICALLY INCLUDES ANY UPDATES, SUPPLEMENTS OR AMENDMENTS TO THE ORIGINAL

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    ANY SOFTWARE PROVIDED ALONG WITH THE PRODUCT THAT IS ASSOCIATED WITH A SEPARATE END-USER LICENSE

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    DISAGREE WITH ANY OF THE FOLLOWING, IN PART OR IN WHOLE, YOU ARE NOT ALLOWED TO USE THE PRODUCT, AND

    SHOULD RETURN THE PACKAGE UNOPENED TO THE DEALER FROM WHOM YOU PURCHASED IT.YOU ARE SUBJECT TO ANY

    ADDITIONAL RETURN POLICIES AND REQUIREMENTS OF THE DEALER FROM WHICH YOU PURCHASED THE PRODUCT.

    License

    In consideration of the payment of a license fee, you are granted a personal, non-exclusive license to use the Product

    under the terms stated herein. If any portion of this Agreement is held to be unenforceable, such portion shall be

    reformed only to the extent necessary to make it enforceable.

    You own the physical media on which the Product is provided, under the terms of this Agreement, but all title and

    ownership of the Product and all other rights not expressly granted to you by this Agreement, remain with e-onsoftware, inc.

    Not For Resale Version ("NFR"). If your copy of the Product is a Not for Resale version, this EULA is non-

    transferable and may not be resold. If you purchased an NFR version from a reseller, the reseller has violated e-on

    softwares intellectual property rights under international copyright law. It is not a legal copy of the Product.

    Copyright

    The Product is owned by e-on software, inc and is 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 the Product, 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.

    By law, you, the end user, may do the following:

    (i) Make one (1) archival copy of the Product, in machine readable or printed form for backup purposes only in

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    (ii) Transfer the Product onto one or two hard drives, provided that you keep the original solely for backup

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    Any portion of the Product merged into or used in conjunction with another program will continue to be the property

    of e-on software, inc. and subject to the terms and conditions of this Agreement. You must reproduce and include the

    e-on software, inc. copyright notice on any portion merged in or used in conjunction with another program.

    Restrictions

    You may not rent, lend, lease, or assign the Product. You may, however, transfer on a permanent basis the entire

    Product, including all associated media and documentation. If you acquired the Product as an upgrade from another

    product (the "upgraded product"), you may not (i) transfer the Product without simultaneously transferring the

    upgraded product, or (ii) transfer the upgraded product without simultaneously transferring the Product. If you

    acquired the Product as part of a bundle with one or several other products, you may not (i) transfer the Product

    without simultaneously transferring all other products in the bundle, or (ii) transfer one or several other products in the

    bundle without simultaneously transferring the Product.

    When you make such transfer on a permanent basis, you may not keep any copies of the Product, and you must

    remove it from your hard drive(s). The person to whom you transfer the Product must agree to the terms of this

    License agreement. You must notify e-on software in writing of the transfer, including the name, permanent address,

    phone number and email address of the person to whom you transfer the software.

    You may not alter, modify, translate or adapt the Product. In addition, you may not de-compile, disassemble orreverse engineer the Product. You also may not create any derivative works based on the Product. A derivative work

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    Content and Content Limitations

    You may distribute or otherwise sell images and animations generated using LumenRT LiveCubes as well as

    published LumenRT LiveCubes provided that you own the rights to the materials they contain. You may not distribute

    content included wit