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Usually 35-40 minutes for a house like this one, using a 10cm mesh. I'm used to rather long pre-calculation times thanks to LightUp. Based on your response, seems like pre-calculations are currently computed only on the CPU, while navigation will use mostly the GPU via OpenGL or DirectX, with the CPU handling real-time reflections and shadow maps. Thanks for the very informative reply, Dave.Ī friend in another forum is asking whether this will be GPU-based.
#LUMENRT SKETCHUP 2016 INSTALL#
No need to install any player.Ĭan't compare to Twinmotion as I haven't used it. LumenRT: Can save an executable file you can give to a client. LightUp: Can export a model you can freely explore in LightUp player format. LumenRT: Seems to be using shadow maps, too. LumenRT: So far, no direct light from either emitters or point lights has been shown in the previews. Lumion: Can not show direct light from emitters and point lights. LightUp: Can show direct light from emitters and point lights. LumenRT: Seems to be pre-calculating bounced light with color bleeding.
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Lumion: No actual bounced light calculations. Just pre-calculated AO with color bleeding.
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LightUp: No actual bounced light calculations. LumenRT: Seems to be using either real-time raytracing or flat-mirror maps. You can choose where to generate it if you want, or it can be generated from the camera's point of view. Lumion: Can use only one cubemap for reflections. LightUp: Can use several cubemaps, called "irrcaches", for reflections.
#LUMENRT SKETCHUP 2016 720P#
Renders 720p video 0.3 fps with a nice GPU (GTX 570) Renders 720p video 3 fps with an average GPU. LumenRT: Seems to have its own SU exporter which then fires up LumenRT on a separate window. Sometimes materials get all messed up on re-import in Lumion. By examining the available info, this is what I either know or especulate so far:
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