Lumion V3.0 Speedtrees I
Very early Lumion Beta Renders of some of the new Speedtree Assets to be added to Lumion 3.0. Here I tried integrating fixed mesh components (for example a branch or trunk modeled inside 3ds Max as opposed to Speedtree modeler itself) into Speedtree but the results looked way too generic. One of the biggest pro’s of Speedtrees’ integration into Lumion is the fact it creates parametric variants of each tree. You create a single main tree, compile it and put it into Lumion and Speedtree will create subtle difference on the fly for each tree of that particular type you put in your scene. This helps you create much more realistic setups where the risk of trees or plants looking completely identical is next to nothing.
The lesson learned here is to only use mesh components for very small parts when using it in a realtime environment used mainly for animations. Apart from some new Speedtrees like Birches and Lindens you can also see a couple of sample Speedtrees from the Ivy pack which, although it’s a continuous work in progress, should hopefully allow to spice up your gardens a bit. Ivy will come in many different format, among which you will find some typical wall climbers, hedges, patches, roots and pergola stalks. For later iterations I plan on having a look at how to fit some more snugly onto walls. As always great care has been taken to keep polycount low in order to have these items put a minimal strain on even lesser systems. You can use a really large amount of any of these and your fps won’t suffer much at all.
Sample Scene I Details:
Cows with Long grass and some Lindens.
Realtime 3D backplate created out of Forest Patch Clusters.
Scene setup: 15 minutes
Frame rendertime: 8 seconds on a GTX580
Sample Scene II Details:
Grass field with Lindens
Houses used from Lumion Library
Scene setup 10 minutes
Frame rendertime: 9 seconds on a GTX580
Wildlife, props etc. all from the Lumion default libraries.