Discover the new PBR material workflow in Lumion 2023

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lumion 10 11 and 12 also improvements that allowed for more realistic materials in your renders well I'll tell you what lumion 2023 is quite something as it allows for full creative freedom in your materials it's rare to go out there in the real world shoot photos of textures and then convert them into materials that requires real dedication what's very common though is that you do a good old-fashioned search on texture websites and you download materials for your project well here's a guide on what all those Maps do and how to use them if you go to the resources on the lumion community there's an extensive guide of textures that you can take a look at all websites have their Merit here but we can simply go with the first one on the list for the sake of this tutorial we've got a simple but elegant bar interior prepared so let's jump into it we'll select our surface and go to the material editor by double clicking the standard material lumion will open its settings clearly we need to do something about this one let's go to the color map and assign the correct texture we'll choose the PNG format for now since it's already got an alpha channel that gives it transparency as an alternative you can go with the non-transparent file formats like jpeg and then assign an opacity map to them the map scale slider in lumion is set to meters in real world coordinates so setting the map scale to 1 means that the texture size will be the equivalent of one meter in real life this is not news we all know that the relief controls the bumps and dents on the material so let's add a normal map and tweak it a bit but here's some news the gloss map has been replaced with the roughness map but don't worry this is not something tricky the two maps are opposites to each other and if you have one of them to get the other one a quick color invert will do the job you can use the built-in button or photoshop loading this map will tell lumion which areas of the material are rougher and which are smoother now remember apart from the texture normal Maps the other slots don't need to be filled unless you want a highly detailed material with a special look and feel projects can become heavy and sluggish if you bring together tens of maps so be selective and use common sense to determine when that detail is crucial and when it isn't skip back to our things we're in pretty good shape and this material is already looking great but we're going for incredible here's a cool new addition metalness controls how metallic an object is going to be the map acts as a mask that makes the white areas more metallic and the black ones less metallic simple right also if you recall from previous versions lumion would give you a single slot and the possibility to select any one of the following effects for certain areas make them more emissive more reflective or mask their opacity well good news in case you need a much higher degree of control those values now receive separate sliders and each of them gets a map all the maps work on the same principle white means they're fully affected by the slider value and black means they're not reflectiveness controls where the material's reflections are stronger emissiveness dictates which areas emit light and opacity will control which sections are transparent and which aren't we've already mentioned this at the beginning then displacement was introduced in lumion 10 and since then it's only gotten more support from all the other material settings mentioned above for those subtle surface offsets we're going to add it in here too last let's take a step back from our surface and take a look at its frame you see there are two more sliders I haven't explained and this is the perfect place to do so first the clear coat slider imagine you have a hardwood floor with a thin layer of lacquer on top of all the other settings that's clear coat for you for the sake of the argument I'll switch the floor to a wood material for a second just to show it here too use this value to add an additional layer of shine on it my advice go for zero or one hundred percent not in between unless you have something very specific in mind second remember waxiness well now we have waxiness 2.0 which is called subsurface scattering this setting takes into account the physical attributes of an object especially the thickness and translucency to calculate how much light remains inside the object and how much shines through a couple of good examples well wax of course and human skin let's hit the render button and bring our creation to life a little secret I prepared the same project in lumion 12.5 looking great but I think that lumion 2023 really steals the show here wow Bravo I hope this tutorial brings you a step closer to more amazing renderings in Lumia if you need more information I'll link two really useful articles below that explain all the hardcore technical aspects give them a read it never hurts to learn something new I'll see you next time
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Channel: Lumion
Views: 16,647
Rating: undefined out of 5
Keywords: Architecture Visuzalization, Program, software, lumion, architecture, architectural, architect, architects, architectural rendering, 3d rendering, 3d, render, renders, render lovers, design, interior design, exterior design, residential design, residential architecture, archilovers, architecture lovers, 3d modeling, sketchup, revit, archicad, 3ds max, vectorworks, rhino 3d, landscape, landscape design, landscape architecture, lumion2023, lumion 2023, tutorial, PBR materials
Id: e4vbBbsdWwU
Channel Id: undefined
Length: 5min 28sec (328 seconds)
Published: Wed Mar 15 2023
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