![lumenrt people lumenrt people](http://s2.content.video.llnw.net/lovs/images-prod/cae9cfeb84fe459aa920922f598953d7/media/42549d082f9c423c9129c059524c0746/T_4.540x304.jpeg)
This technique is, of course, a lot less accurate than baking radiosity.
#Lumenrt people software#
On the other hand, the realtime GI we saw in the LumenRT Advanced video reminds me of what we had in Artlantis 11 years ago: The software seemed to be placing additional "fill lights" in mid-air. Also, it's a solution that does not scale well, since you can't have both close-up illumination detail and a huge model. Once you get used to Lumion's real-time feedback, there's no going back. That's why I have steered clear from LumenRT until now. Unfortunately this method makes it very, very cumbersome to make changes and test variations, since there's no realtime feedback.
![lumenrt people lumenrt people](https://i.ytimg.com/vi/XfRaPgEOZWE/maxresdefault.jpg)
Simulate how the light bounces from one triangle to another. Notice that each linear increase in mesh detail commands a square increase in polygon count. Divide the mesh in small triangles so each new triangle becomes a discrete element. Judging by my experience with 3dsMAX's radiosity, it seems to me that the LumenRT's "baked GI" is doing this: Let me know if you have any other questions. Think of it more like a mock-up that gives you "an idea" of what the real simulation might look like. It looks nice, but it is nowhere near as accurate as the physical simulation. This is what you see in the video, where the time of day is changed, and you can see the illumination of the building change accordingly. The big advantage of this is that results are instantaneous, and don't require any baking - lighting is updated in real-time, so it reacts immediately to changes in your scene). What this does is generate a quick approximation of indirect lighting, in real-time. This is not the same as a real, physical simulation of light. It's a real-time Global Illumination solution that we have developed and that will be available in a future version of LumenRT. Now what you saw in the video is something different. LumenRT manages to do this physical simulation of light very quickly (typically 15 minutes), despite the staggering complexity involved (e-on holds a number of patents on this technology, so you won't get that elsewhere). For better lighting, use the more advanced modes (Full lighting) that requires the preparation phase. But it doesn't feature realistic lighting. This produces nice results, of similar quality to other products like Lumion. However, if you want immediate results without having to wait for the baking, you use the Draft mode. Once this calculation is done, the scene can be displayed in real-time. This is why, in order to display its best quality, LumenRT requires a preparation phase (referred to as "baking") during which the physical lighting is calculated.
![lumenrt people lumenrt people](https://res.cloudinary.com/engineering-com/image/upload/w_640,h_640,c_limit/e-on2_s6zyfp.jpg)
Because this is an accurate simulation of light, it takes time. LumenRT performs a real, physical simulation of light.