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Lumion 3.0 快捷键 操作提示 Ma5老师翻译

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Admin 发表于 2012-12-13 09:05:30 | 显示全部楼层 |阅读模式
Lumion 3.0 的快建捷,今天终于发布出来了,为了便于大家对lumion的学习,Ma5老师对Lumion 3.0的快捷键、操作提示进行了汉化,以便大家理解lumion的精髓所在,下面是英文,原版提示:

NAVIGATION
(W) / (Up arrow): Move camera forward
(S) / (Down arrow): Move camera backward
(A) / (Left arrow): Move camera left
(D) / (Right arrow): Move camera right
(Q): Move camera up
(E): Move camera down
(Shift) + (W/S/A/D/Q/E): Double speed camera
(Spacebar) + (W/S/A/D/Q/E): Super speed camera
Right mouse button + Move mouse: Look around
Middle mouse button + Move mouse: Pan
Mousewheel up/down: Move camera forward
(CTRL) + (H): Reset camera pitch to horizontal viewpoint
(O) + Right mouse button: Orbit camera.


MISCELLANEOUS
(F1): Editor quality: 1 Star
(F2): Editor quality: 2 Star
(F3): Editor quality: 3 Star
(F4): Editor quality: 4 Star
(F5): Quick save (Saves a file called QuickSave)
(F7): View the Lumion terrain at the maximum level of detail.
(F8): Toggle real-time high-quality shadows for spotlights.
(F9): If you press F9, all trees and plants in the viewport will be rendered at their best level of detail, so that it's easier to see where you need to add more trees and plants in a scene.
Home -> (CTRL) + (F11): Fullscreen.
Home -> (F11): Maximize window with/without taskbar (press twice to toggle).
Sliders: You can double-click on all sliders in Lumion to manually type in values. Press Shift while adjusting slider values to fine-tune them (more digits after the decimal point will be displayed).


SAVE & LOAD CAMERA VIEWPOINTS
(CTRL) + (1) (2) … (9) (0): Use this function to save up to 10 camera positions.
(SHIFT) + (1) (2) … (9) (0): Load previously saved camera viewpoints. The saved slots are also available as easily accessible thumbnail images in Photo mode.


BACKGROUND RENDERING
Lumion always renders movies and image sequences in the background, so that you can check your emails etc while it is rendering.

IMPORTANT: You need to wait for the first frame to finish before you switch to other windows. Avoid moving/re-sizing/minimizing the Lumion window while it is rendering, and do not click on the Show Desktop button in the lower right corner of Windows. This will reset the exposure in Lumion which means that the video has to be rendered from scratch again.


IMPORTING & UPDATING MODELS
Edit Materials -> (CTRL) + Reload Model and re-apply materials (new file) button: If the name or location of an exported object file (DAE, FBX etc) has changed, this button allows you to manually select the location/name of the file:



Edit Materials -> (ALT) + Reload Model button: If you import a model that uses over 100mb of texture memory, Lumion will cap the maximum texture resolution at 2048x2048 pixels. However, you can bypass this limit by pressing CTRL while you click on the Reload model button. If you apply a Standard or Lightmap material to your imported model, any texture you load will be loaded at whatever resolution your graphics card is capable of displaying (up to a maximum of 16384x16384 pixels).
Import model -> Animation on/off button: This function lets you import move/rotate/scale animations via FBX/DAE, for example from 3D Studio Max (FBX is the recommended format for animated models).
Imported material scale: If you apply a Standard material to an object, a Scale slider value of 0 means that the imported texture coordinates are used. If you set the Scale slider to 1.0 in Lumion, and the surface is aligned with the world axes, each texture "tile" will cover an area of 1x1m in Lumion. Rectangular textures will be re-scaled so that they are square in Lumion.
Load/Save material set function: You can now save materials in a scene to a file, and automatically apply those materials to another imported model provided that they use the same material names in your 3D modelling application (Edit materials -> Load/Save material set buttons):




SELECTING, COPYING, MOVING AND ALIGNING OBJECTS
(CTRL) + Drag with Left mouse button: Rectangular selection tool for selecting multiple objects.
(CTRL) + (SHIFT) + Drag with Left mouse button: Add new rectangular selection to existing selection.
(ALT) + Move selected object(s): Copy-paste selected object(s) by pressing ALT while dragging one of the selected objects.
Place object mode -> (CTRL) + Left-click: Randomly place 10 copies of the currently active object library model.
Place object mode -> (Z) + Left-click: Place a new object with +/-0 to 50% random scale.
(Escape): This "advanced" move mode lets you move objects by clicking directly on them and dragging the mouse to move them. In addition, (H) lets you move objects up and down while (R) allows you to rotate them.
(G): This function will make objects that you are moving or placing in your scene snap to the Lumion terrain while ignoring all other object types.
(F): The orientation of all objects (apart from Trees/plants) can be made to adapt to the surface angles of other objects. Move object button -> Press (F) for "Flatten" -> Move the object(s) to make them adapt to the surface angles of other objects.
(SHIFT) + Move selected object(s): Press shift while dragging selected objects to move them horizontally with snapping turned off.
(SHIFT) + Rotate/Rotate Pitch/Rotate Bank selected object(s): Press shift while rotating objects to temporarily turn the 45 degree angle snapping off.
(CTRL) + "Same height" command: The selected objects will be placed at the same height as the object you clicked on. (CTRL)-select objects -> Context menu -> (Click on the icon of the object that has the height you want the other objects to inherit -> Transformation -> Same height.
(CTRL) + "Space" command: The selected objects will be placed in a straight line as defined by the objects that are furthest away from each other. (CTRL)-select objects -> Context menu -> Click on the selection icon of one of the selected objects -> Transformation -> Space)
"Align" command: This command lets you centre selected objects so that their pivot points are at the same position (CTRL-select objects -> Context menu -> Transformation -> Align). If you need to move or manipulate one of the overlapping objects, place the mouse cursor over the small overlapping object selection icons and use the mouse wheel (or the Arrow Up/Down keys) to toggle between the objects.
(L): Scale model.
(R): Rotate Heading.
(P): Rotate Pitch.
(B): Rotate Bank.


LIGHTS
- Press F8 to turn on real-time shadows for spotlights.
- Press shift while rotating lights to temporarily turn off the 45 degree angle snapping.

LIGHT PROPERTIES


•Shadow Cache off: The shadows are updated every frame (Slow!). Every time you add a light with "Shadow Cache off", the entire scene has to be rendered once more. Add 10 lights and the scene has to be rendered 10 times more every frame. Each light uses a 2048x2048 pixel shadow texture.
•128: The shadow from the light uses a static 128x128 pixel texture which is not updated (Fast, very low memory usage)
•256: The shadow from the light uses a static 256x256 pixel texture which is not updated (Fast, low memory usage)
•512: The shadow from the light uses a static 512x512 pixel texture which is not updated (Fast, moderate memory usage)

To reduce render times, we recommend that you turn distant lights (e.g. street lights) in your scene into lights with static shadows (so that the shadows are not updated every frame). If your graphics card has enough RAM, the best option is "512".

You would only ever use "Shadow Cache off" for your lights if something that casts shadows is moving near the light (a car driving past a street light for example). Or if the light itself moves/rotates (stage lighting for concerts for example). Or if you need high-resolution shadows in certain areas (typically close-ups of interiors).


UPDATE SUN, SKY, LIGHTING, CLOUDS AND REFLECTIONS
(U): If you press the U key, the sun, sky, lighting, clouds and 360 degree reflection texture will be updated. This is often necessary if you switch between Build/Movie/Photo mode and the sun is in different positions. If you keep the U key pressed in Photo/Movie mode, the Cloud effect will be rendered in (almost) final render quality. This is useful if you want to see what the clouds will look like while adjusting the cloud sliders. Bear in mind that the Volume Clouds effect has to be rendered in 3 star quality to see what these clouds will look like in final render quality.


GLOBAL ILLUMINATION
You must render images/videos with the Global Illumination effect in 3 star quality. If you render it in 1 or 2 star quality, the lighting will appear to flicker and you will only see a pixelated preview of the global illumination lighting on your renderings.


VOLUME CLOUDS
You must render images/videos with the Volume Clouds effect in 3 star quality. If you render it in 1 or 2 star quality, you will only see a pixelated preview on your renderings, and the clouds will appear to move and change shape as the camera moves.


REFLECTIONS IN LUMION
There are 2 types of reflections in Lumion:

1) Planar reflections (New effect -> World -> Reflection):
This Movie effect allows you to specify up to 5 reflection planes in your scene. Any model surface which is co-planar with a specified reflection plane in your scene will have accurate reflections. This is ideal for mirrors, marble floors etc. Every time you add 1 reflection plane, Lumion has to mirror all models & render the entire scene once more. For that reason, try to use as few reflection planes as possible:



2) Projected reflections:
Projected reflections in Lumion rely on a single 360 degree panoramic reflection texture which is projected onto any reflective materials that are not using planar reflections. The projected reflection method is only an approximation and will never provide as realistic reflections as the planar reflection method above. In Lumion 3, add the Lights -> Utilities -> Reflection control object to your scene to specify the position where the 360 degree panoramic reflection texture should be rendered at.



If you do not add this object to your scene it will be placed a few hundred meters above the terrain. If you are rendering interiors, the best position for the Reflection Control object is often near the camera position. Bear in mind that you can also animate this object with the Move/Advanced Move effects in the Movie section.


HOW TO PREVENT SURFACES FROM FLICKERING
If you are creating small scale interior renderings and you notice that overlapping surfaces flicker, add a Standard material to the surface that you want to be on top. Then adjust the Depth Offset slider in that material but avoid extreme Depth Offset values - you should only adjust it a little bit, until the flickering stops (The best method is of course to make sure that your surfaces are offset a bit in your 3D modelling application, so that the flickering is less likely to occur in the first place).




OBJECT COLOURS
- Objects -> Edit properties -> Object Color allows you to change the colours of many of the Transport, Indoor and Outdoor models, e.g. furniture and vehicles. Note that you can also copy-paste a colour from outside Lumion to any color selection window in Lumion. Simply press CTRL + C to copy a highlighted hexadecimal colour in text format, eg, "ff0000" (red), and press CTRL + V to paste this colour onto the solid bar on the right side of the color selection window.




TERRAINS IN LUMION
The editable part of the terrain in Lumion occupies a 2048x2048m square. Beyond this, you will not be able to change the height or paint the landscape. When you load a heightmap texture it will stretch to the full extent of the 2048x2048m square.

If you load a standard JPG file, 100% black equates to a terrain height of 0m and 100% white is equal to a terrain height of 200m. In other words, each greyscale step (from 0 to 255) is equal to 0.78125m.

As for the height scale of imported heightmap textures, the RGB values normally range from 0 to 1.0, but if you create a 32-bit image in Photoshop (Image -> Mode -> 32-bits per channel), you can boost the whiteness (and the terrain height range) by up to x20. In other words:
RGB 0 to 1.0 in Photoshop = 0m to 200m in Lumion
RGB 0 to 2.0 in Photoshop = 0m to 400m in Lumion
RGB 0 to 3.0 in Photoshop = 0m to 600m in Lumion

Once you've created your heightmap, you'll need to save it as a 32-bit DDS heightmap in "32f" format using Nvidia's DDS plugin for Photoshop:
http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

TIP: You can also import your own terrain as a DAE/FBX object and apply a Landscape material to it. This allows you paint on it just like the "native" terrain in Lumion:




MOVIE SECTION TIPS
Double-clicking on a clip thumbnail: This allows you to edit the clip without having to click on the Edit clip button in the top-left corner.
Create Movie Effect keyframes: The small circular button to the right of effect sliders allows you to set keyframes:



Build with effects: This new button in Photo/Movie mode allows you to preview effects in Build mode:



Save Movie (or Create movie from clip) -> Images tab -> Frame range -> Custom -> Shots: This allows you to render each camera keyframe in a clip or in the entire movie as still images.




USING LAYERS
About Layers: Layers are useful for organising large projects. The Layer buttons in Build mode allow you to show or hide models. You can also animate the visibility of Layers in your clips with the Show Layer and Hide Layer effects.




HOW TO IMPORT MOVE/ROTATE/SCALE ANIMATIONS FROM 3DS MAX
1) In 3DS Max -> Time configuration -> Frame Rate -> PAL
2) Animate your object with move/rotate/scale keyframes.
3) File -> Export...
4) FBX format -> Preset -> AutoDesk Media & Entertainment
5) Import the FBX file in Lumion -> "Animation On"
6) Place the object anywhere in your scene to see the animation.


WHERE ARE MY LUMION PROJECTS AND IMPORTED MODELS SAVED?
As with any other data on your harddrive, we recommend regular backups of the following folders:

•Documents/Lumion 3/Scenes: All scenes saved in Lumion 3 (2 files per scene)
•Documents/Lumion 3/Library: Models imported in Lumion 3 (up to 4 files per model)

Lumion is not backwards compatible, so if you save a scene or an imported model in Lumion 3 you can't load them in Lumion 1 & 2.


HOW DO I MAKE MY OWN THUMBNAILS FOR MY MODELS?
CTRL-select the object and make sure that its thumbnail is displayed in the lower left corner. Then move the camera until you're happy with the way the model appears on the screen, and press CTRL and left-click on the thumbnail to update it.


RED QUESTIONMARKS
If you notice a red questionmark in one of your scenes, it means that the files for that model are missing in the Documents/Lumion 3/Library folder. It is currently not possible to display the file name of missing models.

Here's how to delete questionmarks from your scene:

1) Lights & Special objects category -> Context menu -> Selection -> Select all similar
2) Trash object -> Click on one of the questionmarks to delete them

翻译内容,Ma5老师一有时间,将随时进行更新,敬请留意。

sos 发表于 2012-12-14 05:39:29 | 显示全部楼层
坐,等
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douziid 发表于 2012-12-15 11:08:51 | 显示全部楼层
等等等。。。。。。{:soso_e100:}
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weihon 发表于 2012-12-21 21:06:26 | 显示全部楼层
期待,等待!{:soso_e100:}
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