Rendering Ambient Occlusion?

Ken Nguyen

Member
Hello there,
I hope you are well and staying safe.
I was watching an excellent video by Nuno Silva ( How To Make Realistic Landscape Terrain in Lumion).



At 5:38, he shows an ambient occlusion render. The only options I see are D (depth map), N (normal map), S (specular reflection map), L (lighting map), A (Alpha sky), and M (Material ID map).
How can you create an Ambient Occlusion pass?

Thank you,
_Ken
 

Peter

Administrator
Staff member
Hi Ken

As Aris mentions, it looks like he is referring to the Lighting Map.
 

Ken Nguyen

Member
Hi Aris and Peter,
Thank you for your reply. Yes, looks like it is the Lighting Map. I am assuming it is similar to the Ambient Occlusion?
Cheers!
 

Peter

Administrator
Staff member
Hi Ken

I'm not certain as to what differences we may have implemented in our Lighting Map as compared to an Ambient Occlusion Map.

Morten may be able to better answer your question later on today when he is on board.
 

Aris

New member
To speak from a user's point of view:
from my understanding, Lumion is not a physically based engine (to put it simply, it just tries to simulate the result of how light behaves instead of the entire process) That is what makes it so fast.
So, I would say it is the equivalent of ambient occlusion, it just uses much more simplified algorithms, to achieve the result in seconds instead of hours.
 

Morten

Administrator
Staff member
The closest you get to conventional ambient occlusion in Lumion is what's called OmniShadow.

OmniShadow
is a slider in the Shadow Effect.

1595847388838.png


It's not possible to export OmniShadow as a separate mask.

Note that it's not physically accurate; it simply adds subtle shading to surfaces that are assumed to receive less lighting, for example, small cracks, crevasses, corners etc. The amount is based on the distance from other surfaces.

If the surfaces of your model face the sky, the Sky Light Effect will generally result in more convincing soft, ambient shadows whereas the less accurate OmniShadow feature is more important for interiors that do not get any light from the sky.
 

Peter

Administrator
Staff member
Hi Ken

The developers clarified the differences. What Nuno mentions as an Ambient Occlusion Map (we don't render such a map) is in fact our Lighting Map. Unless he somehow rendered it in some other software.

Our Lighting Map provides the full lighting component for post-production. Whereas an Ambient Occlusion Map only includes diffuse lighting.
 

Ken Nguyen

Member
Hi Ken

The developers clarified the differences. What Nuno mentions as an Ambient Occlusion Map (we don't render such a map) is in fact our Lighting Map. Unless he somehow rendered it in some other software.

Our Lighting Map provides the full lighting component for post-production. Whereas an Ambient Occlusion Map only includes diffuse lighting.
Thanks for confirming, Peter. Cheers!
 
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