This article includes topics on:
1. The Glass Material and its Settings/Properties.
2. Using the Fully Ray Traced Glass in the Ray Trace Effect.
If you arrived here by clicking on the Fully Ray Traced Glass information button:
then you are in the right place and can also take a direct look at these topics:
- in this article Section 5.3. Using the Fully Ray Traced Glass setting in the Ray Trace Effect
Topics:
1. Features
2. The Glass Material and the Library of Glass
3. Workflows
5. Ray Traced Glass and Using the Fully Ray Traced Glass setting in the Ray Trace Effect
6. Using Glass for Rasterization Renders
7. Using the Library Materials
8. Other Questions on Using Glass
Features and Properties
1. Features:
1. You will be able to:
1.1: With Lumion 2024 and the new rendering options for the Glass Material you will be able to create materials for most types of glass and also other semi-transparent objects.
You will be able to:
1.1.1: Create and manage Glass Materials of different types:
- Create New Glass.
- Update the Settings to change the look of an existing Glass Material.
- Replace an existing Material with a different Glass Material.
- Reset a Glass Material to its Imported state.
- Use the Library of Glass Materials and also locate which one has been used.
- Change the Settings/Properties to get the look you are after for a render.
- Understand and use the two rendering options for Glass:- Standard Glass, Fully Ray Traced Glass.
- Use the Settings/Properties of the material to achieve unique glass or semi-transparent looks when rendering with the Fully Ray Traced Glass.
1.1.2: Create wonderful renders for:
1.2:. Background
In Lumion 2023 the new Glass Material merged PureGlass and Standard Glass and unified the properties for customizing the material. Glass featured some new properties, especially the ability to add Texture Maps directly:
1.2.1: Settings and Map Slots (Lumion 2023):
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Texture: The slider controls how much influence a texture has over the material assigned to a surface.
The Map Slot allows a custom texture to be added. Decreasing the Texture Slider will increase the influence of the Color. -
Relief: The slider increases the bumps and dents on the surface. This is the same as for a Standard Material. Using a Normal Map is also possible.
The value of the Relief Slider will make parts of the surface pop out when increased. - Frostiness: The Frostiness Slider controls the translucency of the surface without affecting the amount of light going through. Adding a Map will isolate areas affected by the slider.
1.2.2: Lumion 2024 added two new Settings/Properties:
- Emulated Thickness:
- Absorption:
See Section 4.4: Other Glass Properties.
1.2.3: Glass Rendering Options:
In Lumion 2024 you now have two ways to render Glass Materials depending on your render requirements.
- Render as a Standard Ray Traced Glass Material.
- Render as a Fully Ray Traced Glass Material.
To get these options, use the Ray Tracing Effect.
See Section: 5. Using the Fully Ray Traced Glass setting in the Ray Trace Effect
2. The Glass Material and the Library of Glass:
You access a Glass Material via the Materials Editor:
- Knowledge Base: How do you use the Material Editor in Lumion 2023?
2.1: There are three options for you to choose from:
- Create a New Glass Material.
- Use one of the pre-made/presets materials from the Materials Library for a Glass Material.
- Use or change the Glass Material where the surface has been auto-assigned by Lumion. See 3.3: Using or changing the Glass Auto-Material.
Materials Editor - main options in the Tabs:
New - Glass:
Materials Library:
In the Materials Library, you can also select Glass: (See section 8. Using the Library Materials)
There are approximately 79 Glass Materials in the Library for glass to meet most needs, but let us know if you have a new requirement.
Library materials are 'template' materials for Re-use:
- You can use these materials as provided or edit them to suit your needs.
3. Workflows:
3. Workflows:
See also:
- Learning Pathways: Materials Workflow
You can change any Material to a Glass Material at any time.
These are standard workflow options and steps across any of the material types in Lumion.
3.1: From an Imported Material to a Glass Material
When your model is first imported or you Re-Import your model, new surfaces are initially set as Imported Materials. Those Imported Materials have the properties that Lumion can use from your CAD.
The material will usually include the color value and/or the texture (such as a brick image texture) that you may have applied in your CAD/modeling software.
You can use colors or textures or in combination.
To change the material, simply click on the + New button (if not already selected) and then the Glass button.
The Glass Material will be a Default Glass. Click the Settings tab to change its look and how it reacts to light, as needed.
Note: Lumion 2024 Glass Material and presets(Library): are now all single-sided by default to avoid issues with Ray Tracing if it is applied to double-sided surfaces.
For example, here the Reflectivity and Frostiness sliders have been changed to alter the look of the material.
3.2: From a Different Material to a Glass Material
If the surface is already assigned some other material then you can easily change it at any time.
3.2.1: Click on the Material Library button to return to the top level of the Materials Editor:
3.2.2: Or you can also Load an existing Material from a file you had previously saved:
See:
3.2.3: Select a material from the Materials Library - Glass or use the + New button and make a Default Glass Material:
3.3: Using or changing the Glass Auto-Material
When importing using Lumion or using LiveSync certain surfaces with common material names can be auto-converted to a material for you. Then you only need to change the material to suit your specific needs. One of the currently auto-converted materials is Glass (default).
See the article relevant to your CAD modeling software. As an example for SketchUp, see Section 3.10: Why are some materials automatically converted to water and glass in Lumion?
- Knowledge Base: Model import guidelines for SketchUp
TIP: to revert a material to its original imported properties click on the Imported Material (+New button).
For Glass that will reset the material and you can change to some other material or start again with the Glass Material Settings.
Glass Material Settings:
4. The Glass Material:
4. The Glass Material:
You change the look to simulate what that material will do when it reacts to light and give the appearance of Glass with a semi-to-full, transparent look.
When you change the material for the surface from an Imported Material to a Glass Material, then any Color value and Texture Map texture are transferred. Other types of materials or textures are not present in Imported Materials.
Adding a texture to the Texture Map, Relief Map or Frostiness Map slots will enhance the surface looks of your Glass for the type of Glass you want to simulate.
4.1 Settings for the (Default) Glass Material:
Applies to Lumion 2024 and newer.
From the + New Tab click on the Glass icon/button to access the Settings.
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Settings and Default values:
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4.2: Glass Settings
4.2.1: Common Settings for Glass
- Color:
- Texture:
- Relief:
- Map Scale:
- Reflectivity:
- Transparency:
- Roughness:
These Settings are the same as for the Standard Material, so you may already know what they are and how to use them.
We will cover any other information specifically to Glass here, so please use the Standard Materials article along with this one:
4.2.2: Custom Textures
You can import your own (custom) textures for the Glass Material.
Supported maps are a Diffuse texture (Color Map) for the Texture Map, Normal Map (Relief), and a Frostiness Map (mask) (grayscale).
With no Maps loaded:
With a Texture Map:
With a Relief Map:
With a Frostiness Map:
Unlike the Standard Material, there are no Maps for these Settings:
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4.2.3: Optional Use of the Standard Material:
If the Glass Material does not provide the look you want then you can also try using the Standard Material.
It supports Transparency via the Opacity slider and Opacity Map.
You can then use the other Settings to see if that material better suits your needs.
Given the developments in Lumion 2024, we would now expect the use of the Standard Material in place of the Glass Material to be rare.
4.3: Common Properties of Glass
4.3.1: Color
Also referred to as Albedo. To define the basic look - color. In the case of a texture, it provides multiple colors for one surface. Whereas, the color is applied across the complete surface as a single color (Color Value).
Default value: White (Hex: #FFFFFF, RGB: 256,256,256) or the imported value.
This is the Color Value:
and, as defined by using the Color Palette:
You select only the Color Value required. The Texture Slider (see more below) will determine how much of the Color is included.
There is no slider for this setting.
4.3.2: Texture (Color Map)
A Texture or image loaded to the Map slot provides multiple colors or looks as in the image loaded for the surface.
The image can be a vector of colors or any photo or image that is in the format Lumion supports for Loading textures.
The Texture Map allows you to add your own Color Map (Diffuse/Albedo) texture image to your model.
In a Standard Material, you can add an Opacity Map to clear parts of the Texture Map. the Glass Material does not have that option as it is not part of the Physically Based Rendering (PBR) material settings for Glass. The Transparency of the Glass overall will determine its opacity.
See also Sections 6 and 7.3 in this article for the following:
4.3.2.1: Loading the Texture Map
Load an image file as a Texture Map/Mask.
See also Section 6.1: Loading a Texture Map (article above).
The Texture Slider value (strength) is very low so is only slightly seen.
The Texture is at full strength but you can still see through it because of the Transparency slider value at 1005 (fully transparent)
If the image loaded was a PNG with a transparent background then the white transparent background is inverted.
4.3.2.2: Deleting the Texture Maps
A Map in the Texture Map Slot can be deleted using the Delete (Bin) button.
4.3.2.3: Restore Original Imported Texture
See Section 6.3: Restoring the original Texture Map in the Standard Materials article.
The Restore Original Imported Texture button will restore the original texture (if it was in the Imported Models Material). This button is only available when the Texture Map is empty.
4.3.3: Map Scale - (Imported or Custom):
How large or small a texture is. That is, how many times it repeats, if used, over the entire surface.
See Sections 7.4: Map Scale - ( Imported or your Custom value) in the Standard Materials article.
4.3.4: Relief:
How the top outer part of the surface look in terms of its smoothness and depth in 3D.
See Sections 7.5: Relief Slider and Normal Map in the Standard Materials article.
Note (as in the Standard Materials article): although Lumion lets you Load any sort of texture file, the type of image you need to Load needs to be a correct NormalMap (purple-looking). This ensures that the Relief system calculates correctly from the source image.
Using the Architectural Glass 02 from the Material Library:
4.3.5: Reflectivity:
Strength of a reflection.
Value only. There is no Reflectivity Map for Glass.
See Sections 7.9: Reflectivity and the Reflectiveness Map in the Standard Materials article.
The Reflectivity slider works like this.
- 0% reflectivity: no reflection at all.
- 100% reflectivity: it reflects about 4% of the light.
- 200% reflectivity: the glass is reflecting 100% of the light.
(Left to right glass reflectivity 0%, 100%, 150%, 200%)
Reflectivity in Build Mode:
For performance reasons, in Build Mode you see the reflections using the global Reflection Control Object. These reflections are lower quality then for the Preview/HQ Preview/final render.
Increasing the Reflectivity above 100 percent increases the amount of reflection from the global view and decreases the amount of content you would see through the glass, being semi-transparent/transparent. Here you can see that the trees have all but disappeared. Don't worry, that is as it should be in Build Mode.
And further at 200% you will only see the global reflections because the material is now super reflective (and similar to a mirror) and not letting any light through:
4.3.6: Roughness:
Ability to change the direction, absorb and react to light.
Value only, no Map.
See Sections 7.8: Roughness Slider and Roughness Map in the Standard Materials article.
4.4: Other Glass Properties
4.4: Other Glass Properties
These properties are unique to the needs of a Glass Material:
4.4.1: Internal Reflections
Internal reflection does not do anything when Fully Ray Traced Glass is enabled.
If the Glass Material is rendered using the Standard Ray Trace Glass that only receives Ray Trace Reflections, then for example internal reflections (or layers of glass behind the first layer) will fallback to receive the global (Reflection Control Object) cubemap reflections.
4.4.2: Double sided
The Double-sided slider is a toggle between Single-sided and Double-sided.
If the surface of your model is made with a single face and material assigned to the outward camera facing direction then the material will render as a flat plane looking surface. It still looks like glass but does not emulate the nature of glass that is two-sided.
When you use this setting and make the surface/material Double-sided then the surface will render as glass also on the back-face.
This makes it easy to get the correct look - glass and reflections when changing the camera view from an exterior view to an interior view. You do not need to re-edit the model and create a back-face.
Lumion 2024: The Glass Material and Presets (Library): This Property is now set to single-sided by default to avoid issues with Ray Tracing if it is applied to double-sided surfaces.
4.4.2.1: For Ray Trace rendering: - Ray Traced Standard Glass (Fully Ray Traced Glass button is Off)
To get the best result for the Standard Glass, when Ray Tracing, make sure to enable Double-sided in the glass material.
Otherwise, the Index of Refraction (IOR) won’t be visible. For the model, avoid having surfaces that are Double-sided with no depth. This can create render artifacts when resolving the image.
4.4.2.2: For Ray Trace rendering: - Fully Ray Traced Glass (button is On)
Double-sided: This works a little bit differently for Fully Ray Traced Glass.
- If a surface is Double-sided, so it has a front-face and a back-face without depth, then this should be set to Single-sided (0.00). As the double-sided setting will create render artifacts, given the surface is already double-sided.
- If a surface is not Double-sided, it has a front-face only, then you should enable this (1.00). This will give the best result.
4.4.3: Distortion (Refraction)
For Double-sided Glass, it is now possible to tweak the Refraction by setting the Distortion value.
0% is no refraction and 100% is maximum refraction.
Sphere with double-sided Glass, distortion set to 0%, 20%, 40%, 60%, 80%, and 100% respectively. (Ray Trace off)
4.4.4: Frostiness
As the name implies this Setting applies a frosty, unclear look to the material.
If there is no Frostiness Map then Lumion uses a default Map.
The Frostiness Map slot requires a greyscale image. If you Load a 24 bit image then Lumion converts it to a greyscale 8 bit.
Inverse Map: you can invert the image for a different look:
4.4.4.2: Use Frostiness for Etched Glass- use a texture of the logo or etching:
Or a logo:
4.4.5: Force Rain Streaks
Just like in real life when it rains and you look out the windows.
You can set this surface as a Glass Material to have rain streaks running down the window.
Use the material setting along with the Precipitation Effect (in Photo Mode and Movie Mode).
Increase the slider value for more Rain Streaks.
4.4.6: Emulated Thickness:
New in Lumion 2024.
Default: 4.00mm, range: 0mm to 20mm
Adds a 'real' thickness to a surface that is a plane.
You will not see a change in thickness in Build Mode when you change the value above 0.
This property is only used by the Fully Ray Traced Glass setting in the Ray Trace Effect. It is used to emulate the thickness of the glass when it is set to Single-sided. The thicker the glass, the more light it can absorb, and it will also make the distortion more visible.
4.4.7: Absorption:
(new in Lumion 2024)
This property has two components.
● The Absorption value slider: this will set how much light gets absorbed by the glass in combination with the color that can be set.
● The Absorption Color: The invert of the color that is set will be absorbed by the glass. The color will not be absorbed.
So basically the color set here is the color of the glass shadow. If the color is set to white, then it will not absorb any light.
For example:
- White-colored glass, where absorption is set to 1, and absorption color is set to white. No light is absorbed by the glass, and it will not cast any shadows.
- White-colored glass, where absorption is set to 1, and absorption color is set to red. The shadow that is cast will be red.
Emulated Thickness is also taken into account for the Absorption.
The Absorption Color Picker has been converted from an RGB color picker to an HSV picker. Where only Hue and Saturation are available.
To make the absorption darker increase the absorption value.
5. Ray Traced Glass:
5. Ray Traced Glass
5.1: Ray Trace Effect
If you include the Ray Trace Effect then the rendering changes from Rasterization to Ray Traced.
- Knowledge Base: How do you use the new Ray Tracing Effect?
The Ray Trace Effect provides the options over how Glass will be rendered.
Click on the See More button:
Available for both Photo Mode and Movie Mode.
You have two options for the rendering of Glass:
1. The Glass is Ray Traced as a Standard Glass Ray Trace rendering:- the Fully Ray-traced Glass button is Off.
2. The Glass is Fully Ray Trace rendered with all properties of the Glass material using a special dedicated rendering system for Glass. The Fully Ray-traced Glass button is On.
3. The Quality presets (Fast, Balanced, etc.) will make the setting either On or Off. See the article below for those settings.
- Knowledge Base: How do you use the new Ray Tracing Effect?
5.2: Ray Tracing as a 'Standard' Glass
Standard Glass has only Ray Traced Reflections.
Available in Lumion 2023 as the only glass. Also available in Lumion 2024. It is similar to the Standard Glass Material using Rasterization in prior to Lumion 2023 version.
Suitable for: flat plane surfaces for windows and window walls.
See also Section 5.4: When should you use Fully Ray-traced Glass or the Standard Glass when Ray Trace rendering?
If you have overlapping Glass Materials the Ray Traced Reflections are only applied to the surface that was in front of the others. All layers behind the first layer and internal reflections, fall back to using the Reflection Cubemap.
- Knowledge Base: How do Projected Reflections work?
Fully Ray Traced Glass does not have that limitation.
Comparison between glass in raster, glass with raytraced reflections, and fully raytraced glass
This approach is available to simplify the rendering process and provide for faster rendering when the highest quality of intricate Glass rendering is not required.
5.3: Fully Ray-traced Glass
5.3.1: The Fully Ray-traced Glass setting
This render setting gives a much more accurate result compared to the Standard Glass rendering in Ray Tracing.
For example, the rendered glass has accurate results for properties for the Index of Refraction (IOR) and reflection.
Lamp shades using the Ray-Traced Glass Material. See Example Project - Minimalistic Interior |
This setting should only be turned on when you have intricate Glass Objects that need attention to reflections, shadows, multiple layers of glass (glass behind glass) and refractions. It will have almost 0 impact for normal windows/panels given that you are dealing with a flat surface.
Suitable for: spherical or curve shaped glass, glasses, multiple layers of glass objects. For example:
See also Section 5.4: When should you use Fully Ray-traced Glass or the Standard Glass when Ray Trace rendering?
When enabled all glass in the Scene will be rendered using the Fully Ray-traced Glass rendering system. It applies to all Glass Materials in the Scene.
It will respect the settings for each configured Glass Material you apply to a surface.
5.3.2: Index of Refraction/Reflection
The Distortion property sets the Index of Reflection when Fully Ray Traced Glass is enabled.
- Distortion set to 0% is the IOR for air.
- Distortion set to 60% is the IOR for water.
- Distortion set to 100% is the IOR for glass.
- Distortion set to 200% is the IOR for crystal.
Comparison distortion at 0%, 60%, 100%, and 200% |
Light absorption is added as a glass material property. It is possible to set the strength and the color.
When using Standard Glass with Ray Tracing: the Absorption Color isn’t fully accurate but it gives a subtle hint for the reflections received.
When using Fully Ray Traced Glass the Absorption is applied correctly. When the glass gets thicker, light get absorbed.
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From left to right: default glass with RT reflection, default glass with RT reflection and absorption. And the same materials but then with RT glass |
5.3.3: Guidelines: How the Properties affect renders when using the Fully Ray Traced Glass Setting in Ray Trace Effect:
These Properties will work the Fully Ray Traced Glass Setting:
Texture Relief Map scale Transparency Double-sided Distortion Roughness Frostiness Force rain streaks Emulated thickness Absorption
Reflectivity
Internal Reflections (as above) ignored. |
5.3.3.1: Double-sided
Important
This Setting works a little bit differently. If a surface is not Double-sided, then you should enable this (1.00). This will give the best results.
If a surface itself is Double-sided, so it has a front face and a back-face but without depth, then
this should be set to single-sided (0.00).
To get the best result from Fully Ray Traced Glass, make sure to enable Double-sided in the Glass Material. Otherwise, the IOR won’t be visible.
For the model, avoid having surfaces that are Double-sided with no depth. This can create render artifacts when resolving the image.
5.3.3.2: Distortion
When Fully Ray Traced Glass is enabled the Distortion property will act as the Index of Refraction (IOR). See above, section 5.3.2: Index of Refraction/Reflection.
5.3.3.3: Emulated Thickness
This Setting is only used by Fully Ray Traced Glass.
It is used to fake the thickness of the glass when it is set to Single-sided. The thicker the glass, the more light it can absorb, and it will also make the distortion more visible.
5.3.3.4: Absorption
This property has two components.
● The Absorption value slider: this will set how much light gets absorbed by the glass in combination with the color that can be set.
● The Absorption Color: The invert of the color that is set will be absorbed by the glass. The color will not be absorbed.
So basically the color set here is the color of the glass shadow. If the color is set to white, then it will not absorb any light.
For example:
- White-colored glass, where absorption is set to 1, and absorption color is set to white. No light is absorbed by the glass, and it will not cast any shadows.
- White-colored glass, where absorption is set to 1, and absorption color is set to red. The shadow that is cast will be red.
Emulated Thickness is also taken into account for the Absorption.
5.4: When should you use Fully Ray-traced Glass or the Standard Glass when Ray Trace rendering?
The Standard Ray Traced Glass is designed for flat planar surfaces and works best for window areas, glass panes, window walls and similar.
The Fully Ray Traced Glass is designed for intricate and detailed renderings of Glass that need attention to reflections, shadows, multiple layers of glass (glass behind glass), refractions, etc.
Suitable for: spherical or curve shaped glass, glasses, multiple layers of glass objects. For example:
Not all Scenes can include only views of one or the other.
Suggestions on a few scenarios:
- An exterior of a commercial building > Standard Ray Traced Glass.
- An exterior of a residential property > Standard Ray Traced Glass.
- An interior of a residential or commercial looking out > Standard Ray Traced Glass.
- If the interior of a residential or commercial looking out also includes special glass lamps, glasses or other glass objects > Fully Ray Traced Glass.
Here Fully Ray Traced Glass is Off > Standard Ray Traced Glass.
In general it is a question of what suits the Scene and also the look and level of quality/realism. Followed by rendering timeframes and whether you need a faster render.
Full Ray Traced Glass does require more rendering time because it involves Ray Tracing with a lot of properties and intricate processes.
You might not notice the impact when rendering a small single residential property however for a Project with either a large number of buildings and/or expansive windows walls then there is some impact.
Or if you have an interior and perhaps a close-up view with glassware or other intricate models using the Glass Material then you might want to chose to use the Fully Ray Traced option.
You may also find that you have views that include both flat planar windows and more intricate glass objects. Which setting should you use? Use Fully Ray Traced Glass but you will need to make sure to remove any of the properties that option will use from your window glass material such as Double-sided, and Absorption. (More on this later.)
Overall, the required level of quality will decide.
6. Using Glass for Rasterization Renders:
6. Using Glass for Rasterization Renders:
Glass has always been a foundation material in Lumion versions.
Prior to Lumion 2023, the versions included glass as a Standard Glass Material, a Pure Glass Material, along with a Glass Library.
Lumion 2023 and newer consolidated the glass materials into a single PBR (Physically Based Rendering) based Glass Material.
You still get the ability to have a type of Standard Glass- good for large window/window walls etc. The Pure Glass special features are now part of the same material and you can create various types of architectural glass. The Glass Library Materials and the New Glass Material can be used to create any other semi-transparent glass like material.
The same properties apply to both rendering systems - Ray Trace and Rasterization.
The Rasterization pipeline however does not have the Fully Ray Traced Glass option (Ray Tracing Effect).
You create your material as usual.
The setups for rendering glass using the Rasterization pipeline use the following:
1. Mainly the Reflection Effect for:
1.1: Planar Reflections - great for high quality, accurate window/window walls.
1.2: SpeedRay Reflections.
2. Default and fallbacks to using global reflections via the Reflection Control Object.
To see how those work for glass reflections, see these core article:
- Knowledge Base: How do Projected Reflections work?
- Knowledge Base: How do SpeedRay Reflections work?
- Knowledge Base: How do Planar Reflections work?
7. Using the Library Materials:
7. Using the Library Materials:
7.1: Using the Library of Glass Materials:
Try to use the Materials Library as much as you can. The pre-made materials help to get things done quicker.
The Settings, however, are in some cases more as a Default, so may still need changing to suit the surface look that you want.
You can change the Settings at any time after applying a Library Material.
TIP: if you like the one you make then you can also save it to a Material File (LMAT) or make it a Custom Material for your own Library. See this article:
- Knowledge Base: How do you use the Material Editor in Lumion 2023 and newer?
7.2: The Glass Library
7.2.1: You can access the Glass Materials Library at any time by clicking on the main Library tab and then Materials Tab.
Select the Glass Category to show the folders of Glass Library Materials.
Select a material from the Library:
You can change the Settings to suit, if needed:
Its easy to change. Select a different material form the Library.
And a test render:
7.3: Find in the Library:
At any time you can select a surface for its material and locate which Library Material it was from:
Lumion will locate the Library Material, display the Library and highlight the material.
You can use this just to check, or to go back to the original material, if you want to start again.
7.4: Search in the Library:
8. Other Questions on Using Glass:
8. Other Questions on Using Glass:
8.1: Reflections: Some Content will not be in the Reflections for the Glass Material
Limitations from the Ray Trace Rendering Pipeline.
The major content types of Nature are now part of the Ray Trace rendering pipeline.
The following content is however not yet in the pipeline as of Lumion 2024.0 but will be included in an update to Lumion 2024:
- Animated 3D People (all static 3D People and 2D People are included).
- Ocean/Water/Water Plane.
- Decals.
The impact of this for Glass rendering is:
1. Those Objects will not be included in reflections.
2. If they are critical to the Scene, then considering using this workaround:
- Knowledge Base: How do you render the Ray Trace reflections for Lumion Animated Objects in Lumion 2023 and newer?
8.2: Using the Standard Material for Semi-transparent surfaces
You can use the Standard Material as a semi-transparent material, in some ways similar to Standard Glass (Ray Traced).
8.2.1: A Semi-Transparent Standard Material:
8.2.2: When to make use of the Standard Material
Applies mostly to Lumion 2023.
See also:
- Knowledge Base: How do you make Glass work best with Ray Tracing?
8.2.3: Mirrors
Mirrors are in the Library under Glass.
The material is however the Standard Material.
That's because, as you would expect, Glass itself is not capable of being a true mirror. It's the metal backing on the glass that does the reflection (usually silver or aluminum). As Lumion follows the PBR Materials system then mirrors are metal based. However, because we often think of the glass of a mirror, they have been included along with other Glass Materials.
8.2.4: How can you remove a shiny or glassy surface where one should not be?
You have imported a model and applied a non-shiny, non-reflective material to one of the surfaces.
But it still shows a shiny reflective material where there should not be one. Changing to other materials with no Reflectivity does not change it.
See article:
8.2.5: Limitations:
There are some limitations as of Lumion 2024.0 with what is rendered for both Standard Glass and Fully Ray Traced Glass.
Objects that are not in the bindless rendering system as yet will not be visible if they are behind a glass material. Objects like Animated Characters, Decals, F/X Effects.
- Knowledge Base: Transitions from prior versions to using Lumion 2024
Applies to:
Lumion 2024 and newer.
See also:
Versions prior to Lumion 2024:
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Knowledge Base: How do you make Glass work best with Ray Tracing (Lumion 2023)?
- Knowledge Base: How do you get glass to cast shadows?
- Knowledge Base: How do you add a texture to the standard Glass material in versions up to 12.5?
- Knowledge Base: Why does the Depth of Field Effect not blur Glass and PureGlass Materials correctly?
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