LumenRT Reference Manual

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LumenRT 3 – Reference Manual | review for sketchup 3

Transcript of LumenRT Reference Manual

Page 1: LumenRT Reference Manual

LumenRT3 – Reference Manual

|reviewfor sketchup

3

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e-on software, inc. e-on software europe

� 6107 SW Murray Blvd, Suite 264

Beaverton, Oregon 97008-4467 - USA

� 68 avenue Parmentier

75011 Paris - FRANCE

� Phone 866-3414-EON � Phone + 33 1 4314 2815

� Fax 971-228-0354 � Fax + 33 1 4355 3671

Web www.e-onsoftware.com

Info www.e-onsoftware.com/info

Support www.e-onsoftware.com/support

Feedback www.e-onsoftware.com/feedback

Trademarks

LumenRT 3, LumenRT 3 Review, Cornucopia, Cornucopia3d, "The Natural 3D Studio", "Natural 3D", "The Art of

Natural 3D", "Solutions for Natural 3D Environments" are trademarks or registered trademarks of e-on software, inc.

Windows, Windows 95, Windows 98, Windows NT, Windows 2000, Windows XP, Windows Vista and Windows 7

are registered trademarks of Microsoft, Inc.

QuickTime, QuickTime VR, Mac, OS X, OS 9 are registered trademarks of Apple, inc.

Flash and Photoshop are registered trademarks of Adobe, Inc.

SketchUp and SketchUp Pro are registered trademarks of Google Inc.

All other product and brand names mentioned in this manual are used for identification purposes only. They may be

trademarks or registered trademarks, and, as such, remain the exclusive property of their respective holders.

Copyright

LumenRT 3 Program ©2012 e-on software, inc. All rights reserved.

LumenRT 3 Documentation ©2012 e-on software, inc. All rights reserved.

This manual, as well as the LumenRT 3 software described in it is furnished under a license agreement and may only

be used or copied in accordance with the terms of such license agreement. Information in this document is subject to

change without notice and does not represent product specification or commitment on the part of e-on software, inc.

Algorithms used inside this software were developed for visual performance only, and may not constitute a precise

simulation of real phenomena.

Warning: This software and the accompanying documentation are protected by U.S. copyright law as well as by

international intellectual property conventions. Any reproduction, sale, transfer, transcription, storage in a retrieval

system, translation into any language in any form or distribution by any means whatsoever of this software or

accompanying documentation, in part or in full, without the prior written permission from e-on software, inc. is

strictly forbidden. Any such act shall constitute a copyright violation and shall be prosecuted to the fullest extent of

the law.

Printed July 2012

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Contents

Getting Started

WHAT’S NEW 7

Animated Digital Nature Content .......................................................................................7

Digitial Nature Content Pack..............................................................................................7

Fast Screen-Space Ambient Occlusion................................................................................7

REAL-TIME ARCHITECTURAL VISUALIZATION 9

KEY BENEFITS .......................................................................................................................10

KEY FEATURES......................................................................................................................11

Immersive Media – Experience Designs in Real-Time 3D................................................11

Digital Nature – Enrich Designs with Animated Natural Elements..................................12

3D for Everyone – Collaboration Made Simple................................................................12

TECHNICAL INFORMATION 13

SYSTEM REQUIREMENTS .......................................................................................................13

Pre-Processing Machine...................................................................................................13

Navigation/Viewing Machine............................................................................................13

INSTALLATION .......................................................................................................................14

Welcome............................................................................................................................14

Desired Operation.............................................................................................................14

Software License Agreement .............................................................................................14

Required Dependencies.....................................................................................................14

Install Trial or Full ...........................................................................................................15

User Information...............................................................................................................15

Required Components .......................................................................................................15

Installation Type ...............................................................................................................15

Installation Progress.........................................................................................................16

ACTIVATION ..........................................................................................................................16

Full Product Activation during Installation......................................................................16

Transforming Your Trial Version into a Full Product ......................................................17

Activating the Content Pack for your Full Product...........................................................17

SUPPORT................................................................................................................................17

UPDATING .............................................................................................................................18

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LiveCubes

HOW IT WORKS 20

LUMENRT 3 WORKFLOW ..................................................................................................... 20

Export............................................................................................................................... 20

Pre-Process ...................................................................................................................... 20

Share ................................................................................................................................ 21

LUMENRT 3 LIMITATIONS .................................................................................................... 21

Model Size ........................................................................................................................ 21

Real World Units .............................................................................................................. 22

GETTING STARTED TUTORIAL .............................................................................................. 23

NAVIGATING THE LIVECUBE 27

Basic Navigation Controls ............................................................................................... 29

Extended Navigation Mode Controls ............................................................................... 29

GENERATING A LIVECUBE 33

LUMENRT 3 SKETCHUP PANEL ............................................................................................ 33

ANIMATION .......................................................................................................................... 41

SHARING THE LIVECUBE ...................................................................................................... 42

SAVING STILLS AND ANIMATIONS ........................................................................................ 43

MATERIALS .......................................................................................................................... 44

Water ................................................................................................................................ 44

Bump ................................................................................................................................ 45

Specularity........................................................................................................................ 45

Reflective Materials.......................................................................................................... 46

Texture Maps.................................................................................................................... 46

ANIMATED DIGITAL NATURE CONTENT ............................................................................... 47

Going Further

TUTORIALS 50

OPTIMIZING LARGE MODELS ................................................................................................ 50

MATERIALS .......................................................................................................................... 53

IMPROVING YOUR LIVECUBES 56

SKETCHUP MODELING AND SCENE OPTIMIZATION .............................................................. 56

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Smoothing Curved Surfaces ..............................................................................................56

Add Wall and Floor Thickness ..........................................................................................56

Avoid Degenerate Faces ...................................................................................................56

Avoid Very Large Surface Areas.......................................................................................56

Eliminate Orphaned Geometry to Avoid Unusually Large Pedestals ...............................57

Use Groups, Components and Layers...............................................................................57

Use Real World Units........................................................................................................57

Use Fewer Polygons .........................................................................................................57

Export Only Part of the Scene...........................................................................................57

Add Thickness to Carpeting/Flooring ...............................................................................58

Keep Models above the Ground Plane..............................................................................58

Clean Ground Plane Intersections....................................................................................58

Use Planar Faces for Water and Glass Materials ............................................................58

Avoid Using Fake Reflection Maps for Transparent Materials ........................................59

Aim the Sun to Increase Interior Lighting.........................................................................59

Initial Camera Position Is First Scene Tab or Current Camera View ..............................59

Use Perspective Camera Views.........................................................................................59

Reduce the Number of Reflective/Transparent Materials .................................................59

TROUBLESHOOTING 60

Light Appears Around Wall Corners ................................................................................60

Dark Shadows Appear at the Bottom of a Wall or in Corners ..........................................60

Large Objects Going Through Others Seem to Have Wrong Lighting .............................60

Pre-Processing Takes Forever..........................................................................................61

Window Glass Is Blinking when Navigating in LiveCube.................................................61

Pedestal is too Big Compared to the Model......................................................................61

Playback Performance in the LiveCube is Slow or Choppy..............................................61

Some Faces Are Missing ...................................................................................................62

Flickering Polygons ..........................................................................................................62

Object Surfaces are not Smooth ........................................................................................62

Splotchy Looking Shadow Artifacts...................................................................................63

Water Material is not Rendering with Ripples or Caustics...............................................63

No Bumps (or Not Enough Bumps) on Objects .................................................................63

Noisy Looking Areas .........................................................................................................63

I Can’t Find my LiveCube File .........................................................................................63

How Do I Launch the LumenRT 3 Application? ...............................................................64

How Do I Avoid Having my LiveCube Files Overwritten? ...............................................64

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Animation Playback Pauses at Regular Intervals ............................................................ 64

Video Board Suddenly Not Supported.............................................................................. 64

Overly Saturated Indirect Light ....................................................................................... 64

Some Pictures Are Missing............................................................................................... 65

LiveCube Refuses to Run on another System.................................................................... 65

LICENSE AGREEMENT 66

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What’s New

Listed below is a description of the new features and capabilities within LumenRT 3.

Animated Digital Nature Content

New in LumenRT 3 is the addition of life-like Digital Nature which allows your designs to be

placed in a “natural context” surrounded by landscape elements (such as skies, vegetation, and

water) and objects and characters (such as cars, humans, and animals). Fully animated with natural

motions and behaviors, LumenRT 3 Digital Nature delivers a more inviting and engaging user

experience while adding clarity and context for a design’s “look and feel”. Best of all, these Digital

Nature Elements are added as simplified components directly inside of Sketchup and are

automatically converted into high fidelity, fully animated objects in LumenRT.

Digitial Nature Content Pack

In addition to the sample Animated Digital Nature Content included in LumenRT 3, an extra

Digital Nature content pack is available containing hundreds of items including flying birds,

animated groups of characters, detailed cars and objects, a variety of backgrounds, and a large

vegetation library of trees, plants, and shrubs. The Digitial Nature Content pack is sold separately.

Fast Screen-Space Ambient Occlusion

LumenRT 3 now employs a Fast Screen-Space Ambient Occlusion Mode to generate real-time

ambient shadows. While not as high in quality as the higher quality LumenRT 3 baked

illumination, it produces very nice output in just seconds (using draft mode) with very nice looking

results.

Smooth Motion Setting to Soften Sketchup Animation

Sketchup camera animation paths can now be softened to produce more pleasing, life-like motion.

The amount of softening is completely user adjustable.

Large Model Improvements

The generation of large LumenRT 3 LiveCube models has been improved by providing greater

stability, performance, and optimization features. When exporting very large models, stability has

been improved by allowing an optimized process to export models that workaround Sketchup’s 32-

bit address space limitation. Also, larger models can be viewed in LumenRT with better interactive

performance on less capable graphics cards by adjusting the display quality up or down using the

F8 and F7 buttons respectively.

Quick Render Button for Fast Previewing

LumenRT 3 contains a separate “Quick Render” button, which will produce a draft LiveCube in

just seconds using the new Screen Space Ambient Occlusion lighting model.

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LumenRT 3 LiveCube Enhancements

The interactive capabilities of LumenRT 3 LiveCubes have been enhanced with several new

features including sun lens flares, a new fly-through naviation mode (F4), and the ability to adjust

the display quality level up (F8) and down (F7).

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Real-Time Architectural Visualization

LumenRT 3 is e-on software's revolutionary product for the visualization of architectural projects

in real-time 3D with photo-real illumination.

Thanks to LumenRT 3, architects no longer have to choose between high-quality images and real-

time visualization: They can walk or fly through their designs and experience the true quality of

light in fully interactive 3D!

LumenRT 3 real-time environments can even be packaged into convenient, self-contained

executables that can be run on any computer without requiring additional software.

Designed to provide high fidelity visualization with accurate lighting, shadows and reflections,

LumenRT 3 is the ideal solution for:

• Creating a virtual interactive showroom

• Demonstrating and sharing design concepts

• Visualizing 3D models in client presentations

• Exposing your projects in fully real-time photo-realistic 3D

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Key Benefits

LumenRT 3’s output is fully interactive and will run on any computer without special viewing

software making it easy to share designs and collaborate with anyone.

• High definition, photo-realistic 3D Viewing

• Accurate lighting, shadows and reflections

• Fast interactive 3D viewing performance

• Runs on any machine – no special viewing software required

• Incredibly simple, push-button operation

• Automated rendering output from SketchUp/SketchUp Pro.

• Display greater details with accurate lighting and shadows

• Share models with anyone effortlessly

• Explore and interact with models in real-time

• Gain deeper insights on model features and aesthetics

• Create interactive 3D walkthroughs and presentations that will impress your clients

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Key Features

Immersive Media – Experience Designs in Real-Time 3D

LumenRT 3 is a next generation medium that extends traditional visualization and animation

capabilities into the realm of “interactive experiences”. Instead of just watching canned graphics

and animations, the client becomes part of the action by navigating and interacting with models and

scene elements. With features such as accurate natural lighting, real-time reflections, soft shadows,

and motion blur, designs are brought to life with vivid realism and breathtaking artistry. Key

Immersive Media features include:

• Vivid, detailed realism

• Accurate natural lighting and soft shadows

• Real-time reflections and motion blur

• Interactive exploration and navigation of designs

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Digital Nature – Enrich Designs with Animated Natural Elements

New in LumenRT 3 is the addition of life-like Digital Nature which allows your designs to be

placed in a “natural context” surrounded by landscape elements (such as skies, vegetation, and

water) and objects and characters (such as cars, humans, and animals). Fully animated with natural

motions and behaviors, LumenRT 3 Digital Nature delivers a more inviting and engaging user

experience while adding clarity and context for a design’s “look and feel”. Key Digital Nature

elements include:

• Wind and breeze animated vegetation

• Natural motion characters and animals

• Detailed objects

• Animated water with caustics

• High-resolution HDRI sky and background maps

3D for Everyone – Collaboration Made Simple

With LumenRT, you don’t have to be a rocket scientist or computer graphics guru to create

amazing results. In most cases, you can generate realistic, interactive scenes with a single mouse

click directly from your CAD system. There is no special application to learn. Instead, LumenRT

seamlessly transforms your designs into life-like immersive media that can be shared with anyone

without requiring any special viewing software. 3D for Everyone features include:

• One-click processing directly from your CAD system

• No special viewing software required

• Runs on PC and Mac platforms

• Works with the popular Architectural Solution – Sketchup.

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Technical Information

System Requirements

LumenRT 3 is a 32 & 64 bits application, designed for the Windows® 32/64 bits XP, Vista and 7

as well as Intel Mac OS X platforms. A 64 bit system is highly recommended for authoring

LiveCubes (32 bit systems are fine for playback). LumenRT 3 is either CPU or GPU intensive

depending on the task being performed. The pre-processing phase is CPU intensive while the

navigation/viewing process is GPU intensive.

Performance of the software is directly related to the power of the system running it. LumenRT 3 is

optimized to make the best of all the processors/cores on your system. The power of your video

board directly impacts the frame-rate during real-time 3D play-back.

LumenRT 3 Review for SketchUp requires SketchUp 7 or 8 (free or Pro version).

Pre-Processing Machine

This is the machine on which you will export your scene from SketchUp. So basically it should be

able to run SketchUp, but you'll need a lot of power to process the scene so that it doesn't take ages

to compute.

• Windows XP/Vista/Windows 7 32/64 or Mac OS X v10.6+ 32/64 (64 bit recommended)

• nVidia GeForce 8800 or newer or ATI Radeon 4000+ or newer video board, with at least

512MB VRAM

• 2GHz Intel processor or faster (multi-core CPU recommended)

• 2GB of free RAM (4GB recommended)

• 4GB of free Hard Disk space.

Navigation/Viewing Machine

This is the machine on which you or your client will navigate and explore the model. The more

complex your model is, the more graphic power it will require.

• Windows XP/Vista/Windows 7 32/64 or Mac OS X v10.6+ 32/64

• nVidia GeForce 8800 or newer or ATI Radeon 4000+ or newer video board, with at least

512MB VRAM

• 2GHz Intel processor or faster

• 1GB of free RAM (4GB recommended)

• 200MB of free Hard Disk space.

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Installation

The installation program, which is described below, is located on your installation DVD/download.

The initial start and updating the software is described separately.

Follow these steps to install LumenRT 3 onto your

computer:

• Place the installation DVD into your computer's

DVD drive. It should auto-start (Windows) or its

symbol should appear in the Finder (Mac OS). If

not, open the DVD manually.

• Double click the Install LumenRT 3 link on the

auto-start screen or double-click on the Setup

application file.

Welcome

Clicking on Next will take you to the Desired

Operation window.

Desired Operation

Select the version of LumenRT 3 that you want to

install: 32 or 64 bits.

Software License Agreement

Read the license agreement carefully. These terms must

be agreed to in order to continue with the installation.

Required Dependencies

LumenRT 3 will first install the required dependencies.

Press Next when this completes.

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Install Trial or Full

Select whether you are installing the Trial Version or

the Full Verison.

User Information

Enter your Name and the name of your Company (if applicable).

If you are installing the full product, enter your Serial

Number. You can either type these into the

corresponding fields manually or copy and paste them

from an e-mail. If you enter the license numbers

manually, simply enter them as they appear in the

registration information including all digits and letters,

skipping the dashes. If you have received an e-mail

containing the license numbers, simply copy the entire

contents of the email and copy it into the first field.

Please note that this number is confidential, and should

not be communicated to third parties.

You will be asked for this serial number or your

product installation code to download data from our

website.

Required Components

You will have the choice of installing LumenRT 3 for

different version of SketchUp you have on your

computer. Select the location of your main SketchUp

application folder.

Installation Type

During the installation process, you will have the

choice of installing all of the software, or only parts of

it. Since only what is necessary is actually installed on

your hard-drive, we recommend you choose the

Typical installation mode.

The default target directories for the LumenRT

installation are prefilled. If you wish to install

LumenRT in a different location, you can change that

here.

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Installation Progress

The installation can be canceled at any time as long as

the progress bar is visible by clicking on Cancel.

If the installation is canceled, the installation process

must be restarted completely, as described above.

Activation

Full Product Activation during Installation

If you are using a full commercial version of

LumenRT 3, you must activate the product before you

can start using it. When activation is required during the

installation process, a screen displays with two options:

• You can choose to Automatically activate online.

This option attempts to connect to your e-on

software account and activate the product there.

• You can choose to Activate the product manually.

Use this option if the machine you are running

LumenRT 3 on is not connected to the Internet. A

screen displays for you to copy or write down the

Installation Code (INST-) that you will need to

activate your software. You will then need to take

this code to another machine that has Internet

access to log into your account, enter your INST-

code.

When you go to your account page to activate, you will

receive an email with an activation key file attached.

Place this key file in a directory that gets backed up

frequently and is safe from accidental erasure.

The next time you are asked for the activation of your

LumenRT 3 product, choose to Activate the product

manually and click to locate the activation key file,

locate it on your hard drive and your product will finally

be activated.

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Transforming Your Trial Version into a Full Product

If you are using a Trial version of LumenRT 3,

watermarks will appear over your exported LiveCubes

navigation window. These watermarks can be removed

by transforming your trial version into a full commercial

product. There are three ways to achieve this:

• From within the host application, through its main

menu, by selecting Plugins | LumenRT 3 | Convert

to Full License

• From the LumenRT 3 plugin window, by clicking

the Convert to Full License yellow banner.

• From within a LumenRT 3 LiveCube: while

navigating, pressing F1 to display the main help

screen, and clicking the Convert to Full License

yellow banner.

You will then be able to either buy the full product of

your choice online (Standard or Content Pack Bundle),

or activate directly if you already have a full product

serial number. If you buy online, once you receive your

serial number, you shall then proceed with the Activate

Now option. When Activating, you will be asked for

your serial number, and the activation process becomes

similar to the one described in the previous section

during installation of the product.

Activating the Content Pack for your Full Product

If you are using a Full LumenRT 3 Review product license, but not a full Content Pack Bundle

product, you can get the content pack by proceeding as follows:

• From within the host application, through its main menu, by selecting Plugins | LumenRT |

Get the Content Pack

You will then be able to either buy the content pack online, or activate it once you have bought it.

Support

If you experience difficulties installing or using the software, the first thing we recommend is that

you visit our website and read through the frequently asked questions to see if there is already an

answer to your problem in there.

If not, please visit www.cornucopia3d.com/forum.

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As a registered client of e-on software professional products, you also benefit from the following

standard support services:

• Phone-based installation troubleshooting for 90 days following your purchase,

• Knowledge Base and Frequent Question resources,

• Web-based Technical Support,

• Registered User Forums,

• Free Software Updates

Updating

No software is ever perfect. This is why e-on software regularly releases software updates through

its website. These updates can provide new features as well as bug fixes. Keeping your software

up-to-date by regularly downloading and installing these updates is recommended for optimal

performance.

LumenRT 3 updates can be downloaded at www.e-onsoftware.com and are accessible from your

account.

If you ever need to revert to a previous LumenRT 3 version after having installed an update, it is

possible from within the host application, through its main menu, by selecting Plugins | LumenRT

| Cancel Last Update.

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How It Works

LumenRT 3 Workflow

The process for creating and sharing the interactive LumenRT 3 LiveCube is very simple and

straightforward. The workflow is divided into 3 basic steps: (see the illustration below):

Export

The export process transfers the model from SketchUp to LumenRT 3. This is done by using the

LumenRT 3 export plug-in located directly inside the SketchUp user interface. Invoking the plug-in

will automatically send the model complete with all geometries, materials, lighting, and animation

paths to the LumenRT 3 renderer.

Your computer may appear to lag while this process is performed. You can check the status bar at

the bottom of SketchUp to monitor the export progress (although SketchUp may freeze up

temporarily while the export completes). The export process is faster when you re-export a model

that was just exported.

You can export the entire model, or only part of it. If you wish to export only part of your model,

simply select the part to export and run the menu command Plugins | e-on software LumenRT 3 |

Export Selected.

Pre-Process

The pre-processing phase is what creates the actual LumenRT 3 LiveCube. In this step, LumenRT

3 computes the scene lighting and shadows and bakes this into the LiveCube to produce a vivid,

life-like 3D model.

This rendering step is very resource intensive and can range anywhere from several minutes to

several hours to complete depending on the computing platform, model complexity, and desired

output quality. We have tried to make the progress indicator as linear as possible, however, due to

the great differences in scenarios supported by LumenRT 3, this is not always possible.

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Share

After the render process completes, LumenRT 3 creates the final LiveCube output (stored as a

folder in the Documents/e-on software/LumenRT 3 folder).

The LiveCube allows users to "walk-around" inside a 3D scene containing the high-fidelity model.

You can share LiveCubes with anyone on a Windows or Macintosh platform. To share a LiveCube,

simply publish it by pressing the Publish button in the help panel. You can share published

LiveCubes by sending the self-running executable file via email or ftp in the same way a self-

extracting zip file can be shared. LiveCube recipients simply click the file and it runs automatically.

You can also export screenshots and canned animations from the LiveCube. This feature is not

available in the LiveCubes that you publish for sharing with clients. The animation path is based on

the camera motion that was setup in SketchUp.

LumenRT 3 Limitations

While LumenRT 3 is a very powerful and easy-to-use tool, there are practical limits to what it can

do in terms of its current functional capabilities as well as limits imposed by computing and

graphics hardware. Keep in mind the following when considering the usage of LumenRT 3:

Model Size

Models that contain more than 500,000 faces

(e.g. cities, models with lots of 3D vegetation

models) are not recommended for LumenRT 3

processing.

LumenRT 3 can certainly process large models

of any size, but chances are most graphics cards

will not be able to smoothly navigate the

LiveCube output unless a very high-end graphics

card is used.

For very large models, there is a chance that Sketchup might crash during the export process due to

Sketchup’s 32-bit addressing limitiation. If this happens, you can disable the Fast Export feature

(see page 334) which will then export the model using a slower, but more reliable method.

Also, the LumenRT 3 pre-processing time depends strongly on the total surface area of the model.

A warning will appear whenever you try to process models with a total surface area over 4,000

square meters (roughly 40,000 sq. ft.) as the time required to process such models may become

prohibitive. For very large scenes, you should consider using the Auto-scale lighting feature (see

page 33).

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Real World Units

LumenRT 3 lighting is based on real world units.

To maximize realism and ease navigation, it’s

critical that models are built at the full real world

unit scale (e.g. 1:1 not 1:2 or 1:4).

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Getting Started Tutorial

The best way to learn LumenRT 3 is to create your own LiveCube. This tutorial will provide a

quick overview of how to create your first LumenRT 3 LiveCube from SketchUp.

Step 1 – First LiveCube

To start this tutorial, load the Getting Started

Tutorial/LumenRT 3 Tutorial - step

1/SketchUp/ LumenRT 3 Tutorial - step 1.skp

SketchUp scene from CD. This is a very simple

and crude model of a single-room house with a

pool. The scene was designed to show you how

you can easily create a LiveCube and then

improve its visual impact with a few simple

tricks.

First, we will export the model to LumenRT 3 to

see what it looks like. Click the LumenRT 3 icon

or select the menu command Plugins | e-on

software LumenRT 3 | Export Full Model. This

will bring up the LumenRT 3 interface where

you can select the LiveCube output quality and

environment. Select the Nice Weather

atmosphere, a Grass pedestal and set quality to

Full Lighting, then click Generate. LumenRT 3

will now export the model and then initiate the

pre-processing phase. This process is very CPU intensive but will run in the background so that you

can continue working on other tasks. Here, the model is very simple, so pre-processing and

generating the LiveCube should only take a couple of minutes.

When pre-processing is complete, the LiveCube will appear on screen. The initial start or “home”

position of the LiveCube will either be the first keyframe of the animation or the current camera

position of the scene if no animation is present. Click in the window to start moving around and

exploring the LiveCube. Press the left mouse button to walk forward. Move the mouse left and

right to look around. The F1 key displays the help menu and explains each of the navigation keys

and navigation modes. As you explore, notice how light flows in through the door and bounces

around the little room. In the next step, we will change the opaque blue window into a glass pane.

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Step 2 – Glass Window

Close the LiveCube and go back to SketchUp.

Select the window pane and assign it a blue glass

material from the standard materials. Because the

material has some transparency to it, it will be

identified as glass by LumenRT 3. Regenerate

the LiveCube. Tick the Overwrite Files

checkbox if you want to overwrite the previous

LiveCube, or untick it to preserve the previous

LiveCube (a version number will be

automatically appended to the new LiveCube

name). When the LiveCube launches, notice how

the window pane now appears as transparent

glass with realistic reflections. Notice also how

more light streams into the room through the

window. In the next step, we will turn the blue

surface in the pool into water.

Step 3 – Water Pool

Go back to SketchUp and assign a material from

the water collection to the blue plane in the pool.

Any material with the word "Water" in it will be

identified as water and LumenRT 3 will

automatically add gentle ripple and caustic

effects. Generate the new LiveCube and check

out the water in the pool. If you want to speed up

the process, you can export your model in Draft

quality. Because this mode does not generate

indirect ligthting, the pre-processing phase is a

lot faster. Draft mode is very useful when you

want to fine tune your materials. In the next step,

we will improve the look of the tiles around the

pool.

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Step 4 - Materials

First, we will add shininess to the tiles around the

pool. In SketchUp, bring up the LumenRT 3

Material Editor (Plugins | e-on software

LumenRT 3 | Edit Materials) and edit the tile

material by adding 20% Specular Amount and

30% Specular Shine. This sets specular highlights

to moderately high and shiny values. You can

check the result by generating a Draft quality

LiveCube. Notice the highlights on the pool tiles.

Now let’s tweak the pool material further to

increase the "bumpiness" of the tiles. Using the

LumenRT 3 Material Editor, add a -100% bump to

the tile material to invert the bumps on the material

and increase the bump amplitude. Regenerate the

LiveCube. Using modifications like these, you can

customize the way your materials look in

LumenRT 3 LiveCubes. Once you are satisfied

with your materials, generate a Full Lighting or

better quality LiveCube to enjoy full quality

lighting.

Step 5 – Add LumenRT Vegetation

Let’s add a tree from the LumenRT content

collection. Open up the Sketchup component

window and navigate from the top level

Components folder to LumenRT | Plants | Acacia-

1 and then place the tree next to the pool.

Step 6 – Time of Day

Now we will change the time of day to see how

this influences lighting. In SketchUp, adjust the

time of day to 7:15 AM and regenerate the

LiveCube. Notice how the amosphere of the scene

has changed because of the change in lighting.

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Conclusion

That’s it!! You have created your first LumenRT 3 LiveCubes and learned how to improve the

looks of your materials. Now you can try generating LiveCubes of your own models. However, we

recommend you read on in order to get a better understanding of how LumenRT 3 works and how

to avoid common errors. If you run into any issues, please refer to the Troubleshooting section

page 60.

The next section will describe the navigation and viewing features of LumenRT 3 in greater detail.

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Navigating the LiveCube

In LumenRT 3, the mouse is the primary device used to navigate the LiveCube in a manner similar

to walking through a 3D video game or orbiting inside a 3D application.

You can view a quick tutorial on navigating LiveCubes through the help pannel (F1 then click the

Navigation Tutorial button) or here: http://www.lumenrt.com/navigationtutorial.

LumenRT 3 offers four different navigation modes for viewing and exploring LumenRT 3

LiveCubes:

Walk-Thru Mode (the default mode, activated by

pressing the F3 key) is like a first person video

game. The user operates the mouse controls to

“wander” through the model as if he/she was

walking through the scene. Pressing the left

mouse button will cause the camera to walk

forward. You will see a small circle in the scene

as you walk which indicates the heading. The

speed of walking increases if you keep the mouse

button pressed. Simply release mouse button to

reset speed.

The camera is fixed to a height of 1.6 meters

above the ground (about the eye level of an

average-sized adult). You can move up or down

using the Page Up and Page Down keys. The

camera will revert to its standard height as soon

as you start walking again.

Walk-thru mode is sensitive to obstacles such as

walls which will halt movement (and display a

halt icon) until the user clicks and releases the

mouse to walk through the wall. Features such as

stairs will cause the movement to simulate

walking up or down the flight of stairs. Users can

move up or down to different floors by using the

elevator up/down keys to lightly fly up or down

to a different floor.

Orbit Mode (activated by pressing the F5 key)

operates very much like a typical 3D application

such as SketchUp. Controls such as pan, zoom

and rotation changes the camera viewpoint in the scene.

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Fly-Thru Mode (activated by pressing the F4 key) allows you fly through the scene very quickly by

jogging the middle mouse button and pivoting the camera around by pressing thre left mouse

button.

Animation Mode (activated by pressing the F2 key) is an optional form of navigation that becomes

available if the SketchUp scene contains an animation path which is derived from the SketchUp

scene tabs. In this mode, the animation will begin as soon as the LiveCube is launched. Animation

mode also allows a slide show style of navigation similar to a PowerPoint presentation by moving

forward or backward to various scene snapshots using the arrow keys.

You can stop animation playback anytime by pressing the left mouse button which will switch to

walk-thru mode and start walking from where the camera is (and restore the default height).

Time of Day is adjusted by using the “G” and “H” keys to set the sun position to an earlier or later

time respectively. Please note that the time of day controls are only active if the LiveCube was

rendered using the Adjustable time of day option during export.

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Basic Navigation Controls

The basic navigation controls are the first level set of controls. The LumenRT 3 control summary

displays each of the basic movements such as using the mouse to navigate.

Extended Navigation Mode Controls

The extended controls allow refined movements and operation according to the four navigation

modes:

• Animation Mode

• Walk-Thru Mode

• Fly-Thru Mode

• Orbit Mode

These extended controls are accessed by pressing F1 (More) from the Basic Navigation Controls

dialog.

Additionally, if the LiveCube was rendered using Adjustable Time of Day, the time of day controls

will appear on the extended controls help screen.

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An exhaustive list of the LumenRT 3 navigation controls can be consulted online by clicking the

More Controls button on the help screen (F1). It corresponds to the listing included below.

Basic Controls Key Description

Help F1 Displays the help screen.

Toggle Full-

Screen/Window Mode Alt + Enter

This will toggle full screen or window

operating mode.

Exit Esc The escape key (esc) pauses operation of the

LumenRT 3 viewer window.

Return to Start Home The home key (home) will return the camera

to the start position.

Animation Mode F2 This is the default startup mode when an

animation is present in the exported file.

Walk-Thru Mode F3

Walk-Thru mode is the default mode for the

LumenRT 3 viewer when an animation is not

present.

Fly-Thru Mode F4

Quickly fly-thru the scene using the middle-

mouse button and pivot the camera side-to-

side and up-down using the left mouse

button.

Orbit Mode F5

Orbit mode operates like a standard 3D

application where the camera can be placed

at any angle and height by panning, zooming

and rotating.

Screenshot F6

Generates an instant screenshot of the current

viewport at full quality, and saves the picture

within the export folder.

Display Quality F7/F8 Pressing F7 reduces display quality while

pressing F8 increases display quality.

Online Help Online Help

on-screen button Goes to the LumenRT Website.

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Publish Publish

on-screen button

Publishes the LumenRT 3 LiveCube as a

self-executing compressed file suitable for

sharing with others.

Save Animation Save Animation

on-screen button

Generates a canned animation file of the

camera movement inside the LumenRT 3

LiveCube.

Animation Mode

Controls (F2) Key Description

Pause Space Tapping the space bar will pause the

animation.

Previous/Next Keyframe Left/Right Arrow

Keys

Use the left/right arrow keys to jump to

specific keyframes.

Start/End Home/End Go to the animation start/end.

Switch to Walk-Thru

Mode Left mouse

Click the left mouse button to switch into

walk-thru mode.

Walk-Thru Mode

Controls (F3) Key Description

Look Right/Left Mouse Left/Right Moving the mouse left/right with no buttons

pressed orbits the camera.

Walk Mouse Down Left Left mouse down hold – walks forward.

Run Forward/Backward Middle Mouse

Button

Shuttle the middle mouse button to run

forward or backward.

Pan Right/Left Left/Right Arrow Use the right/left arrows to move sideways.

Elevator Up/Down Page Up/

Page Down

Press and hold the page up/page down keys

to jump to another floor above or below –

release the keys when you are above the

desired floor.

Fly-Thru Mode

Controls (F4) Key Description

Look Right/Left Left Mouse Down

Move Left/Right

Pivots the camera around horizontally.

Look Up/Down Left Mouse Down

Move Up/Down

Pivots the camera around vertically.

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Run Forward/Backward Middle Mouse

Button

Shuttle the middle mouse button to run

forward or backward.

Pan Right/Left Left/Right Arrow Use the right/left arrows to move sideways.

Raise/Lower Camera

Height

Page Up/

Page Down

Press and hold the page up/page down keys

to raise and lower the height of the camera.

Orbit Mode Controls Key Description

Orbit Right/Left Mouse Down Left Hold and drag the left mouse button to orbit

around the scene.

Zoom In/Out Middle Mouse

Button or

Up/Down Arrow

Shuttle the middle mouse button to zoom in

and out. Alternatively, you can use the

up/down arrow keys.

Pan Right/Left Left/Right Arrow Use the right/left arrow keys to pan

sideways.

Raise/Lower Camera

Height

Page Up/

Page Down

Press and hold the page up/page down keys

to raise and lower the height of the camera.

Time of Day Controls Key Description

Earlier/Later “G”/”H” Press G or H to move the sun to an

earlier/later time respectively.

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Generating a LiveCube

LumenRT 3 SketchUp Panel

To export a model as a LumenRT 3 LiveCube, go to the

SketchUp Plugins menu and select e-on Software

LumenRT 3 | Export Full Model or Export Selected and a

LumenRT 3 dialog will appear. Each of the dialog export

options are described below:

Sky: This selects which type of Sky/Atmosphere to use.

See the Sky Atmosphere Options discussion below for

more details about each atmosphere.

Adjustable Time of Day: When this option is checked,

LumenRT 3 will generate a clear blue sky atmosphere with

a dynamic sun, allowing you to change the time of day in

the Live Cube using the “G” and “H” keys. The sun

position is calculated from the actual time zone, date and

geo-position used in the Sketchup model.

Horizon: This selects which type of distant background

will be used. If none is selected, the scene will use an

infinite flat horizon.

Quality: Indicates which of 5 quality settings to use. Draft

generates a fast preview in under a minute. Standard creates a higher quality output with basic

shadows. Full Lighting quality generates a fast (typically 15 minutes depending on system

performance and scene complexity) medium quality output suitable for test viewing. Superior

generates a nice high quality output and takes about an hour. Extreme generates the highest quality

output and can take two hours or more.

Start: After making your selections, hit the big Start button to begin the export and render process.

Export Options Panel

Clicking the wrench icon button will invoke the LumenRT

Export Options panel which contains several additional

settings:

Pedestal: This selects which type of ground plane to use

underneath the model. If none is selected, the model will

simply lay on top of an infinite ground plane.

Smooth Motion: Indicates the degree of smoothing ranging

from 0% (no smoothing) to 100% (fully smoothed) to apply

to Sketchup animation paths exported into LumenRT. A

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smoothed animation path will generally appear more natural than the standard linear Sketchup

animation path.

Adaptive lighting: This option becomes available when using a non-draft quality level. It is useful

for improving the performance of lighting calculations on large models (e.g. models greater than

4,000 square meters or 40,000 square feet) with a tradeoff of reduced quality. When checked, the

internal scale of the model is reduced to accelerate the lighting calculation and the result is rescaled

back to its original size. The quality of the lighting produced will obviously be lower, but in many

cases, the quality of the result remains acceptable.

You should not use this option for models that require a strong discrepancy in lighting quality, as

the overall quality of the lighting will probably be reduced too strongly on the parts where quality

is an issue (for instance, rendering a building with a large surrounding garden – while quality will

be perfectly acceptable for the garden, lighting inside the building may suffer dramatically).

Fast export: This option only appears on Sketchup Windows platforms. When checked, this

option increases the performance of the Sketchup model export and works well for models

containing less than 200,000 faces. For models exceeding 200,000 faces, or for models that

consume a great deal of memory (e.g. greater than 500 MB), or for any model that causes

Sketchup to crash due to out-of-memory errors, unchecking this option improve export stability at

the expense of speed (about 50 percent slower to export). The option should only be unchecked on

very models that exhibit crashing problems when exporting from Sketchup.

Overwrite Files: Checking this box will direct LumenRT 3 to overwrite previously existing

LiveCube folders with the same name. If unchecked, LumenRT 3 will create a new LiveCube

folder incremented by a numbered suffix (e.g MyModel_01).

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Sky Atmosphere Options

The sky options set the type of atmosphere used to render the LiveCube scene. Each option

contains a sky map which sets the appearance of the sky (e.g. clear, cloudy, etc) and the intensity of

the direct lighting shadows produced by the sun.

In LumenRT 3, there are two types of light. Direct lighting, also known as diffuse light, is light

produced directly from the sun and typically produces dark shadows -- for example, the shadows

on the ground where a wall obstructs the sun.

Indirect lighting, also known as ambient light, is light that is reflected off of surfaces in the scene

and produces very faint shadows – for example, the shadows you see in the corners of a room

interior.

LumenRT 3 produces output that contains both direct and indirect lighting. Brighter, sunnier

atmospheres contain higher percentages of direct light and produce darker shadows than cloudier or

neutral atmospheres which produce very faint direct shadows.

Adjustable Time of Day: When this option is checked, LumenRT 3 will generate a clear blue sky

atmosphere with a dynamic sun, allowing you to change the time of day in the Live Cube using the

“G” and “H” keys. The sun position is calculated from the actual time zone, date and geo-position

used in the Sketchup model.

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Bad Weather: Thick, gray cloudy sky with a mostly ambient atmosphere. This atmosphere

produces very light direct shadows.

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Blue Sky: Bright blue clear sky with no clouds. Direct shadows are very strong.

Neutral White: Plain white atmosphere for a showroom type look. There are no direct lighting

shadows produced.

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Nice Weather: Cloud filled sunny summer sky with dark direct lighting shadows. Beautiful puffy

clouds cover the sky.

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Pedestals

Pedestals provide a platform on which the SketchUp models rest in the LiveCube scene. The

pedestals also show any direct ground shadows cast by the scene model. To eliminate ground

shadows, or if your model already includes some form of “base”, you can select the No Pedestal

option.

Asphalt: Parking lot material on a square pedestal.

Grass: Green grass on a square pedestal.

Sandy: Sand material on a square pedestal.

White: Plain white material on an octagonal pedestal.

Difference in Export Rendering Quality

LumenRT 3 offers a choice of rendering mode thresholds which vary by the degree of rendering

quality offered and the amount of time needed to complete the render. In general, you should

choose a rendering quality level that will deliver the quality you need with the least amount of

rendering time.

There are five export rendering quality modes available in LumenRT 3:

Quality Mode Rendering Time Indirect Lighting/Shadow Quality

Draft Under 1 minute Fast screen-space occluded shadows

Standard ~ 5 minutes Fast screen-space occluded shadows

Full Lighting ~ 15 minutes High quality with indirect lighting

Superior ~ 1 hour Superior lighting quality

Extreme Very slow For complex scenarios

Rendering time is an approximate time for a 100K face model running on a quad-core 3 GHz machine.

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Draft quality generates a very fast preview that will render in under a minute. It contains fast screen

space ambient occluded shadows. Draft mode is very useful as a quick test render, particularly for

checking animation paths, the direction and intensity of direct lighting from the sun as well as

material options. In most cases, you will not want to distribute Draft quality renders to others.

Standard generates a fast, quality render using an occluded indirect lighting calculation for

shadows. This is the primary, final quality mode used for scenes which have the adjustable time of

day switch enabled. Standard mode quality renders will complete in around 5 minutes depending

on scene complexity and the power of your system.

Full Lighting generates a medium quality render that will complete in 15 minutes or less depending

on scene complexity and the power of your system. It contains full indirect lighting and shadows

that may appear rough or splotchy in some cases. Full Lighting quality will work just fine for many

final productions, particularly for outdoor or exterior renders.

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Superior generates a high quality render that will complete in around 1 hour or less depending on

scene complexity and the power of your system. It contains high quality, smooth indirect lighting

and shadows.

Extreme generates a very advanced lighting simulation that should be reserved for difficult lighting

scenarios where artifacts appear in the other modes (for instance, when no direct light penetrates

the volume).

In most cases, you will never need to use this rendering mode unless you have a complex indoor

scene with lots of indirect lighting and no direct light.

The pre-processor automatically generates a log file that is placed in the same folder as the

LiveCube, inside the Scene sub-folder. The file is called LumenRT.log.

Animation

Animation in LumenRT 3 allows full motion

replay of a predefined camera animation path.

This is very useful when you want to include a

showroom style or kiosk type of guided walk-

thru. In addition, the sun position is fully

animatable which allows the creation of time-of-

day renders.

Animation paths are created in SketchUp by

using SketchUp scene tabs and setting the

associated animation path properties. Each scene tab in SketchUp represents a single camera key

frame. When aggregated together, the scene tabs create a full-motion camera animation path.

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For more information on how to create scene tabs and animation paths in SketchUp, please visit

http://sketchup.google.com/support/bin/answer.py?answer=151692

If the SketchUp model contains scene tabs, LumenRT 3 will automatically create an animation path

derived from these tabs in a fashion similar to how SketchUp creates animations. The animation

timing and hold frames are controlled by whatever timings are used in the SketchUp model.

The animation path created in LumenRT 3 is a close approximation of the actual SketchUp

animation path although there may be some minor differences. Using the Smooth Motion

LumenRT option setting will generate a smoother, more natural looking animation path.

The initial start or “home” position of the LiveCube will either be the first keyframe of the

animation or the current camera position of the scene if no animation is present.

You can save the camera animation by clicking the Save Animation button in the Help panel (see

page 43).

Sharing the LiveCube

The process of sharing LiveCubes with clients and co-

workers is very simple and straightforward. It does not

require any special viewing software or even a copy of

LumenRT 3. Instead, a compressed, self executing copy

of the LiveCube is created which is capable of being

shared with anyone on a PC or Mac platform

The compressed, self-executing file is very similar to a

self-extracting zip file. By simply clicking on the file, the

LiveCube will run automatically (you need to manually

unzip the file on the Mac platform).

The source LiveCubes are found in your Documents/e-on software/LumenRT 3 folder. Click the

LumenRT 3.exe icon to run the LiveCube.

To create a sharable LiveCube, select the Publish option button from the LumenRT 3 help screen

(Key F1). This will save the compressed file to a location of your choice. You can select the target

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platform for the LiveCube from the drop-down box (Windows LiveCube, Mac LiveCube or both).

Then, just e-email or FTP the shareable LiveCube to anyone you wish.

Also, as useful aid to help your clients understand how to navigate inside the LumenRT 3

LiveCube, you can provide them with the following video link:

http://www.lumenrt.com/navigationtutorial

Adding Your Logo over a Published LiveCube Splash Screen

To add a custom logo in a published LiveCube, add a corresponding jpeg image file named

UserLogo.jpg to the root of your exported source LiveCube folder (next to the LumenRT 3

launcher file), located in Documents/e-on software/LumenRT 3. This has to be done before

clicking the Publish button from the LumenRT 3 navigator help screen. This will add your logo to

the published LiveCube splash screen upon start.

Saving Stills and Animations

LumenRT 3 lets you capture screenshots of the LiveCube anytime simply by pressing the F6 key.

The screenshots are automatically anti-aliased and saved as Jpeg files in the LiveCube folder.

Screenshots are automatically numbered in sequence.

You can also save a canned animation file of the LumenRT 3 camera animation. This file can then

be played back in any animation player. The movement is based on SketchUp camera views and

delays (see above section on Animation, page 41).

You can export the camera animation as a .AVI (on Windows) or .MP4V (on Mac) animation file.

To generate the animation file, simply press the Save Animation button in the Help panel (press F1

to display this panel). Select the destination file from the File Selection dialog and press Save to

save the animation file. Each frame will be sequentially rendered, anti-aliased and saved into the

animation file. Depending on the duration of the animation and the power of your system, this

process may take a while.

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Materials

Materials are one of the primary factors for making a scene in LumenRT 3 look good. Using the

right texture maps along with the proper material settings can dramatically improve the appearance

and increase realism.

LumenRT 3 material modification takes place directly

inside of SketchUp using the LumenRT 3 Material Editor.

Materials are either treated automatically (in the case of

water and transparent materials) or by setting material

properties as attributes using the LumenRT 3 Material

Editor. The LumenRT 3 Material Editor is accessed by

going to the Sketchup menu Plugins | e-on software

LumenRT 3 | Edit Materials.

The LumentRT Material Editor contains all of the active

materials used in the Sketchup model. Each material is

accessible from the Material drop-down

control or by using the LumenRT 3 Material

Picker to select materials from objects in the scene.

Listed below describes how materials are treated and adjusted for LumenRT 3.

Water

Water materials are designed

to render materials for

objects such as pools, ponds,

and fountains.

Any material containing the

string “Water” (not case

sensitive) in the SketchUp

material name or has the

Water property checked in the LumenRT 3 Material Editor will create a

pulsating, water ripple effect in LumenRT 3.

For example, a material with the name BlueWater will have the

LumenRT 3 water effect applied automatically. The water produced in

LumenRT 3 will also contain nice reflections increasing realism, but also taxing overall

performance.

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Bump

Bump adjusts the amount of bumpiness at the

surface of the material. The bigger the value, the

bumpier the surface.

Bunp values can range from -900% to +900% in

the LumenRT 3 Material Editor. LumenRT 3

automatically creates a grayscale version of the

color map to generate the bump.

Positive values will make the bump appear above

the surface while negative values will make the bump appear below the surface.

SketchUp materials starting with the name Stone, Brick or Roofing will have a bump of 5%

applied.

Specularity

Specularity describes the surface quality of the

material (shiny or dull). The specular highlights

create spots of light on the surface of the object,

in the direction of the light sources. The

smoother the surface, the more concentrated and

bright the spots will be (e.g., think of polished

marble). The highlights are built with two

parameters: the intensity of the light spots that

appear on the surface and the size of the spots.

To add specular highlights to a material such as a shiny metal material, there are two settings that

must be set.

1. Specular Amount sets the intensity of highlights. 0%

indicates no specularity while a value of 100% indicates

very intense speculat highlights.

2. Specular Shine sets the sheen of the specular highlights.

1% indicates very dull highlights while a value of 100%

signifies a very shiny material.

Listed below are common settings for a variety of

materials:

StainlessSteel: Amount=50% Shine=60%

Plastic: Amount=25% Shine=20%

Wood Floors: Amount=30% Shine=50% creates a wood

floor with a nice waxy sheen

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Reflective Materials

Reflective materials include objects such as glass

and mirrors.

Any material that contains some level of

transparency (e.g when the SketchUp material

opacity is less than 100%) will contain some

degree of reflectiveness. This will produce real-

time reflections in LumenRT 3 such as the sky

reflecting on a pane of glass. In LumenRT 3, the

Index of Reflectiveness (IOR) is set to a default

value of 1.6 (glass) for all reflective surfaces.

Mirror surfaces are set for any material

containing the name “mirror” (not case sensitive)

in the material name.

Alternatively, the LumenRT 3 Material Editor

can be used to set Mirror or Glass materials by

checking their respective properties.

Texture Maps

For materials that use texture maps, make sure

that there is sufficient resolution in the map. A

good rule of thumb is that maps should at least

have a dimension of 256 x 256 pixels. Also, to

improve performance, avoid using texture maps

that are larger than 1024 x 1024.

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Animated Digital Nature Content

One of the most important new features in LumenRT 3 is the ability to surround models with rich,

high fidelity content that breathe life into your designs. Listed below are examples of the six

categories of animated content available with LumenRT 3 and LumenRT 3 Content Pack.

Animals

From dogs and cats to flying birds LumenRT 3

offers a rich variety of animals to populate your

scenes with fully animated walk paths and natural

movements.

Buildings

Many simplified buildings offered in a variety of

shapes ands sizes make great filler for midrange

and background scenery.

People

Dozens of fully animated characters sitting,

standing, walking, and talking will help bring

your scenes alive. Characters are arranged

individually, in pairs, and small groups.

Plants

Fully breeze animated trees and shrubs add a

realistic visual context for your models. Choose

from dozens of species and varieties in the

LumenRT 3 Content Pack (sold separately).

These plants are added as low poly models into

the Sketchup scene but are automatically

transformed into their high resolution

counterparts in LumenRT.

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Vehicles

Add cars and trucks to the scene. Choose the

exterior color or let LumenRT 3 choose a random

color.

Cyclorama Backgrounds

Cycloramas provide midrange and background

fill by encircling the entire scene with an alpha

plane. They are quite useful for adding dense

looking backdrops without taxing performance.

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SSeeccttiioonn 33

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Tutorials

Optimizing Large Models

When creating LumenRT 3 Live Cubes, it’s important to ensure that SketchUp models are fully

optimized for efficient rendering and navigation performance. This tutorial demonstrates how to

optimize models containing a large number of faces and components for use with LumenRT 3. The

key optimization factors involve the effective use of layers and hiding unnecessary geometries and

components.

You can follow along with this tutorial by downloading the demonstration model “Big House” by

master SketchUp modeler Andres from the 3D Google Warehouse.

Step 1

Load the model into SketchUp.

Step 2

Examine and interrogate model info by displaying the model information window – Window |

Model Info. Notice that this is a large model with over 100K faces which translates to well over

500K polygons (faces are exported as triangle polygons in LumenRT 3). The large poly count

indicates that this model may experience rendering and navigation performance issues in LumenRT

3. So let’s try and optimize this model a bit.

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Step 3

Purge the model of any orphaned

components and materials by clicking the

Purge Unused button on the Model Info

window. This will clean up the model by

getting rid of any unused component

definitions and materials. Also, there is a

very useful free Sketchup plugin called

“CleanUp” located in the Sketchucation

Plugins forum:

http://forums.sketchucation.com/viewtopic.p

hp?f=323&t=22920

This plugin will do a more thorough cleanup

of the model and reduce unnecessary items.

Step 4

This model contains very high poly trees and

vegetation where the object components such

as leaves are modeled as separate

geometries. This will obviously cause a

major increase in the polycount. Our choices

here are to replace the vegetation with

LumenRT plants which will automatically

convert into high performance animated

objects in LumenRT or to use billboards. In

this case, we will replace the high-poly plant

models with LumenRT plant objects.

Step 5

Turn off any other unnecessary layers and

hide unnecessary components/geometry. In

this case we are going to hide the interior

furniture and replace the high poly cars with

LumenRT Car objects.

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Step 6

Check for any stray geometry by zooming

the model to fit the viewable area (right click

Zoom Extents). The model should fit nicely

in the viewable area. If the model does not

fully zoom up, then you have some stray

geometry in the scene. Either delete or hide

the stray geometry.

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Materials

Materials are a key factor for making

high quality scenes in LumenRT 3.

Using the right texture maps along

with the proper material settings can

dramatically improve the appearance

and increase realism.

You can follow along with this

tutorial by downloading the

demonstration model “Gables House

with Interior” by master SketchUp

modeler BmrCT from the 3D Google

Warehouse.

Step 1

Load the model into SketchUp. This

model (which has been slightly

modified with the addition of a pool) contains a nice variety of materials including brick, wood,

water, glass, and stone.

Step 2

Do a quick test render in LumenRT 3

by exporting the model using draft

quality Plugins | e-on Software

LumenRT 3 | Export Full Model and

then select Draft quality.

While the quality of the lighting and

shadows is low in draft mode, you

can still get a good idea of what each

material will look like.

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Step 3

Examine the model in LumenRT 3

and take note of the appearance of

each material. Does it look right? Do

the materials need bump or specular

highlights added? Do the glass and

water materials look correct?

After making some mental notes,

return to SketchUp to edit and

enhance the materials.

Step 4

Brick and Stone materials are automatically pre-

set in LumenRT 3 to contain a small amount of

bump (5%). In this case, we will increase the

exterior Brick bump amount to 15% which will

provide sharper details and reliefs.

Step 5

Select the brick material in the LumenRT 3

Material Editor (Plugins | e-on software

LumenRT 3 | Edit Materials). Increase the brick

bump amount by entering 15 into the Bump value

box.

Step 6

Shiny materials such as plastic and leather will

look more realistic by adding specular highlights.

In this case, we add specular highlights to the

leather seats in the living room. Select the Red

Leather material and let’s add 30% specular with

a shine of 50%.

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Improving Your LiveCubes

SketchUp Modeling and Scene Optimization

While LumenRT 3 can process any type of SketchUp model, it’s important to adhere to proper

practices when constructing models in order to achieve optimal results. In general, if models are

well constructed in SketchUp (e.g. air tight models, properly joined components, etc), then they

will look good in LumenRT 3.

Listed below are several tips for creating your models in SketchUp in order to optimize the final

result in LumenRT 3.

Smoothing Curved Surfaces

In SketchUp, all curved surfaces appear with

some level of smoothing applied. However, these

surfaces will appear to be unsmoothed in

LumenRT 3 unless they are converted into

groups or components. If you run across any

condition as shown in the figure below, convert

the object into a component or group to ensure

that smoothing is properly applied.

Add Wall and Floor Thickness

Adding thickness to walls and floors will

improve the quality of shadows and light,

especially for interior renders. If walls or floors

are constructed primarily of single planar faces

with no thickness, lighting artifacts such as light

leaks may occur.

Avoid Degenerate Faces

Avoid overlapping faces or putting two faces

together with opposite normals or else LumenRT

3 will remove one of the two faces.

Avoid Very Large Surface Areas

Because LumenRT 3 computes indirect lighting

over the entire model, if your model

encompasses large surface elements such as

roads, parking lots, gardens, etc. the processing

time will become extremely long as LumenRT 3 computes lighting for these elements.

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A warning will automatically be displayed during processing if the surface area of your model

exceeds 4,000 square meters (roughly 40,000 sqft). While LumenRT 3 is perfectly capable of

handling large surface areas, you can greatly speed up the processing by not including large

unecessary elements.

Eliminate Orphaned Geometry to Avoid Unusually Large Pedestals

Delete or clean up all orphaned geometry or else the pedestal

will be way too big in the scene compared to the model and

processing times will suffer.

Use Groups, Components and Layers

Keeping your model well organized by using groups,

components, and layers provides greater ease and flexibility

when deciding which sections of the model to export. Also, it's

generally better to separate each part of the model in order to

remove or change materials easily.

Use Real World Units

LumenRT 3 lighting is based on real world units.

To maximize realism, it’s critical that models are

built at the full real world unit scale and

proportions (e.g. 1:1 not 1:2 or 1:4).

Use Fewer Polygons

Hiding unnecessary layers and getting rid of

unneeded geometry will help to reduce the model

size and improve overall interactive performance.

There is a very useful free Sketchup plugin called “CleanUp” located in the Sketchucation Plugins

forum:

http://forums.sketchucation.com/viewtopic.php?f=323&t=22920

This plugin will do a very thorough cleanup of the model and reduce unnecessary items.

Export Only Part of the Scene

LumenRT 3 only exports visible layers and non-

hidden geometries so switching layers off and

hiding geometries will reduce the model size

upon export. Also, there is an option under the

LumenRT 3 Plugin Export menu in SketchUp to

export only a selected portion of the model for a

more concise and efficient export.

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Add Thickness to Carpeting/Flooring

Carpets and floors will look better in LumenRT 3

if they have a bit of thickness (1cm is a good

thickness for example).

Keep Models above the Ground

Plane

Everything should be modeled above the

SketchUp ground plane. Anything below the

ground plane will not be visible in LumenRT 3.

Clean Ground Plane Intersections

Avoid polygons that penetrate far underneath the ground plane. This can result in bad looking

shadows around the intersecting corner or edge.

Use Planar Faces for Water and Glass Materials

For a swimming pool, lake, or any water plane,

use a planar face, and not a cube. Applying water

to a cube or other non single plane object may

produce odd results (double reflection, photons

going through the floor, etc). The same is true

when creating a glass or window surface -- it is

better to have a single planar face instead of a

cube.

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Avoid Using Fake Reflection Maps for Transparent Materials

Do not simulate reflection on glass with maps.

LumenRT 3 will handle reflections automatically

for any material that contains

transparency/translucency (i.e. materials that are

not fully opaque).

Aim the Sun to Increase Interior

Lighting

Aim the sun to have light enter any rooms

through windows for a more dramatic effect.

Initial Camera Position Is First

Scene Tab or Current Camera

View

When exporting from SketchUp to LumenRT 3,

the initial start or “home” position of the

LiveCube will either be the first keyframe of the

animation or the current camera position of the

scene if no animation is present.

Use Perspective Camera Views

LumenRT 3 uses real world perspective cameras

so it’s important to use perspective cameras in

SketchUp as well. SketchUp parallel or two-point

perspective cameras will not look right in

LumenRT 3.

Reduce the Number of

Reflective/Transparent Materials

Reducing the number of reflective and/or

transparent materials will also improve

interactive performance since these types of

materials are very GPU intensive.

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Troubleshooting

For the latest information on troubleshooting and solving LumenRT 3 issues, please visit the

LumenRT 3 and Architectural user forums at http://www.cornucopia3d.com

Listed below is a list of common problems you may have using LumenRT 3 along will suggested

solutions:

Light Appears Around Wall Corners

Sometimes it may happen that you see bright

areas of light appear in corners or near the floor

where there shouldn’t be any. This phenomenon

is known as "light leak" and is an artifact usually

caused by using walls or floors that are

insufficiently thick. To correct this problem,

make your walls and floor thicker (using a more

ambient atmosphere such as the neutral white

atmosphere may reduce this effect slightly).

Dark Shadows Appear at the Bottom of a Wall or in Corners

If very dark and splotchy looking shadows

appear at the base of a floor plane wall

intersection, in most cases this is caused by the

wall extending under the floor. Try trimming the

wall exactly to the intersection of the floor plane

to eliminate this problem. Likewise, if splotches

appear around an object, you probably have faces

of that object extending "inside" the object, and

you should trim the faces so that they do not

penetrate inside the object.

Large Objects Going Through Others Seem to Have Wrong Lighting

It may happen that for some long & thin objects that go through others, the resulting lighting be

awkward (either much too bright or much too dark). One way of improving this kind of situation is

to force the host application to intersect these objects against the model before exporting, so its

faces be properly cut according to potential lighting discontinuities in the final illumination

solution.

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In Sketchup, this is done by first exploding the problematic geometry so it doesn't belong to any

component anymore, and then choose via the main menu Edit | Intersect Faces | With Model to

perform the cuts.

Pre-Processing Takes Forever

The mathematics involved in processing the illumination of a scene are very complex and time

consuming, especially if the scene itself is complicated. Because LumenRT 3 computes indirect

lighting over the entire scene, if your scene encompasses large surface elements such as roads,

parking lots, gardens, etc. the processing time will become extremely long as LumenRT 3

computes lighting for these elements. You can greatly speed up the processing by not including

large unnecessary elements or using the Auto-scale lighting option which will greatly improve

performance with a tradeoff of reduced lighting quality.

Also, if pre-processing appears to take abnormally long to process an otherwise reasonably sized

model, make sure that no other processor intensive applications are running (because LumenRT 3

runs in the background, it will yield processing power to the other applications) and that your

computer is not switching into power saving mode during processing.

Window Glass Is Blinking when Navigating in LiveCube

If the windows in the LiveCube scene are

blinking during navigation or animation, it most

likely is caused by duplicated glass panes in your

windows which causes multiple reflections

bouncing off the glass. Although LumenRT 3

attempts to correct this automatically, there are

some cases when you will have to remove the

second glass pane manually. Making sure to

create windows using a single planar face instead

of a cube is a good way of eiliminating this problem.

Pedestal is too Big Compared to the Model

Check to ensure that no small orphaned polygons

are floating around the scene perimeter. Delete or

hide these if possible.

Playback Performance in the

LiveCube is Slow or Choppy

If the LiveCube playback and navigation

performance appears slow or choppy, first ensure

that you or your clients are using a suitable

modern graphics card. Slow-downs can occur if the scene contains a large number of faces (e.g.

greater than 200,000) or if the scene has many reflective/transparent materials. Reducing the

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number of polygons exported (e.g. turning off layers, hiding components) and reducing the number

of reflective materials will improve performance significantly.

Some Faces Are Missing

If some faces are missing from the scene, check

to ensure that the polygons are not overlapping

with other polygons containing opposite normals.

Also, make sure that the area in question is

receiving enough light. Faces that are found to be

in pitch dark may be removed automatically by

LumenRT 3 in order to speed up playback.

Flickering Polygons

If you find that some polygons are blinking or

flickering in the LiveCube it could be caused by

a visual artifact phenomenon known as “Z-

fighting” when 2 polygons are overlapping and

are at almost exactly the same distance and

position from the camera. In this situation, the

renderer doesn’t know which polygon to display

first (since they are both at the same location) so

the display just alternates back and forth between

both polygons. To correct this, avoid coincidental

overlapping polygons (increase the space

between the polygons).

Object Surfaces are not Smooth

Make sure when creating curved surfaces in

SketchUp that they are made into a component,

or group, and that the smooth normal option is

checked in the SketchUp “Soften Edges” option.

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Splotchy Looking Shadow Artifacts

If shadow artifacts appear, particularly near

object corners and intersections, try using a

higher quality render setting (e.g. from Full

Lighting to Superior or Extreme). In addition, re-

aiming the sun or opening up the room to allow

more light in can help to lessen shadowing

artifacts. Also, make sure that light is able to find

it way into your rooms. Leaving doors open is a

good way of letting light in (and it also helps

navigation). Another cause for this could be that

the scene is simply too large (check that there are

no orphaned polygons floating around the scene

perimeter).

Water Material is not Rendering

with Ripples or Caustics

Make sure that the word “water” (case

insensitive) appears somewhere in the material

name and that the water material is transparent in

SketchUp.

No Bumps (or Not Enough Bumps)

on Objects

Check to make sure that the material is using a

texture map and that the bump settings are set in

the material name (e.g. WoodFloorb=50%). You

can increase the amount of bumps by raising the

"b=xx%" value. Values beyond 100% are

possible.

Noisy Looking Areas

In some cases, if the area being viewed in

LumenRT 3 is too dark, there may be some noise

in the picture. Allowing more light to reach this

area will solve the problem (e.g. by opening

doors).

I Can’t Find my LiveCube File

Please check in your Documents/e-on

software/LumenRT 3 folder.

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How Do I Launch the LumenRT 3 Application?

LumenRT 3 operates as a SketchUp plug-in. In SketchUp, go to Plugins Plugins | e-on software

LumenRT 3 to start the export and rendering process.

How Do I Avoid Having my LiveCube Files Overwritten?

Please uncheck the “Overwrite Files” checkbox when exporting from SketchUp to LumenRT 3.

Animation Playback Pauses at Regular Intervals

The model probably contains too many polygons – more than your graphics card can handle.

However, you can try switching to full screen mode (alt + return key) to see if this improves

performance (avoids screen synchronization problems). Otherwise, you will need to slim down the

model.

Video Board Suddenly Not Supported

If you lock your computer session shortly after launching a LumenRT 3 process, and before the

LumenRT 3 pre-processing window appears, the application will not be able to start correcly and

will report your video board as not supported (because it fails to create the required contexts due to

locking your session).

Overly Saturated Indirect Light

If the colorful light that is bounced onto walls

feels a little too colorful and saturated to be real,

this is probably because some of your materials

in the scene use colors that cannot exist in reality.

For instance, if you want to create a red wall,

chances are you will create a 100% red color,

with no green or blue, which, when looked at

from a physical point of view, means that the

material is bouncing back 100% of the red light

that it received. In reality, this never happens. For instance, good quality paints will only bounce

back about 80% of the light they receive. Although LumenRT 3 attempts to automatically limit this

effect, the result of "impossible" colors may feel fake because of the way LumenRT 3 accurately

simulates the physics of light. Turning down the saturation of your colors is a good way of

avoiding this.

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Some Pictures Are Missing

Pictures that are imported directly into SketchUp

without being assigned to a material will not

appear in the LiveCube. If some pictures appear

to be missing, make sure that they are assigned to

faces using a material.

LiveCube Refuses to Run on

another System

You cannot copy a LiveCube folder to another

system and run it there. If you want to run a LiveCube on another system, you need to Publish the

LiveCube first (see page 42).

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License Agreement THIS LICENSE AGREEMENT ("EULA") IS A LEGAL AGREEMENT BETWEEN YOU (EITHER AN INDIVIDUAL OR A SINGLE

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