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    <title>LightUp</title>
    <link>http://www.light-up.co.uk</link>
    <language>en-gb</language>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <lastBuildDate>Fri, 16 Dec 2011 05:40:42 -0600</lastBuildDate>
    <pubDate>Fri, 16 Dec 2011 05:40:42 -0600</pubDate>
    <description>LightUp news feed</description>
    <item>
      <title>LightUp v2.4b</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=110</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=110</guid>
      <pubDate>Fri, 16 Dec 2011 05:40:42 -0600</pubDate>
      <description>
<![CDATA[
<h1>LightUp v2.4b</h1>New Retail and Demo LightUp.<br>
<br>
- Insolation labelling fixes.<br>
- Dynamic Component animation parsing fixes<br>
- Faster processing of large models<br>
- Improved rendering of masked textures<br>
]]>
</description>
    </item>
    <item>
      <title>Volume Light Effects</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=109</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=109</guid>
      <pubDate>Wed, 07 Dec 2011 06:44:45 -0600</pubDate>
      <description>
<![CDATA[
<h1>Volume Light Effects</h1><p>This tutorial will show how to use LightUp Material properties to create Volume light effects.</p>

<style>
p  {font-size:12px; line-height:24px; margin-top:32px; }
</style>
<p>
The model is kept very simple so we can focus on the techniques. The first thing we are going to create is a Component to represent the 
light volume.  We want to create a Cone shape - how you do this is a matter of personal preference, but you want to end up with something 
like this:</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz001.jpg">

<p>We are going to Paint the inside of the Cone with a Material with some high contrast detail to represent 'dust mites'.  I'm going to use a standard SketchUp Material called "Stone_Granite_Midnite" for this:</p>
<div style='text-align: center;'><img src="resources/tutorials/volumes/Stone_Granite_Midnite.jpg"></div>


<p>SketchUp allows you to apply different materials to each side of a Face.  We'll apply a totally transparent Material to the outside of the Cone allowing us to see inside our Light Volume.</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz002.jpg">

<p>Next we place the Component Axes at the apex of the cone so later we can rotate around the light source.</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz003.jpg">

<p>Using the LightUp Query tool, we need to prepare the materials for LightUp rendering.  We don't want these Faces to cast any shadows from either material, so for <b>both</b> materials we check "<i>Don't cast shadows</i>".  (I've just shown the dialog for the outer material here.)</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz004.jpg">

<p>For the inner material - that will be rendering the light volume - we want some special settings.  As well as not casting shadows, we want the material to be "self-illuminating and brighten whats on screen behind it.  So we check "<i>Always fully lit</i>" and "<i>Additive glow</i>":</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz005.jpg">


<p>Now we can embed a <i>PointLightSource</i> at the apex of our light volume Component in preparation for adding it to our environment.  Open up the Component by double-clicking;  I'm going to add the PointLightSource at the Origin of component Axes and set a IES light source.  Make sure you place the light source on the inside of the cone.</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz006.jpg">

<p>We can use the LightUp Query tool to aim this component just as we can with IES PointLightSource.  Choose Query Tool, Shift-Click on the volume light Component and Ctrl-drag on the point you wish to aim the light.</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz008.jpg">
<p>And the light is now rotated automatically to aim this point:</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz009.jpg">

<p>OK, now we're ready to try out and tweak our volume light effect.  I've placed a couple in a model (with some sconce lighting on the back wall) to show the effect:</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz010.jpg">
<p>Starting Tourtool, you can see the faces that make the light volume don't cast any shadows and brighten up anything behind them.  But the effect is far too strong - Additive effect like these need to be used quite subtly.</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz011.jpg">

<p> However, we can make all the changes we need inside Tourtool by navigating to the inside material and double clicking to open the Material dialog.  Click on the Color adjustment, and bring down the Luminance slider as shown:</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz012.jpg">

<p> Lastly, we are going to add some animation to the material so the flecks of brightness in our material seem to float around like dust in a powerful light.  We'll use <i>Texture Animation</i>, and choose "Ramp".  I've also set the Angle of motion to 80 degrees which on this model is upward.  You'll have to experiment with your model to find what direction your texture is laid out.</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz013.jpg">

<p>If you bring the camera in close, you can see the dust mites much more easily.  Alternatively, change the scale of the Material you're using.  You really need to see this animation in motion to appreciate the effect, so have a go!</p>
<img width=700 src="resources/tutorials/volumes/SketchUpScreenSnapz014.jpg">


<p>Any questions, you can post on the LightUp forum or if you prefer, emailing LightUp directly.</p>

]]>
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    </item>
    <item>
      <title>LightUp v2.4a</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=108</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=108</guid>
      <pubDate>Wed, 30 Nov 2011 06:08:05 -0600</pubDate>
      <description>
<![CDATA[
<h1>LightUp v2.4a</h1>New Retail and Demo LightUp.<br>
<br>
- Procedural animated water by adding word "watershader" to Material name.<br>
- Realtime Intensity control for lighting<br>
- Export Dynamic Components to Player.  Allows doors to open/close automatically etc.<br>
- Lots of fixes and improvements for Intel GPU<br>
- Stability enhancements<br>


]]>
</description>
    </item>
    <item>
      <title>Neon Lights</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=107</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=107</guid>
      <pubDate>Mon, 28 Nov 2011 04:51:34 -0600</pubDate>
      <description>
<![CDATA[
<h1>Neon Lights</h1><p>This tutorial will show how to use Material properties to control how LightUp illuminates surfaces and use this with realtime Bloom.</p>

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p  {font-size:12px; line-height:24px; margin-top:32px; }
</style>
<p>
The model is kept very simple so we can focus on the techniques. So we will start with a simple room with 4 LightUp <i>PointLightSource</i> downlighters using ERCO luminaires.  We've unchecked "Use Sun" in Preferences as we just want interior lighting.  Using the LightUp Query tool we can hover over a light to show its photometric information.
</p>
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz001.jpg">

<p>The PointLightSource component in LightUp controls the location, profile and color of the light source - but says nothing of the actual physical housing of the light.  So we've added small geometry disc above the light source.</p>
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz002.jpg">

<p>We're going to mark the material used by this disc so that LightUp will always draw it at full brightness - we want to give the effect of the disc being the source of light.  We do this by clicking on the Material using the LightUp Query tool and checking the box "<b>Always fully lit</b>".  </p>

<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz003.jpg">

<p>Starting up Tourtool should give you a result as shown below.  You can see the disc geometry showing up nice and brightly because we've marked it as "Always fully lit".</p>

<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz004.jpg">



<h1>Self Illuminating Signage</h1>
<p>Marking materials as "Always fully lit" means regardless of what lighting actually falls on ther surface, LightUp will draw any geometry as if it is brightly lit.  Effectively, the material is "self illuminating" because it needs no other light sources to be bright.</p>


<p>Using the SketchUp "3D Text" tool we're going to create a Component that we'll make glow in our model.</p>

<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz005.jpg">


<p>Open up the new Component geometry and assign a new Material to every Face.  Using the LightUp Query tool we mark this material as before as "Always Fully Lit".</p>

<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz007.jpg">
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz008.jpg">


<p>Starting Tourtool again, our new 3D text shows up as if its lit from the inside.  But the effect has no other effect - it does color any surrounding surfaces so doesn't look right.</p>
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz009.jpg">

<p>However we can go a long way to fixing this problem just with "Post processing effects" that are built right in to LightUp.  While in Tourtool, we can open the Color Adjust dialog and adjust the "Bloom" and "Bloom Start" controls to make our 3D sign glow.</p>
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz010.jpg">

<p>Tweaking Post processing controls can often quickly give you the effect you're after - (<b>TIP</b>  Use the dropdown <i>Schemes</i> to save up to 5 different settings so you can see which you like best).  However, if you want the sign to actually illuminate the surrounding geometry in your model, you need to mark the Material as an "Emitter".  This will make LightUp treat all surfaces using this Material as light sources and correctly illuminate the surroundings.</p>

<p>Opening up the sign Component again and using the LightUp Query tool, we mark it as an "Emitter".  All Emitters are always drawn Fully lit, so we can uncheck the "Always Fully lit" checkbox.</p>
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz011.jpg">


<p>Starting Tourtool again with our new Material settings causes a relighting with the results like shown below.  You can see the sign is illuminating the brickwork around the sign and the ceiling and floor too.  The amount of light emitted by a Material emitter is a function of how large the emitter is.  A tiny surface emits a small amount of light; a large surface much more light.  We can adjust the power of Emitter Material using the Query tool.</p>
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz012.jpg">

<p>Turning down the power of the emitter material to 200lx (lumen per square meter) and also adding in the Bloom effect we used before gives us our final image of light emitting surfaces.</p>
<img width=700 src="resources/tutorials/neon/SketchUpScreenSnapz013.jpg">


<p>Any questions, you can post on the LightUp forum or if you prefer, emailing LightUp directly.</p>
]]>
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    </item>
    <item>
      <title>Streamlined downloading</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=106</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=106</guid>
      <pubDate>Sat, 12 Nov 2011 03:33:24 -0600</pubDate>
      <description>
<![CDATA[
<h1>Streamlined downloading</h1>We've simplified the process of getting a LightUp demo by adding some shortcut buttons in the Downloads page.
]]>
</description>
    </item>
    <item>
      <title>LightUp v2.3g</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=105</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=105</guid>
      <pubDate>Tue, 08 Nov 2011 06:11:13 -0600</pubDate>
      <description>
<![CDATA[
<h1>LightUp v2.3g</h1>Just a few bug fixes that were catching users.<br>
- Fixed Physical sky updating during Movie recording<br>
- Fixed Still/Movie not working if Multisampling disabled<br>
- Fixed exporting normalmaps with FBX file<br>
- Added exporting any cubemaps with FBX file<br>
- Increased demo time to 60 minutes.<br>
]]>
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    <item>
      <title>Working with LightMeter Grids</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=104</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=104</guid>
      <pubDate>Fri, 04 Nov 2011 05:39:07 -0500</pubDate>
      <description>
<![CDATA[
<h1>Working with LightMeter Grids</h1><p>This tutorial will show how to place lightmeter reading markers on the work plane inside your model.<br>
It will show you how to use LightUp's <i>Dynamic Components</i> to quickly lay out arrays of lightmeter reading points.</p>

<style>
p  {font-size:12px; line-height:24px; margin-top:32px; }
</style>
<p>
The model is kept very simple so we can focus on the techniques for rigging lights and reading grids.
</p>

<p>We will start with a simple L-shaped room of 10m x 8m.
</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz003.jpg">

<h1>Lighting Grids</h1>
<p>First step is to lay out our lighting array.  We can do this by dragging a PointLightSource Component to each light location 
or alternatively using the <i>QueryTool</i> to Alt+Click each light location - but for large spaces, 
LightUp has some custom Dynamic Components that can really accelerate this process.</p>

<p>Open the Component browser and choose the PointLightGrid Dynamic Component to drag into your model.</p>
<img style="display:block; margin:auto;" src="resources/tutorials/lightgrid/SketchUpScreenSnapz004.jpg">

<p>Place the PointLightGrid at the light plane height in 1 corner of the room</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz005.jpg">

<p>Choose the <i>Dynamic Component Options Tool</i> and you'll get a dialog allowing you to edit the light grid spacing from the default of 5m.</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz007.jpg">

<p>We're going to choose a 3m spacing for our light grid, which we type in and press "Apply".
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz008.jpg">

<p>SketchUp will automatically recalculate how many light sources you need to fill the grid.  Now we can use the SketchUp <i>ScaleTool</i>, to resize our grid to fill the area we need.<br>
 SketchUp will recalculate how many lights are needed. </p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz010.jpg">

<p>NB You may find the Grid jumps in size - just tweak it until it fits the room. And you use <i>MoveTool</i> to move away from the walls.</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz011.jpg">

<p>Lastly, we'll set the luminaire we wish to use.  Double-click on the LightGrid Component to open it and Select All the PointLightSources:</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz013.jpg">

<p>We can edit all selected light sources at once now by selecting the <i>QueryTool</i> and choosing an IES file</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz014.jpg">

<p>Here we are using ERCO 14W LED downlighters as you can see from the thumbnail provided by the built-in LightUp IES browser.</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz015.jpg">

<p>Check that the IES profile has been assigned to each light and then close the LightGrid component.</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz016.jpg">

<p>Open LightUp Preferences and set "Lux contour" lighting mode, turn off "Use Sun" as well as enable showing the Lux scale on screen.</p>
<img style="display:block; margin:auto;"  src="resources/tutorials/lightgrid/SketchUpScreenSnapz012.jpg">

<p>Starting Tourtool should result in something like shown below.  The IES profiles you choose to use obviously effects the lighting distribution you'll see.</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz018.jpg">

<h1>Lighting Meter Samples</h1>

<p>Being able to interactively take lightmeter readings is useful for iterating light rigging as well as validating results.  
However, its also useful to show readings over the whole work plane, and this is where another custom LIghtUp Dynamic Component comes in.
</p>

<p>Using a similar workflow as before, we're going to add a LightMeterGrid component to the work plane of our model.<br>
What this component does is allow you to quickly place markers in your model where LightUp will calculate and display light values along side the Lux contours.
</p>
<img style="display:block; margin:auto;"  src="resources/tutorials/lightgrid/SketchUpScreenSnapz019.jpg">

<p>Here we've set the LightMeterGrid spacing to 1.5m and used the <i>ScaleTool</i> and <i>MoveTool</i> to size and place at the work plane.
</p> 
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz020.jpg">

<p>Finally we have our Lux contour display, with a scale on the leftside and at each LightMeterGrid location, the precise lux values.</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz021.jpg">

<p>Optionally, in LightUp Preferences, you can choose to show the PointLightSource IES profiles too by checking "Show Photometrics".</p>
<img width=700 src="resources/tutorials/lightgrid/SketchUpScreenSnapz022.jpg">

<p>Any questions, you can post on the LightUp forum or if you prefer, emailing LightUp directly.</p>]]>
</description>
    </item>
    <item>
      <title>LightUp v2.3e</title>
      <link>http://www.light-up.co.uk/index.php?t=story&amp;p=103</link>
      <guid>http://www.light-up.co.uk/index.php?t=story&amp;p=103</guid>
      <pubDate>Mon, 31 Oct 2011 09:49:15 -0500</pubDate>
      <description>
<![CDATA[
<h1>LightUp v2.3e</h1>- Anisotropic textures support for sharper textures<br>
- Improved realtime performance<br>
- Fixed some precision issues<br>
- More robust handling of input units<br>
- Fixes for FBX export with name clashes<br>
- Fix realtime sun in single-sided mode<br>
- Better IrrCache binding<br>
- Dialogs persist last position<br>

]]>
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