1.4: Overzealous anti-virus software that prevents Lumion from saving the file correctly.


1.5: Saving Lumion Scene files directly to cloud back-up folders, e.g. OneDrive. The back-up software might 'lock' the file before Lumion is done saving it which can result in file corruption.


1.6: Saving Lumion Scene files to a network drive. If the connection drops out while saving the file, the file can become corrupted.


1.7: Lack of Windows permissions. For example if the Windows User Account is a 'Standard' account instead of an 'Administrator' account.

Hi Elshar - if you have many repeated elements, as in an architectural scene with say many windows or fixtures that are all the same, using blocks can be a huge help in keeping file size down. Also consider using Worksessions to break up complex files into multiple parts.


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- From what I understand this problem was previously brought up to a member of the Lumion team by one of our Principles. They concluded that it had to do with design options. Upon completely deleting out the files that used design options and re-importing the models then reapplying all the textures we were able to lower the file size to a respectable 6 gigs (from 12 gigs). Essentially, we rebuilt 50% of the model. However, now we are experiencing the same problem in another file that has never utilized design options. It seems that old copies of the files we insert are being stored into the file. This file is up to 9 gigs and growing steadily each save. Adding up the total size of the files actually inserted into the model is just over a gig. I have a hard time believing that the other 8 gigs is Lumion elements, scenes, and such.

- Discovered this while trying to utilize multiple files to store additional rendering slots. Each black thumbnail needs to be clicked for new thumbnail to appear. Depending on file size and FX this can take upwards of 3 mins for each click. At 100 images this is easily most of my work day.

EDIT: in Lumion 9.3 it seems to have broken in Photo Mode as well. The only way I Can control layers now its to copy from one scene to the next and cannot create a new combination of on and off layers.

In my initial investigation, I learned that Lumion Pro files can be opened in Lumion Standard, that all the effects are visible, but that those effects that were applied in Lumion Pro are not editable. As an aside, if you are setting up a project in a trial version, you are unable to open that project in a licensed version.

A scene captures a reasonably small amount of data about how the model is displayed in the view (so that you can return to the same view quickly or create animations that gradually move the camera). It does not add geometry or textures to the model and should not be an important factor in the file size.

I've create a construction build animation for a building using a Revit Model and Navisworks timeliner. I've used the NaviSet plug-in in navisworks to export the set and timeline to transfer the navisworks scene into 3DS Max. After applying the sets and timeline into 3DS Max and linking the Revit Model. I tried to export the animation to an animated FBX file. When exporting to FBX, there are warnings and errors for Geometry Conversion, Non-orthogonal Matrix Support, Material Export Failed, Zero Scale Value. I have clicked 'OK' and imported the FBX into Lumion but the FBX file isn't animating. Please note the animation runs perfectly fine when played back in 3DS Max.

Yes, Maxscript can be used to affect all the objects in the scene and all keys that are at zero. Looking more at your scene I found that it wasn't only scale keys that were at zero. but also some position keys. So any script written would have to affect that scale controller as well as the position controller.

I've attached a zip containing a Maxscript. Open your scene and load the script in the Maxscript Editor and run it. Then, do an Export All to FBX. In the FBX options, you need to turn on Bake Animation because there are controllers in the scene that are not supported. I didn't explore in depth which ones they are, but I suspect they are positional. If you don't bake animation, the FBX will be incomplete I think.

A quick breakdown of the logic of the script. It puts all objects of the scene into a variable called o, then looks for the superclassof geometry of all objects in that variable. If the object is geometry, then it looks to see if there are animation keys. If there are animation keys, then it says if any of those keys in x, y or z are zero, then change the value to .001.

There's this model I'm working here, about 400MB with 2 linked files (50MB each), and Enscape is taking 15 minutes to load it - we also have a good hardware here, so I don't think it should be the problem. My guess is that the texture maps we're using are really heavy. Could it be it or is this initial loading time is normal?

I've managed to get Enscape open with all but two files (the external envelop of the structure). When I link these in, it takes around 35 minutes to process 100% but then freezes on both the Enscape welcome screen and a blank Revit screen. The machine gives up around 20 minutes later!

Log files sent but system resources shouldnt be a problem. The CPU, GPU and Memory is about as max'd out as you could get it on a 5k PC. I'm guessing it is more to do with workflow between Revit and Enscape. I'm more accustomed to working in SketchUp (even with 4-500MB files that just simply 'work' with Enscape and I'm most likely missing something when coming at it via Revit.

Whilst I like the suggestion of (some) "scene analytics" for troubleshooting - I fear it's the very addition of extras to Enscape in recent versions that have probably added to the bloat and erratic-crash behaviour - AXYZ library assets, RTX, BIMmy-query & coord. stuff are all great (when/where required/desired) - but personally I'd rather push back for a leaner approach - with more focus on scaleable controls (for larger scenes / weaker spec. environments) ala sliders for geometry tesselation, draw distances, hidden-element suppression, etc...

In other words; (I believe) render material asset management (Revit, Rhino, or otherwise) needs to be handled at pre-authoring side (as in, it's far too late to wait on Enscape to tell you you've 100mb textures in your scene) 006ab0faaa

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