Hey all!
I tried searching for an answer to this on google, but nothing relevant seems to come up.
Basically I'm working with a scene that has quite a few different lighting sources in it which look great when I render, but when I'm working in max, there's all sorts of shadows that prevent me from seeing my geometry properly if I want to edit a specific area that's hidden by the shadows.
When you originally start max, it seems to have a global lighting that renders everything in "full bright" but as soon as you place a single light in the scene, the global light disappears and you're left with some really heavy shadows if you haven't placed all the lights yet.
Is there some way to disable light rendering in the viewports and turn back on the "full bright" mode, yet still maintain the proper lighting effects when you render the scene?
Thanks in advance!
Replies
Otherwise, do what Slum said.
I then "merge" the lights and cameras as needed and delete them if I don't want to use them. It's faster than actually opening the rollout and turning them off manually, which in some scenes can take a while. Ctrl+L works sometimes, but a lot of times particularly when I'm doing intricate texture work I need good lighting. I've used the Flat a few times, but remember that you can't use that as a guide for how bright your texture is, particularly skin. The other issue I've had with flat is that sometimes I use the shadows as a guide for certain features of the texture.