Hey guys, I am trying to light a low poly scene in 3d studio max. It is a christmas themed scene, and trying to simulate christmas lights. But don't know how to go about it. I could never light my scenes properly. Is there any good tutorials?
The scene is a small modular street. each module is a house, and a bit of property.
I am using a 2D plane with coloured christmas lights texture on it w/alpha map.
I am trying to light up the house but am failing miserably.
I tried just placing a couple omni lights infront of each house, and changed the colours.. But this gave more of a terrible rainbow look
I have spent hours looking for a tutorial or something for a christmas themed lighting, but can't find anything.
Any one have suggestions, tips, or tutorials?
Thanks!
Replies
You might be able to just fake it by adding in some orange omni lights and then using a glow lens effect on the Christmas light texture. I think there is a way have the lens effect take the texture's alpha into account so only the bulbs will appear to glow.
I'm by no means in expert in lighting, but that's personally how I would try it first.
Scanline needs something that can bounce light like radosity or light tracer.
http://www.freeitsolutions.com/3ds/viewTutorial.aspx?id=201
MentalRay has a glow material you can use.
http://www.freeitsolutions.com/3ds/viewTutorial.aspx?id=6229
Vray also does some great glowing effects.
You can also use ShaderFX's viewport bloom shader to get a nice reatime glow in your viewport but it won't render. BUT you can turn on hardware lighting and shadows and take a screen grab.
Vig, I forgot to mention, that the plan is also to bake the light map and use it in game. Will the rendered glowing effects render onto a lightmap as well?
Thanks for the suggestions,
This is for a tiling side scroller game so had to change it so it tiles properly.
Heres a picture