Good evening,
I'm building a night scene in 3DS and I have a couple lighting questions. I'm using a skylight, spot lights for the spot lights and omni lights set for ambient only to light the area...I needed to make the floor transparent and duplicate the geometry to fake reflections, but now the floor is lighting funny because of the ambient lighting. Any recommendations?
Replies
That's a good idea, there's a couple hundred objects in the scene, I'm assuming I'd need to save out the UV map for each object and load them into the light map channel? then pack them all at once?
I created a standard material and plugged the lightmap into the self-illumination channel in the MAPS section of the material. I also created an RGB Multiply in the diffuse channel in the material and plugged my texture in slot 1, and a vertex color channel, in slot 2. I applied the material to the objects, but the lightmap doesn't show at all...... very confused Help?
WITH LIGHTS:
WITHOUT (baked lights):
Both were rendered using mental ray.