key roles needed: PROGRAMMING ROLES (Godot) Graphics / VFX Programmer Responsibilities: – Implement shaders, spell effects, particles, and lighting logic – Build visual systems for Spellmancy and environmental FX – Collaborate closely with art direction and gameplay systems UI / Tools Programmer Responsibilities: –…
Check this link out... Should lead you to a lot of great tutorials on lighting in renderers such as Mental Ray... since it is built into max. Lighting something is going to be way more complex than just a 3 point setup. You have to have a really great understanding on materials, lights, and rendering out multiple passes.…
@obscura That's the thing with GPULM, the settings are maxed out by default. It runs on production mode only(this is more to avoid errors the dev says) You just crank the radiosity to 10 indirect light bounces in world settings and that's it. Because it's a brute force renderer and doesn't use irradiance caching there are…
Totally stumped on why this is happening on such a simple object. UV2 is laid out in Max, super simple layout, no overlaps. Reset xforms and I've even remade the cylinder and remapped it completely, still the same result. Totally messed up after a lightmap bake. Any ideas? Lighting only view Detail lighting view Lit
Hi everyone, I've been working on this model for past couple of weeks. Now I'm looking for feedback on my textures and recommendations on how to fix the lighting, because I'm having a hard time setting up the lights to make it look better, but no matter where I place them It doesn't look good to me. I'm using one 4K…
I like it, and props for doing the models yourself! Nothing major wrong with it at first sight, the rock formations look convincing and the distribution of foliage seems spot on for the most part, but perhaps you could play with a couple of different light situations, as midday and very little shadow are pretty difficult…
I'll reframe your post a bit of what I understood, correct me if I'm off or wrong : " I want a job that actually moves me forward not just a resume filler, but experience I can be proud of and showcase. At the same time, I need fair pay and a stable company, not one that exploits me or might collapse any day. I’m looking…
mhmhmhmmhmhmh the render looks very flat to me, might want to tone down the ambient a bit? also the streetlight should function more as an accent, rather then the main light source, as its a pointlight thats very close to the scene. the mainlight usually works best with a directional light, that is comming from somewhere…
I guess you can try a 2 sided mesh. But the blockiness isn't because of that. Its related to them being separated, and the lightmass settings. I would suggest to also use the searh here on polycount. If you type lighting problem unreal or something similar into it, I'm sure you'll find a lot of these. You can also do the…
When I put a ramp node into the shadow colour of a directional light, the result is a tiling ramp. Is there any way to clamp the range so the texture is always displayed 0-1 relative to the shadows with a directional light.