color gloss with the 3 point shader seems to effect the color of the specular highlight's falloff independently of the base highlight's color. brightness controls glossiness like usual and saturation seems to control falloff width. here's an example: top left: white highlight, white gloss top right: white highlight, green…
Hey Seehr! Nice to see you here! Sorry for the late reply, I wasn't notified about yours, don't know why, so I only saw it now -_-' . I was trying to do it with an exported full animation from Maya because the door has this animated piece that moves along with it, so it seemed to me it would be tricky to parent one thing…
Thanks! Glad you noticed the consistency across lighting condition changes, it took a little work - after getting base lighting how I want, it was a balancing act between tweaking material colour/brightness/AO and then making small adjustments in post processing. All the lighting is dynamic. <another deep sigh> Like with…
Snow looks cool, and this is a good outcome for a first attempt. You have a lot of hard edges, particularly noticeable running vertically on the columns, but it appears to be on most things. This breaks the illusion of the scene, and says "hey, look at this big polygon right here". The quickest fix is simply work on your…
Hello. This is a relight that I have done using the Subway Sequencer Map that is Available for free in UE4. Of course The first Volume of My lighting tutorial is out now and you can check it out to see if you like it. of course more volumes get released eventually and we add upon the previous volumes and move on to cover…
I'm currently resinstalling the 1.8 evaluation version (does this include the stability patch?) so I'll be testing again but .. * create a simple texture layer * edit the mask - the dynamask panel opens. * Expand the Material ID drop down and edit the blur, contrast, brightness and tightness .. note thier values. * Press…
For me at least, the two things that are killing this scene are the lighting and the sky. The lighting of the scene and the sky do not match each other at all. You could try to integrate the lighting from the sky into your scene a bit better to see if it helps. Right now it should be casting a orange/pink light from the…
Yeah this is the problem. I did start over with new lighting. That shot right there is with a basic directional light for the key light and 2 really weak point lights very far off. Everytime I bake lighting I lose all the shadows. Do you think maybe it is the lightmaps? I'm starting to get really strange results after…
James Gurney's book "Color and Light" might give you an idea. It's a painting book, but the topics/chapters have big crossover into how computers render light as well. Any one of the chapters could be a dissertation topic. Plus, it's an awesome book and you should just have it anyway.
Hi! I'm working on game for a friend and the engine is still fairly early in development. He only just added support for a lot of 3D pipeline stuff in the last couple weeks. The most recent thing we got working was baked lighting. Anyways, I'm not new to working on games but I am new to doing environments and my role is to…