@Paulod The main light for the scene is a directional light and it is set on movable. Also for this project I'm trying out global illumination. So the scene has realtime global illumination (which is awsome, take a look at this video if you are interessed https://www.youtube.com/watch?v=IGO7VNcq6uE ). Also change some…
I would rotate the handle pieces so the grip lines go straight across, that will cut down on the anti-aliasing causing a the choppy shadows. But thats the least of your problems I take it =/ it looks like your normal map setting should be in order now, lets check your render settings. If you are using default scanline…
Glib in maya 2009 you can force final gather to bounce as much as you like and it is substantially faster than emitting photons with global illumination + final gather. copain I found that tutorial about the secret midefault node but I think in maya 2008 as far as I know you can only add one extra bounce, which is also…
Just felt like doing some small test last night for global lighting and shaders. :] implemented - global lighting test ( sunset lighting ) - flag test; render and cloth simulation - lantern shader test ( subsurface paper look ) - changed and testing lighting for jumbo LED display at the Basketball court area list to do -…
thanks Vailias. Ya unfortunately one of the first things I tried was changing the sequence in which I rotated them. It produced the same result unfortunately. It also made me nervous because then I figured that if that was the problem, it might make the Z behave on the global axis instead. However, nothing changed, which…
You need to spend more time on your lighting. I can't tell what is happening here. Work with only one directional light, and your ambient/global light. Dial those in. Start with your ambient/global; you want that to be set to your darkest dark....meaning this is what the viewer sees in the darkest area of your scene.…
Yeah....................i see what you mean which is really weird. For some reason even when your TijdSpinner has a value of 12 by default it still reads as zero through the listener. Just have this line of code run first before you set your global variables to fix this bug.TijdSpinner.value = 12 Now if you looking for…
Hello polycount, we are still alive and back with what i hope is a decent progress. On the programmer aswell as the graphics side. I think we should have posted more often. :) * We have now two almost complete race tracks * Turbo roughness In our old shots we started to see unrealistic specular lighting on the terrain…
So im writing this code that reads if User has partial uvs selected global proc string getNormalizeType(){ string $objSel[] = `ls -sl -o`; //get objects only float $UVBBox[] = `polyEvaluate -bc2`; global string $normalizeType; int $flattenListNum = size(`ls -sl -fl`); int $UVCount[] = `polyEvaluate -uvcoord`; if (`size…
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…