I'm writing a set of tools for use in cinematics and i'm trying to find out if maya has a certain attribute to help with one of the tools. I was wondering if objects have a way of reading how much light they are receiving. For example, a spot light is lighting an object with a brightness of 3, the object it is lighting…
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Make bigger pieces. There is no reason this wall could not be 3 - 512x512 pieces and that way you reduce the lighting issues. Also, since this is still UDK (problem is gone in U4), you need to close your meshes at the open edges. And finally, check your lights and start with just one lightsource. Where lights overlap in…
Hey it's a start! Are you working from a reference image? Post it if so, get some ref if not! Some of the proportions feel off on your props with regard to modeling. Night scenes can be tricky since they need to be 'dark', but you typically still want contrast and depth in the image. Start by thinking about the motivation…
Is this possible in maya, I'd like my ao shader to only show up in the ambient light's contribution, ie you shouldn't really ever see ao where the directional light is hitting but rather just in its shadows, multiplying it on top of the directional light looks kind of gross and muddy to me. Ideally I'd like to avoid using…
Hi, i'm experimenting with Unity's directional lights and there is one thing i cannot understand... I have a simple scene with one static object and one directional light. If i set the directional's light 'Baking' parameter to realtime, the quality of light is very good: However if i turn this to a baked light the quality…
Here's what I posted in another thread, basically the same as Mop, with a couple extra small tips: The easiest way to do this in Max is to - put your model on a plane - add a skylight to the scene (anywhere, it doesn't matter) - turn on Light Tracer (Rendering > Advanced Lighting > Light Tracer) The defualt settings on the…
@Ipcstr, thanks. You are a bit limited if you want to take advantage of deferred lighting so anything but Phong shading will use forward rendering even in dx11. I was hoping to be able to get decent results with deferred lighting so I could use it for most of what is on screen and avoid some of the performance Issues with…