I've put it on detail lighting: As you can see I've got these issues: These are the properties of the World properties and the Point light I tried exporting it from 3dsmax as an ASE and FBX. I'm using smoothing groups, the light map is set to 1024 and the lighting is set to production, any help would be appreciated thanks!
Hello sorry for the stupid question , I am a newbie on render things but I was wondering when I model a light source in a scene , like a lamp etc and I want different of those have different colors, should I give the materials all the same and apply a second polygonal model in front to alter the light with a glass material…
Hello! So I have this problem about light function. I'm currently working on lighting a scene which is outdoors. I want some clouds to move over the scene with the sun shining through them. So I added a texture with a panner to make it move. Put "Use with Light Function" on and selected Translucent with Unlit in the…
Skel/Interp actor use an Environment Light (visible in the properties of the actor), this a sort of cubemap that merge all the incoming lighting and compute the dynamic lighting on the object. Static meshes don't have these env light, also static meshes are good for props, not for character because lightmap are not…
For some reason the lighting on one of my pieces is acting up. I've rebuilt a bunch of times, made sure I have no overlapping or inverted UVs (for the lightmap). The pieces I'm referring to are obvious. All I did was replace the normal map and color_ID in Substance, so every color is exactly the same. Diffuse showing that…
When I start up a scene, we all know, there is the default lighting. It seems to be an omnilight bound to the center of the non-existent camera in the viewport. About halfway through building, I always like to throw in my intended lighting to keep see how objects are going to read. Getting them where I want them, I do find…
im not sure if the title makes any sense, but i want to create a light source that has actual surface area, rather than just having the light magically appear from a single point in the scene. Im using mental ray and 3ds max 2013. So far i've tried creating a light card using a plane with self-illumination set to output in…
The skylight is replicating the natural light, that's the issue. You're picking up the exterior lighting and trying to use it in an interior. A couple of things you can try: - Use multiple Static point lights to increase brightness where needed(static so they don't provide any specularity) - Adjust your baked lighting…
This afternoon I spent a while working on a lighting previewer. Then max spoiled it Im in max 8 I want to have a day cycle animation, where an ambient light turns from day to night and back over a few hundred frames. The ambient omni in the scene will change colour and strength, then I'll have a sun and maybe a moon on an…
I thought I would chime in here as this is a problem that I see all the time at work. The shadows that you are seeing are dynamic the reason that you have the weird tearing could happen check out the following issues and see if one of them helps you solve this. 1: Your graphic drivers are not up to date. Sad but true this…