If I'm not mistaken, at that time automatic indirect lighting was uncommon (this includes AO, final gather and GI), artists relied more on manually placed fill lights and ambient light (basically clamping blacks level slightly above pure black). Stick with simple old shaders like the blinn-phong model. Definitely no SSS to…
So I'm a newbie to UE4, but I'm really trying to get the hang of it. I started a new 3d blue print, with importing my own custom content, and I keep getting this kind of lighting error on the custom ground mesh. Why is this happening? I figure it's a lighting issue, but it's pretty drastic. Thanks.
In vray you can disable shadows/diffuse lighting/specular/reflection on any light. Also, you could exclude the ceiling from receiving shadows from that light.
I've been trying to fix the awkward lighting on my trees in my forest scene and it seems like setting them up to use back lighting like this would help a lot. Could anyone show me a quick material setup for something like this? I tried to set it up myself based on some information on UDN and by looking at the foliage in…
Hey guys, just a quick question. Does anyone know any good sites or tutorials on how to create good environment lighting? I know Post process volumes help out a lot too which I know little about. Currently I'm doing a outdoor scene and just have the basic morning sun stock skydome but am looking to make my lighting my own…
Hello people, so I'm running some light baking tests for my project. It seems that I run into some problem. A black square texture is appearing after the bake in some of the objects on the scene. I have reflection probes and light probes in the scene, also I have loads of items laying around. Any idea?
I have difficult scene exterior and interior (train) so my train have to be non static, so I decide to light this in modo cuz its easier than beast unity lighting, can sombedy help me how to bake proper lightmap in modo and which shader in unity is the best for impoorted lightmap
I've noticed that UE4 doesn't allow one to access the light direction vector when creating a pixel shader in the material editor. I understand that we are now in the age of physically-based rendering, but I find this limitation to be quite problematic. I cannot, for instance, recreate the HeidrichSeidel anisotropic…
So i'm having trouble getting my low_poly scabard looking correct. I have tried quite a few things but still the lighting is "off" to say the least. I've tried -manually setting up smoothing groups, -mirroring UV's in trouble areas to see if it is caused by normals. -Remodelling the low poly from nothing to try and get…
Hello, I'm looking to hire a few 3D artists (or one depending on the scope of your skill set), for an independent project. I would be needing several models of a diverse set of characters such as robots, soldiers, creatures and environments as well. I would need someone to rig all of these characters, the rigging must be…