So i gave it another try: I enlarged the Projection Cage, set the Renderer to Catmul, the Orientation to Up and added the global supersampler hammersley with quality 1,0 . I set the mapsize to 2k. I marked the parts which aren´t clean in my eyes. Or is it now clean?
Thanks folks! Obscura I think with UE 4 it could be simpler. Localized reflections instead of global one, no boring cubemaps baking, simpler to control layering system in shaders.. Maybe one day we will have access to it)) So far I had to crack it in complicated way))
Max2008 or lower? I remember that being an issue with the Global Super Sampling setting, I think it would disapear if you set it to something like Hamersley. I'm pretty sure it was fixed in 2009 or 2010. Ben brings up a good idea too. If all else fails... xNormal!
Whatever you're making next for your portfolio, make sure it's polished. You're not competing locally; you're competing globally. You keep mentioning stylized, but I really encourage you to figure out a better vocabulary for that umbrella topic. Because this is stylized. But also this: But they're obviously different.
The "array of lights" will work. Before global illumination/ radiosity solvers became available that was the way to do it. But then it's not IBl it's just a lot of light calculations.. Which totally loses the advantage of IBl bring a quick texture fetch. However in a totally differed lighting renderer, that could be a more…
[ QUOTE ] I added that to hopefully show Pak how he is being percieved [/ QUOTE ] You didnt add "by me". You can't make that a global statement for every single person. [ QUOTE ] Sometimes the truth hurts. [/ QUOTE ] Once again, uneeded. That specifically was added as a PA attack.
You mean with ambient occlusion, like a high quality clay render? That's pretty easy as you don't need lights. If you mean with materials using final gather and or global illumination it's a bit more complicated and depends on geometry, size of scene and other factors to get a 'correct' render.
Aliases make just different sort of troubles IMO. I have a few masks rendered from cryptomate AOV and save them in a folder "renderoutput" which is aliased in SD . Then I do a new version and have to keep previous render . I do a new "renderoutput2" folder and re-aliase SD to this new folder. But since aliases in SD are…
Yes it is an ATI card, but i never had something like that before, it´s like i hit a shortcut for global transparency. I almost looked everywhere, but i can´t find a clue what i did :( I will try to reinstall but my feeling says that it will stay the same
Hey guys, there's a loss of quality when rendering in UDK, so I decided to download Xoliul's Shader and give it a go. I am currently figuring out the glass shader and global opacity level. I will post Images and ask for help if I can't figure this out on my own.