When I put a ramp node into the shadow colour of a directional light, the result is a tiling ramp. Is there any way to clamp the range so the texture is always displayed 0-1 relative to the shadows with a directional light.
Totally stumped on why this is happening on such a simple object. UV2 is laid out in Max, super simple layout, no overlaps. Reset xforms and I've even remade the cylinder and remapped it completely, still the same result. Totally messed up after a lightmap bake. Any ideas? Lighting only view Detail lighting view Lit
I would say yes. My advice would be to continue to work the lighting gig, and do some sweet enviro work in your spare time to build up a folio. With your lighting skills, you should be able to make your stuff stand out from the crowd if you put your back into it. As a lighter, you know that good lighting can make a simple…
If this is a games course why are you rendering the lighting? I would suggest a good exercise would be to get one of these scenes and try to replicate it in realitime. For winter I'd go for a cold grey light. It seems you have too many yellows and browns in your light for it to look truly wintery - it looks like sunset at…
hello after i saw some tech demoes of upcoming nextgen games and especially the order 1886 and deepdown i got inspired to make a phys based lighting shader, heres some screens: [IMG][/img] [IMG][/img] [IMG][/img] diffuse ibl: the shader has only two parameters..the rougness and the metalness of the material,u can assign a…
AFAIK the dominant lighting is done using a depth buffer in realtime using the shadow test to blend between two lightmaps (shadow/direct sunlight) and like any depth buffered shadow you get banding when a surface is near-perpendicular to the light's direction. Tilt the light so it's at a less extreme angle or swap it out…
I posted this on my thread in the pimping section too, but I figure it might be better to put this here as well. I'm having serious issues with lighting this terrain. Since my terrain is very flat it had to be large, so it takes forever to build with low quality settings. Production quality is impossible and even on medium…
I think I understand what you're saying, Sync, as far as using the Candelas divided by some factor that represents how much if it is pointed in your direction. I have no way of figuring out what percent of that light is, which points at you. Part of why I want a fixed value is because we're doing light mapping, so the…
I have done similar stuff in my likeness work as well, however, I never really used a material and moved the light around much real time, and I really should be taking advantage of that too. So thanks a lot for the write up dude. The way I usually work is swapping around different materials to get different looks at it,…
This book right here: [ame="https://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ref=sr_1_1?ie=UTF8&qid=1357830301&sr=8-1&keywords=james+gurney"]Color and Light: A Guide for the Realist Painter: James Gurney: 9780740797712: Amazon.com: Books[/ame] Color And Light by James Gurney. I recommend it to…