As the title says, I've run into a pesky thing which I know for certain is due to the object being mirrored, but have no idea how to fix it. Lighting built: Lighting unbuilt:
Is there a way to assign a light to only illuminate a group of objects only where you can add and remove from the group of objects that can be lit by that particular light in ue4?
I'm using a user_ibl_env (Mental Ray Light) to light a car. Does anybody know if there is a way to turn off the Blackplate(HDR) visibility ? I need to render this out with an Alpha Channel.
Hello everybody, i prepared bunch of parts to create modular environment. I set the scene in Maya and send to unity to test. I put one directional light as Sun and put point lights to windows. All of them are real time. Every mesh intracts with the light individually and that causes the problem below. I know a lot of…
Hi, I'm having a lot of trouble building my lighting in UDK. I have my mesh in my scene, and a point light. I checked 'build bsp', 'build static meshes', and 'generate building LOD textures'. When I build, I get an error message that tells me 'paths need to be rebuilt'. Heelp.
Hi @Fabi_G Thank you for your patience. I really appreciate your support. I can share the specific model if needed, although I’m not sure it’s necessary. I did some reading and experimented a bit with baking at 2x resolution and then downscaling and normalizing the normals. The results are definitely much better now. See…
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You need to go into the attribute editor for the light. There are options for enabling and disabling the lights shadow there. Also when rendering in MR you'll need to go to the render options and disable default lighting to enable your newly created lights.
So, I've been trying a lot of things, but whenever I try to bake a clean lighting map with scanline renderer, I get always these strange light streaks. Is there a way to get rid of them?
Hi guys, I’m having some trouble with an environment I’ve been
working on. Part of the building uses modular wall pieces but for the life of
me I can’t get them all lit seamlessly. My first assumption would be variance in the vertex normals
but for all I can tell they are fine. The walls have adequate light maps that…