Bake the lighting and you will not have this problem. Using only dynamic lights is not really possible without major changes to the engine. The ambient values for dynamic lighting comes from a network of baked in points that combine the environment world properties with nearby lights when you bake. You should also have a…
MODO | Lighting with a Cuculoris or Gobo In lighting for film, theatre and still photography, a
cuculoris (Cookie) or GOBO is a physical stencil or template that is placed
inside or in front of a light source to alter the shape of the emitted light.
In this video, I show how these stenciled templates can be easily setup in…
Shadow casting solves this. However, a directional light with shadows probably won't work in this case, since a directional light mimics the sun, and this seems to be an indoor scene. Enable global illumination in your renderer. And add a window for the sun to enter (and thus create bounce lighting via gi), and/or add…
Think about it like this, there is a light in the environment, than that object moves away from that light. In this case the vertex are moving to or away from a light source. This also screws the shadows as well. Unless there is a way to have the light effect some other aspect of the model and not the visual vertex that…
Better. One more thing I forgot to mention about stationary lights. By default, they use distance field shadows. You can notice that by looking at the inside of the pet carrier box. The shadow of the grid has that weird beveled look. To fix that, select the light source, and search for "use area shadows for stationary…
Looking really promising, just a few thoughts moving forward. I'd say the lights could be toned down a bit, they're feeling very hot right now. Maybe those tube lights above the platforms could use some kind of gradient on them, feels like a large surface area of just solid light. Maybe add a tint of colour to the light as…
One big crit I've got is you really need to watch the scale of things. Floor texture scale, in relation to your doors, beds etc. I find it best to drop in dummies (human scale models, mannequins, etc) all over your environment as you work. This will make it easier to call out scale issues that you may have. I immediately…
I think you guys might be getting a little carried away with the color. I guess it depends on the intent of the scene. As a game environement the original reads much better and looks much more believable as a "real world" environment. But if you were doing a level for the "speed racer" video game based on the movie, sure,…
Three books I recommend are: Color and Light by James Gurney Digital Lighting and Rendering by Jeremy Birn Illuminated Pixels by Virginia Bowman Wissler James Gurney does traditional painting but everything he teaches in his book applies to 3D Lighting and Texturing. Birn's book is pretty much the industry standard for…
I haven't really started to focus on the lighting just yet, but I'll make sure to keep that in mind. My lighting setup right now consists of a few point lights with very low intensity for the track area, and for the platform I use the "Use Emissive For Static Lighting" option for my meshes with emissive-maps. But maybe…