I've set up side and front image planes and have found that one side in each displays a lot lighter (washed out) than the other, using exactly the same source. e.g. my front image plane looks approximately like the colours and brightness of the original. If I turn my space around and look at the back, the same image is a…
Thanks guys, really glad you're enjoying these tutorials! We plan to keep them going here for a good while, there is still plenty of material to cover, and as we add new tools and features in the future there will be even more stuff. So no sign of stopping here =D bounch: Yeah I try to roll in as many general concepts as I…
Hi everyone, I've been struggling with a lightmap issue with this prop. Searched this topic on forums but I've finally posted this and maybe someone can help. As you can see right side has some strange lightmap leaks after baking in UE4. The baking is in production level. This prop has two different materials, an opaque…
Looking really good overall, the lighting and mood are working great, especially the sunlight coming through the beams and vines. =) One small thing that stood out to me: the step in the foreground feels a bit too smooth/curved compared to the rest of the stonework. It might just be me, but since the scene leans more…
A really good book for mental ray is "Rendering with Mental Ray & 3ds max" by Joep van der Steen. I just happened to be reading it now. He discusses in-depth all the lighting features of mental ray including outdoor lighting and such. You might find it very useful if you are going to go the mental ray route.
A better topic title will help draw experienced people in to give you feedback. "I have an idea" is pretty vague. A better one could be "VR dynamic lighting with portals?" This idea could be possible. I would try mocking it up in Unity since it has good VR support. You could use sprites to represent the light sources. And…
Hopefully this is right place for this... So, i'd like to know what are nice vegetation/tree/plant software kits or plugins that you may recommend as "light" solutions aka model output doesn't eat much RAM etc. I know that obvious recommendations are Arbaro and NgPlant, but perhaps anything else? Maybe with more…
Hey, I'd just like to know if anyone using UDK and lightmass has experienced a similar crash to us here at Bioware. After a lighting build right-clicking in the content browser pretty much guarantees a full crash/hang of udk. We've tracked down that it's related to the wacom tablets that we use here. If we completely…
So - I have just started looking into UDK\ UE3 again and am familiarizing myself with the material editor. Im knocking up a character shader and have a slight fresnel effect going on to give a subtle rim-light to the character. This looks OK but falls down a little when the underside of objects are lit as brightly as the…
Hey, I'm trying to tweak a style study I'm doing on Super Mario Galaxy As you can see my Rim lighting shader is just tending to white and I have no idea what nodes to use to make it apply to the saturation as well. In the image I'm using a SamplerInfo.facingRatio > Ramp.VCoord and the ramp into the lambert's incandencanse.…