CTRL+L switches between using Scene Lights and the Default Lighting. Err... read 'turn the lights' as 'turn off the lights' instead of 'move the lights'.
Hi there. I'm using maya 2008 on XP 32bit. Whenever I create a light, the shape node doesn't show up. the light works and lights expectedly and i can move it and rotate it and everything, but i can't see the light node itself. how can i fix this problem. usually when i create a spot light, i get a little cone shape, or a…
Concept: I want to achieve the crisp shadows from the fluorescent lights on the left, and get the dark shadows along the tracks. Would you even use a dominant directional light in an interior or just point lights? Or dominant point lights...? Edit: Or should I make the florescent lights an emisive material that light the…
I've got some point lights set only to channel 3 and a couple meshes also set to channel 3 only. Now the problem is that the same point lights are lighting meshes set to channel 4. Why is it lighting meshes set on a different channel? (using latest version of udk)
@PixelMasher Hi Tim, watched your tutorial here: https://www.youtube.com/watch?v=eVPuvCAEz4Q Very informative, I read this info here on ue4 doc: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/EmissiveGlow/index.html At the bottom of the page: Conclusion Adding Emissive Lighting to any Material is very…
I don't know what in the hell just happened, but I was breaking and making some light links to different parts of my scene, when suddenly every light has a super thick light fog. When I go into the light properties it says there is no light fog turned on (With the exception of the one light that does have fog turned on,…
Hi guys I'm working on an environment but don't know how to create a fog effect around a light source. I tried but It doesn't look good using point light light any idea?
Is this possible to do in UE4? ("negative" lights) Thank you. From [url]http://docs.cryengine.com/display/SDKDOC2/Light+Entities#LightEntities-NegativeLightsandDarkeningAreas[/url] And also From Shining the Light on Crysis 3 GDC pdf:
Is there an industry concensus regarding lighting used to show game models? Light based maps, i.e. normal/specular, make self-illumination a non-option but using lighting that isnt real-time seems deceptive.