You can get pretty decent lightsaber-ish glows using BPR filters (there's one specifically for glows), though I haven't used them enough to know how to isolate them to specific parts of a mesh without the use of separate passes and an external program like photoshop to composite them.
Its actually not hush hush at all ha. Its simple straight forward stuff that we just polish really well. Dynamic Lights: Things like torches, flood lights or lanterns that cast light and would effect the players shadow are simple run time lights. These are of course expensive compared to pre computed baked lighting but…
Thanks for the replys. It was the BSP lightmap res. I ended up using a static mesh floor and upping the lightmap res on that. Two sided seems to work ok for me, didn't need to create second faces. You're right about the lightmap resolution having to be stupidly high though! Is there anyway to blur the shadow's edges so I…
Terrain by default uses a lightmap. There isn't a reason to up the tessellation of the terrain to get better lighting. In the terrain properties under Lighting there is Static Lighting Resolution and Is Overriding Light Resolution. Those two options will give you control over the resolution of the lightmap for the terrain.…
The stuff on the left is happening because you're getting light bleed from your lightmap UVs, or if you don't have a separate lightmap UV channel then your main UVs don't have enough padding. Not sure about the problems on the right, but it might be the same thing. Check out this tutorial by Stephen Jameson about how to…
Browse polycount... :) I used to search for a solution to distributed lightmapping in Unity. I never found anything. These days while lightmapping I've been reading over our game design docs, and doing some light scheduling and planning. I typically start and cancel a lightmapping session 3 or 4 times while I remember last…
edit: same time post. But yeah obviously don't place them all in the same UV space. Must indeed be overlapping. That said what is the lightmap resolution of one tree? And how many trees do you have? The lightmaps of all foliage trees in one bwatch added together may not exceed the total lightmap space available (1024 or…
Hair done!!! Now I just need to rig the character, and make the lightsaber Anakin’s real time hair - rendered in MT3this is for my upcoming character (Anakin), hopefully I will finish it for next week :) you can follow its development on my social Instagram: https://www.instagram.com/annaberu.chan/?hl=en Artstation:…
[ QUOTE ] i found it funny that starwars.com has a father's day page and the link image is of Vader chopping off Luke's hand. [/ QUOTE ] yeah i saw that as well. I liked it. Maybe one day when I'm a dark and evil ruler I can slice off one of my childs apendages with a lightsaber of sorts
in that scene there is a dynamic light at the end of the hall for cast shadows, but using the volumetric lightmap and capsule shadows also drives soft shadows,even without any lights in the scene, just based on the intensity and directionality baked into the volumetric lightmap. nowdays the volumetric lightmap can even…