you can use static mesh actors as lights instead of using a light actor. But you can't do that dynamically. http://udn.epicgames.com/Three/Lightmass.html#Mesh Area Lights from Emissive I would try using a light function to mask the light. It will make the light appear rectangular even though it isn't. Why can't you use a…
Hi everyone, I have little problem, how setup materials for Rig Light Tent in V-Ray. As you can see on image, my Light Tent is simple box with front window. Grey part in inner box has front-side faced normals and black part outside box has back-sided normals. Light Tent Shape has properities at default state. Around Light…
Ambient Occlusion represents shadowing that comes from the environment itself, not from any particular lightsource. I like to think of it as the shadows being cast by bounced light, as opposed to the shadows being cast directly by a light. A light map is baking any lighting information into a map. You could set up a bunch…
Pretty simple question...hoping the answer is just as easy heh. I have created 7 point lights in maya any other type of light I try and create does no illuminate. If I delete one of the point lights the new light that was not emitting turns on. It seems maya is defaulting to only allow 7 lights in hardware, high quality…
Lighting & Special Effects Artist Threewave Software is looking for an extremely talented and proactive Lighting & Special Effects Artist to join our amazing art team. You must have at least 2 years experience in multimedia entertainment production. In this position you will be get to create lighting rigs for environments…
I imported a PLY model with vertex color embedded into 3DS Max. I then UV unwrapped it and need to transfer the vertex colors to a diffuse material. How do I directly transfer this color information to a bitmap without altering the color based on the ambient light of the scene? I read somewhere that it could be done…
Check the lightmap channel in UDK to make sure it imported correctly. I have seen a glitch where UVs that go right out to the edge of UV space on all sides get crunched into a single vertex. Also might want to make sure your normals are facing the right way and there are no overlapping UVs.
Hello, I’m trying to figure out by what means to properly simulate a 5mm LED bulb. here’s my model as yet: So far I’ve just kind of faked it by using colored sphere lights: but I’m trying to go for a realistic PBR setup where I don’t have to use shortcuts to get a realistic LED light source/material combination These are…
Are those white lamps being used as light sources, or are you doing something with GI? It's pretty bright for the single light source outside, but it doesn't feel like other lights are really used. It's just kind of confusing as to where the lighting is coming from/what's going on with it. I'd dial down whatever is going…