Got it now, thanks Gonzo. After alot of searching and playing around with it I got some nice real time dynamic lighting in conjunction with regular static/built lighting. For whatever reasonthe static meshes themselves must have bForceDirectLightMap and bUsePreComputedShadows turned off and bCastDynamicShadow turned on,…
E-Light Dome works great for getting quick GI-ish lighting. Same rules apply that the-crazy-mexiCAN pointed out but the light dome renders much quicker. You can also use the light dome to do quick Ambient Occlusion renders also... But really for most Works In Progress shots you don't need a fancy light set up. For final…
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Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
First time post for me. I need some help. I'm doing this thatched cottage scene with a few props and I can't shake this lighting issue I've been having on my thatch roof texture. This is what it looks like through 3ds max viewport: This is what it looks like rendered with only default viewport lights, no exposure control,…
POSITION: LIGHTING ARTIST (on site in VIenna) SUPERVISED BY: LEAD LIGHTER SUMMARY OF THE ROLE: Arx anima is calling out for applications from experienced Lighters: The position of lighter requires someone with a thorough knowledge of 3D software (see below for detail), with at least 2 years of experience in a similar role…
I have more than a few props I want to show off in my scene. I am struggling to find any settings that really look great for my lights and my props. I had tried doing a 3 point lighting setup (Fill and a couple of rim light with the rims not affecting the BSP ground). I've used point lights, and omni lights... I've used…
What is you lighting set up like? You could assign you foliage to a separate lighting channel and have it lit by say a dominant directional light w/ no shadows, or have it lit by that same light using real time shadows and cascading shadow maps in the light settings. It's all really about how your lights are set up and how…
Make bigger pieces. There is no reason this wall could not be 3 - 512x512 pieces and that way you reduce the lighting issues. Also, since this is still UDK (problem is gone in U4), you need to close your meshes at the open edges. And finally, check your lights and start with just one lightsource. Where lights overlap in…