I'm working on an interior scene contained within a visarea. All my walls, floors and ceilings (they're all snapped to the grid as well) are made from Solids and all have the "Cast Shadows" flag ticked. Weirdly enough shadows being cast from CGF brushes are going right through the solids. Does anyone know the best solution…
Not game/engine related, but I've never run into this before and I can't figure out for the life of me why this is happening. Rendering a scene with no daylight system, just two Area Omni's near the ceiling where the light fixtures are emitting GI. If I place a spot light in the scene and add a volume light, it renders…
Finished Entrants (eligible for 1st–3rd place): * 1st The Freelancer – Alexander This character model is a clear standout. It demonstrates a
comprehensive and well-structured development process, fulfilling the requested
breakdown with exceptional clarity. Each individual component reflects a high
degree of intentionality,…
Hello sorry for the stupid question , I am a newbie on render things but I was wondering when I model a light source in a scene , like a lamp etc and I want different of those have different colors, should I give the materials all the same and apply a second polygonal model in front to alter the light with a glass material…
You can't really judge the light intensity by whether or not it looks correct in the viewport until you expose for it. It being white is expected because you're using a much wider range of intensities that need to be accounted for. You can increase max exposure value to something really high like 10,000 or just enabled…
Having used Unity extensively for baked lighting for standalone VR and mobile games, I wanted to push Unreal light baking further for AEC / VR use but for PC specs. Goal was also to get as much clean result as possible without 10 hour wait and within 2-4 lightmaps. (Bake times 45mins - 1 hour) All lights are set to Static.…
In the shader properties on the left side of Shader Forge, open up the lighting tab : There is a toggle in there for "light count", make sure this is set to "multi-light". You'll also want to multiply your lighting value with a "lighting attenuation" node, to account for light falloff/shadows.
A position has opened up within Rockstar North for a Junior Lighting Artist who possesses the ability to light our environments, cutscenes and characters for AAA video game titles. The lighting art team has a large impact on multiple departments and drastically affects the look and feel of the game, hence the successful…
Looking good man! Here's a few thoughts I have: 1. From all the Glocks I've seen with worn metal, Your have the "fading" down pretty well. Glocks don't tend have nice sharp crisp scratches and edge wear, But for the sake of interest and variety it might be worth putting in a few more..."dedicated"(for lack of a better…