Oh, right, duh. :poly142: http://img823.imageshack.us/i/lightfogissues1.jpg/ The existing lights are supposed to be pretty subtle, but when they cross each other's paths, they suddenly become overly bright.
I have toggleable lights in my level that are just using the toggle node in kismet to turn on and off when the level is loaded. They work fine until I build the lighting. Once lighting is built the lights stop blinking when I play the level. Any idea why?
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)
I've put it on detail lighting: As you can see I've got these issues: These are the properties of the World properties and the Point light I tried exporting it from 3dsmax as an ASE and FBX. I'm using smoothing groups, the light map is set to 1024 and the lighting is set to production, any help would be appreciated thanks!
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Hi, my staticmesh is creating ugly unrealistic shadows when I add separate objects to it. The one on the right is the same one without the separate geometry. I used FBX format for import with Import Tangents and explicit normals on. In Marmoset it looks normal, but UDk gives me this ugly shading. These are my settings:
For a student game, we have recently imported a new character model from 3DS Max 2011 into UDK (2011-02 build). When in the game, the character seems to be having a very odd lighting effect that we've been unable to fix. In dark areas with low lighting, the model's textures seem to disappear and are replaced by a grey…
We need someone to light this room within unitys engine to give it a more cinematic and warm look to it. think of like a Pixar based lighting, we would also like a skybox that changes as time goes on slowly, if this can be done by you, we may be able to. think something like this example: the room is here do send us a…
You'll probably want to look for infrared and/or night vision video. You generally don't get those kinds of streaks in motion unless you have a CCD that gets a lot of light bleeding or burn-in.
im not sure if the title makes any sense, but i want to create a light source that has actual surface area, rather than just having the light magically appear from a single point in the scene. Im using mental ray and 3ds max 2013. So far i've tried creating a light card using a plane with self-illumination set to output in…