hey all, I'm having few problems with maya's realtime (viewport) lighting. I wanna use realtime lights rather than render to better display how my asset would be lit in a game. this is my first time lighting so please bear with the noob questions: 1. intersecting geo doesn't block light. the porch overhang isn't blocking…
you do can have realtime working shadows, but it just works with spot light, so if you want, use shadow map in a spot light and go to lighting -> shadows. Sometimes lights get sorted out and doesnt link with objects. In this case i go to the object, select it an reapply the same material, light comes again. This…
until I get UT3 it seems like for now the closest I can get to realtime quality rendering it out using the lowest quality settings (maya software w/ preview quality). one final question though, how do I get a lamp/lightbulb to look like its actually emitting the light. placing the point light inside the geo blocks the…
There is some easier way to bake lighting in maya (look for mental ray batch bake), but yeah maya realtime rendering is pretty limited. You can activate shadows for directional lights in highquality rendering, but they're unfiltered (not soft). The best to practice lighting is indeed a proper game engine, but baking…
I tried turtle a while ago for baking AO maps. it's really good, but I didn't get into it cuz I wasn't really rendering anything back then. without a doubt my trial period is expired =/ do ppl still use vertex shading/lighting even on current-gen games? wouldn't that conflict w/ dynamic lighting? or do they treat it more…
In my experience you are somewhat out of luck with what you want from maya, at least with default materials and the basic renderer. High quality usually just fails like that on consumer ATI cards, and only sorta works on Nvidia consumer cards. Realtime shadowing... I don't think I've ever gotten that working in maya. And…