Good evening, I'm building a night scene in 3DS and I have a couple lighting questions. I'm using a skylight, spot lights for the spot lights and omni lights set for ambient only to light the area...I needed to make the floor transparent and duplicate the geometry to fake reflections, but now the floor is lighting funny…
No particular reason, I need to bake all the lights for a light map and wasn't to sure how global illumination would affect the render to texture for the light mapping in Max. I'm dreading the light mapping.
It seems they lightmap IS there, it's just really weak for some reason. I've attached two screen shots of what the rendered lighting looks like with both the lights in the scene, and without them just using the light map. Any help on this would be appreciated... WITH LIGHTS: WITHOUT (baked lights): Both were rendered using…
Hi fmnoor, you guessed it. OK, thanks for the heads up... and yeah, light mapping by hand is a pain and I don't want to use Flatiron so I'll be hitting scriptspot. Thanks for the heads up.
Hi KennyTies, That's a good idea, there's a couple hundred objects in the scene, I'm assuming I'd need to save out the UV map for each object and load them into the light map channel? then pack them all at once?
Noticed you where trying to figure out a way to make light maps with out have to repack them every single time. A way to do this with out trying to repack your uv's, is just when you go down where you choose your channel, there is a save and load button right below that. Save the first uv channel then switch over to…