It should be a pretty regular problem but there are no tutorials on how to do this. A common problem would be a lamp shade. How do you simulate light coming through the lamp shade without having it cast the shadow of sed Lamp shade. An example is of this is my hanging lamp. I have a point light inside to simulate the bulb…
Hi all, I have some pretty image based lighting using a standard HDR sphere in Maya set up, and it looks great in a Mental Ray render. This was created just by plugging an HDR texture into Render Setup/Scene/ then adding the texture to the Image Based Lighting slot. I then turned on Emit Light. I'd now like to bake that…
When I render, the lighting appears very dark like this. I have tried adjusting various lighting and texture settings, and adding more lights. I was wondering what a fix for this might be.
I'm having 2 issues in 3.06 that I don't think I ran in to in 3.05 1. Lights in general don't seem to be casting shadows properly. I can have a light behind an object with shadows, ambient occlusion, and GI turned on, and the light will still cast through the object even though it's not there. 2. Spot Angle seems to be…
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…
It's basically how light works in the real world. Light is basically photons being bounced around a room and into your eye. Any point in 3d space is receiving lighting from all directions, not just from actually lights. If you had a sphere ball, any light being reflected by it is lighting being recieved at that point.…
33. Lighting & Rendering: 3-Point Lighting 3-point lighting is the base used in the majority of lighting set-ups for characters. 3-point lighting uses a key light, back light, and fill light. The key light is used to brighten the focal point in your character, usually the face and some of the upper torso. The fill light…
Here are some potential problems with not combining a mesh: * Some engines have problems with lighting when you have open edges on a mesh. You get light leaking. * Some engines will be creating LODs automatically for your buildings. Having open edges can confuse the LOD algorithm and create a bad LOD. * If your engine uses…
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.