[ame] http://www.youtube.com/watch?v=ntx10JMl9f4[/ame] This isn't a solution to the problem with indirect lighting. I am bound determined to solve that one too, though.
Hi all, I'd like a bit of help creating a UE4 material that looks like the below image please. Currently I'm using a basic emissive material from this tutorial (https://www.youtube.com/watch?v=Q45HW6hsJzQ), but although the result is nice, it's too CG, too clean and I'd like some advice how to make it look more realistic…
Hi everyone :) I'm going to work on creating 2 light sources for a fantasy/Romanesque scene -- a brazier and a wall mounted torch. Hopefully this thread'll be interesting enough to garner feedback for as much learning and improving improving as possible! Thanks for taking the time to look and even more if you have…
ok so im workin on a project in ut3's editor i wanted my light's radius to modulate bigger and smaller,back and forth. anyone know how i can do that i don't just mean fixing the color, to make it lighter or darker, i need that specific action
Animate the camera exposure as the camera leaves the cabin. Low light usually takes a lot longer to render, since there ends up being a lot of bounces needed with fewer rays, and thus a lot of noise. So you may also need to animate the lighting amounts, to boost them really strong while inside, then animate them down to…
I want my filter for Substance Painter to incorporate baked environment lighting in it by default, but I can't figure out how to do that in substance designer with nodes, I know I could just do it with a normal filter in painter but I'd like to learn how this works! Any and all help would be incredibly appreciated!
Hi guys. I've been painting for a while, but I observe that my ability to make correct lighting and sensation of volume it's not as good as I'd like. So I started to make some small paintings of ridiculous simple things and characters to see if I could figure out how to get better on these fundaments. I'm posting some…
Hey. I was playing around with max and came up with this method for faking volumetric light. It uses a mix of gradient and falloff for opacity map and a flat self-illumination color, applied to a geosphere. I just took a raw render of the result, this is exactly what it would look like in-game. It has limitations such as…
Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…