I am creating some custom lights for lightmap process in Maya. Some of my template are using multiple lights but I would light to hide the lights's icon in my viewport replacing by a custom of mine. Problem is if I switch the Visibility attribute value to "0", light will stop any activity in my scene... Then is there a way…
Hello, I’m trying to figure out by what means to properly simulate a 5mm LED bulb. here’s my model as yet: So far I’ve just kind of faked it by using colored sphere lights: but I’m trying to go for a realistic PBR setup where I don’t have to use shortcuts to get a realistic LED light source/material combination These are…
Ok so I'm just going to start by saying that I do not have a good understanding of lighting or displaying my work in UDK. I have modelled and UV'ed the major assets of my scene (I use maya), and created a very quick and dirty light map for the asset you see here which is the first one I am addressing the major lighting…
Ambient Occlusion represents shadowing that comes from the environment itself, not from any particular lightsource. I like to think of it as the shadows being cast by bounced light, as opposed to the shadows being cast directly by a light. A light map is baking any lighting information into a map. You could set up a bunch…
Howdy Just wondering what the best way of learning light theory is?. Im not talking about texture painting here either,but more todo with scenes and ways of presenting lights in a possible game enviroment liek a street or corridor or soemthing. for example,I walk down a street at night,you have light from street…
Heyo, running into a problem here using Custom Lighting in UDK. While using Skeletal Meshes with a Custom Lighting Material, adding two or more lights into the scene results in weird shadowing artifacts. Hard to represent in a screenshot, however: The left cube is a static mesh. The right cube is a skeletal mesh. Both have…
It's a new month and that means a new class! Visual Effects class is up and around the corner and I decided to try and do something a little different. As always it will require lots of time to complete but, I aim for the best and a slight pinch of ambition. Here's some reference images of the nuclear launch testing room…
The cost totally depends on your renderer. Back in the day area light capable raytracers wound up casting a huge amount of rays for area lights of any significant size, while the quality compared to a bunch of pointlights was not terribly different so long as the relative angle between each point light and the object was…
Hi guys I am having trouble lighting a scene in the same style as the tutorial below. After some advice from a colleague I have tried creating a bounced light method with spotlights as instructed in the link below. https://www.unrealengine.com/blog/simulating-area-lights-in-ue4 I am finding that when I build my lighting…
LONG VERSION: Yea but afaik it takes manually creating it and positioning it yourself using the shadow options (for targeted directions) then turning off the shadow directions after the lights position is set in the placement you desired. It is a bit of work i only did x,y directions and 5 lights per direction seems well…