Ok, so for my fist question. What the heck is going on here and how do I stop it? http://img593.imageshack.us/img593/1781/26875333.jpg I've got one light here, for which I have disabled static shadowing. I've also enabled bForceNoPrecomputedLighting. At low angles, it looks like rubbish. If I build the lighting, it goes…
Hi guys. I have a foliage heavy scene, with trees that I want to be moving slightly in wind, and I'm wondering what the smartest way to light it is. At the moment I'm more or less just using a single DominantDirectional light for the sun and baking everything in lightmass. Most of the shadows fall on a Landscape actor. It…
Our automotive team are on the lookout for a passionate lighting artist who has an amazing eye for realistic and dramatic lighting. If this is your natural born talent, we’d love it if you joined the crew! RealtimeUK has an established position as a market leader in high quality, hyper-real CG imagery in the Automotive…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
Hello! I've mostly done lighting for mobile in Unity, and even then it wasn't anything complex. I used ambient lights, light maps, or unlit baked in diffuse. Never made anything for console or used Unity for something with complex lighting. I normally just make props, so stepping in to the world of advanced environment…
What is you lighting set up like? You could assign you foliage to a separate lighting channel and have it lit by say a dominant directional light w/ no shadows, or have it lit by that same light using real time shadows and cascading shadow maps in the light settings. It's all really about how your lights are set up and how…
Hi guys, same topic somehow I guess. I set up a scene with a sky environment and wanted to add some highlights to the model with omni lights. 6 lights overall should be enough (sky + 3 lights) and I dont need shadows from the omni lights. Unfortunately the omni lights dont show up in the export, without the sky its…
Hello there, I'm making a fan creature project for the game Valheim, and I was wondering if you can create a constant light falloff in Marmoset? So you can see the "value steps" of the light falloff, or turning off the linear falloff. I know this is a weird question, but I thought maybe someone here knows the answer : ) I…
Not exactly. Lighting has 2 terms. Diffuse, and specular. The highlight is called spacular and its the reflection of the light source itself. This doesn't actually illuminate the scene. In Unreal, this can be made to be a long shape such as capsule. Then there is diffuse lighting, which is the actual light emitted from the…