Hey hey ! I share with you my Several Lighting work with Day and Night version created for the DLC Blood Orchid. This map was inside an old Theme Park near to Hong Kong' Enjoy ! :) More images on my Artstation : https://www.artstation.com/artwork/B4O34
Bloom as an gfx effect does have it's uses, but god damn those screenshots. Light bloom does happen in real life, at least with my eyes :D . Most noticeable during nights when looking at those orange coloured street lights.
Hey there people of the polygon-counting persuasion! With the release of First Light I thought you might enjoy some art-dumpery! (edit: I also added some of my work from Second Son to the appropriate thread - http://www.polycount.com/forum/showthread.php?p=2133471#post2133471 sorry for the overdue thread revival, but I…
At the first placed I worked, we had a few DIY light tables/boxes. We also had some really expensive light tables but quite a few people liked to make their own and customize it to fit their needs. Most looked like plastic topped small podiums with a cricular florescent bulb mounted inside. If you're thinking about…
Well.. its supposed to light the scene right? so I assume the self illum option obviously.. but nothing gets lit.. nothing gets brighter.. i can shade.. or keep it at the normal texture. Thats it. I cant figure out how to keep the shading and make it be shown. Again.. just need any and all information on vertex lighting…
So I have this weird light coming from underneath my meshes. I built everything and it's still there and when I delete all my spotlights etc it turns dark (of course) but the bottoms of all these meshes are still lit up for some reason. Does anyone know what might be causing this?
Equil> First thing worth mentioning. I had help with the theory parts of the newer things in this shader. I did not read the papers myself, I got it explain second hand. Anyway. I was under the impression it was called Roughness by most people adopting this type of shading and therefor I wanted to stick to the same name.…
Agreed with everything that was said so far. One reason for the grass being so high contrast seems to be that the tufts are mostly unlit. Maybe a translucent/transparent shader that can't receive shadows or needs some serious dialing in? Either way, it's a major problem that needs solving. There doesn't seem to be much of…
Hey I've got a scene setup with the following Material: Now as you can see in these renders, the one with an opaque material has the volume light showing up correctly, but the one on the right with the translucent material doesn't Is there anyway to fix this? I'm on dx11 mode but dx9 mode also has the same issue Thanks for…
I'm no expert in using UDK as a render tool so there's probably just something I'm missing - but this is a problem I have not been able to figure out after hours of searching around so I thought I'd just ask. I've run into it multiple times before but this is the first time I've had the chance to sit down and try to figure…