Hi everyone, I've been struggling with a lightmap issue with this prop. Searched this topic on forums but I've finally posted this and maybe someone can help. As you can see right side has some strange lightmap leaks after baking in UE4. The baking is in production level. This prop has two different materials, an opaque…
LOL thanks a lot, I would travel back in time and give this image to me, it would've been very useful, amazing tool! The most struggling part of making this model was getting the proportions right because the references I've found were very poor, had poor lighting, bad perspectives and were very distorted. Once I'll stick…
A really good book for mental ray is "Rendering with Mental Ray & 3ds max" by Joep van der Steen. I just happened to be reading it now. He discusses in-depth all the lighting features of mental ray including outdoor lighting and such. You might find it very useful if you are going to go the mental ray route.
A better topic title will help draw experienced people in to give you feedback. "I have an idea" is pretty vague. A better one could be "VR dynamic lighting with portals?" This idea could be possible. I would try mocking it up in Unity since it has good VR support. You could use sprites to represent the light sources. And…
Hopefully this is right place for this... So, i'd like to know what are nice vegetation/tree/plant software kits or plugins that you may recommend as "light" solutions aka model output doesn't eat much RAM etc. I know that obvious recommendations are Arbaro and NgPlant, but perhaps anything else? Maybe with more…
Hey, I'd just like to know if anyone using UDK and lightmass has experienced a similar crash to us here at Bioware. After a lighting build right-clicking in the content browser pretty much guarantees a full crash/hang of udk. We've tracked down that it's related to the wacom tablets that we use here. If we completely…
So - I have just started looking into UDK\ UE3 again and am familiarizing myself with the material editor. Im knocking up a character shader and have a slight fresnel effect going on to give a subtle rim-light to the character. This looks OK but falls down a little when the underside of objects are lit as brightly as the…
Hey, I'm trying to tweak a style study I'm doing on Super Mario Galaxy As you can see my Rim lighting shader is just tending to white and I have no idea what nodes to use to make it apply to the saturation as well. In the image I'm using a SamplerInfo.facingRatio > Ramp.VCoord and the ramp into the lambert's incandencanse.…
I had the issue aswell, there's a workaround, select all surfaces (shift S), go in properties (F4) and there you'll have 3 properties you got to set back to default, it's a bug in march2 udk. lightmass settings > *use two sided lighting *shadow indirect only *emissive light falloff exponent set these 3 back to default…