Hm it should be working with baked light tho, arent there any Settings ? If you go with fully dynamic make sure to increase ambient light, so your shadows are not just black and you get a bit of that Global Illumination look back.
well the shader works on a "global" level - you would have to use different materials to make it work. so most of the time its just more efficient to duplicate the faces you really need - and still draw everything with the same material.
Pfff finally recovered from the Global game jam. That was heavy but fun. Anyway didn't like to proportions on the mech. it was way to slim. so i fattened a bit what do you think. thanks @ Add3r: thanks, hope to finish it quickly.
Depends on the software and the renderer! In some renderers you can control the amount of color bleed in the global illumination. Sometimes per material, sometimes per object. It's best when asking software questions to indicate exactly which software, and version number.
Have you tried a global material override with a simple grey material to ensure that your materials are fine? Could you show your camera settings? Maybe you changed something by accident but then this should also happen on your friends computer.
Try changing the method of global illumination to irradiance map for the first pass and light cache to the second bounce. Your currently using brute force, it's slow and noisy, Irradance map has interpretation settings that smudge the lighting a bit removing noise
You can score visa points, iirc specifically an H0, for being a globally reknowned artist. Placing highly in DW, CGTalk, CGHub contests would give you that credibility. Best of luck, I used to want the US deal too.
not using modularity in this kind of scene is quite crazy too, especially considering the very little timeframe you had... you would have been able to spend more time on individual panels and global shapes rather than everything at once
First time experimenting with global values and I did not expect it to look like this from afar (quick small render) I'm going to experiment more after my current project
If you add a raytraced baker (all the "... from Mesh" bakers) you'll see a ray count option and you can find max ray distance settings in the global baking settings.