Hi all,
My name is Nikola Stojanovic and I work at Faculty of Electronics, Nis, Serbia . Our students made this model, special thz goes to student Miljan Sakovic who help us a lot, at first it was transfered into Quest 3D engine, Turtle rendering engine . If u r interested I could post some videos and pics later.
[SHOT]http://img64.imageshack.us/img64/2295/52698747.jpg[/SHOT]
[SHOT]http://img64.imageshack.us/img64/4471/19220703.jpg[/SHOT]
[SHOT]http://img687.imageshack.us/img687/2249/95489608.jpg[/SHOT]
[SHOT]http://img62.imageshack.us/img62/1411/64813425.jpg[/SHOT]
Model is just exercise for a much bigger project that we are preparing.
Mesh was made for Q3D engine and I just exported to Unreal engine.
It is merged by the parts of the building like u see in the picture and have two UV channels.
[SHOT]http://img687.imageshack.us/img687/2341/46040325.jpg[/SHOT]
I suppose that because of that I have some problems with Lightmass because Unreal supports modular design and we made it merged.
Problem is that when I try to increase indirect illumination to lighten up shadow areas, strange paterns start to show and become more and more noticeable.
[SHOT]http://img687.imageshack.us/img687/982/13064972.jpg[/SHOT]
[SHOT]http://img687.imageshack.us/img687/2889/69107020.jpg[/SHOT]
I have tried to decrease static lightnning level scale hoping that I will shoot more photons, but every time I do that paterns become more visible.
Also when I increase DifuseBoost, color bleed go wild.
These are the settings that I have right now:
[SHOT]http://img6.imageshack.us/img6/7527/44002502.jpg[/SHOT]
I am expirienced in MRay and Turtle render, but I am stuck with Lightmass. Some discussion would be very helpfull
Video update:
http://www.youtube.com/watch?v=EBOC83pAwyk
thz in advance
Nikola
My name is Nikola Stojanovic and I work at Faculty of Electronics, Nis, Serbia . Our students made this model, special thz goes to student Miljan Sakovic who help us a lot, at first it was transfered into Quest 3D engine, Turtle rendering engine . If u r interested I could post some videos and pics later.
[SHOT]http://img64.imageshack.us/img64/2295/52698747.jpg[/SHOT]
[SHOT]http://img64.imageshack.us/img64/4471/19220703.jpg[/SHOT]
[SHOT]http://img687.imageshack.us/img687/2249/95489608.jpg[/SHOT]
[SHOT]http://img62.imageshack.us/img62/1411/64813425.jpg[/SHOT]
Model is just exercise for a much bigger project that we are preparing.
Mesh was made for Q3D engine and I just exported to Unreal engine.
It is merged by the parts of the building like u see in the picture and have two UV channels.
[SHOT]http://img687.imageshack.us/img687/2341/46040325.jpg[/SHOT]
I suppose that because of that I have some problems with Lightmass because Unreal supports modular design and we made it merged.
Problem is that when I try to increase indirect illumination to lighten up shadow areas, strange paterns start to show and become more and more noticeable.
[SHOT]http://img687.imageshack.us/img687/982/13064972.jpg[/SHOT]
[SHOT]http://img687.imageshack.us/img687/2889/69107020.jpg[/SHOT]
I have tried to decrease static lightnning level scale hoping that I will shoot more photons, but every time I do that paterns become more visible.
Also when I increase DifuseBoost, color bleed go wild.
These are the settings that I have right now:
[SHOT]http://img6.imageshack.us/img6/7527/44002502.jpg[/SHOT]
I am expirienced in MRay and Turtle render, but I am stuck with Lightmass. Some discussion would be very helpfull
Video update:
http://www.youtube.com/watch?v=EBOC83pAwyk
thz in advance
Nikola
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