Posted: Thu Jan 23, 2014 5:41 pm Post subject:
Question on Lighting
Subject description: WIP
See the pic? I am using the foundation templates of DonutArnold. It has 2 suns in the template. I would like to make the front a bit brighter. How would I do that. I would like to be ale to show it off a bit. not much just a bit.
some one is prob gonna say adjust the texture, I don't know how or how it will affect the rest of the building. What I would do is place a light in front of the building until a better solution can be found _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
No. Textures are not meant to compensate bad lighting. Using different bright textures for different parts of the model is a definite no-go and very bad modeling. Imagine how it looks when you rotate the model and the bright textures now move into shadowed areas and the dark textures move in the lighted areas. ugly
Nikademis Von Hisson wrote:
What I would do is place a light in front of the building until a better solution can be found
This most probably results in pretty unrealistic and inconsistent lighting.
@drizzt:
What exactly are the 2 suns? Omni light, Directional light, MR Sun, Skylight?
I don't know the template but from the look of the lighting on the building it doesn't seem to be a very good lighting in the first place. The directly south facing short wall has the same brightness as the southwest wall, which is wrong and shows that the lighting isn't very good.
Anyway, i assume the 2 lights ("suns") follow the usual lighting principle. One is doing the main lighting with shadows. The other is giving the whole scene (even shadowed areas) a minimum brightness by having set "Ambient only" in the light parameters.
drizzt_dourden wrote:
I would like to make the front a bit brighter. How would I do that.
What is the front? The dark southeast wall or the lighted southwest wall?
For the dark SE wall: reduce the main light multiplier and raise the ambient light multiplier
For the bright SW wall: reduce the ambient light multiplier and raise the main light multiplier
It shouldn't be hard to find out how the 2 lights work. They are after all only 2 lights. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Fri Jan 24, 2014 8:07 am Post subject:
lights
i am using Donutarnold's templates for ra2. Technically the dark side is the right, but for purposes I call it the front, because it modeled after a real building. the arrow is what i am calling the front, it is the dark side
As far as the extra light, it is bad, but for some items it does work, it just takes some adjusting. I have had troubles with getting lights to work proper, it has been a weird process for me.
Template used is attached. I know you have one too, told him to use that because it was on the flash drive i gave him _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Fri Jan 24, 2014 10:48 am Post subject:
lights
Yeah, that is the one. Now there is sun01 and sun 02, if I raised either one and lower the other to make the front brighter and render the image, I loose the shadow. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum