Doubt
01-31-2005, 08:38 AM
Hi all,
I'm not a very experienced lighter or renderer, so I'm trying to figure out some simple ways to solve some pretty common problems. I like how my HDRI is her except it is lighting the insides of my nostrils and the corners of my mouth too much. Right now, I only have 1 area light in the scene along w/ the HDRI sphere.
What would be the proper way to solve this problem by looking at the image? Right now, this is only final gathering, GI is not turned on. The shader is called Human Skin 1.1 with my rendermapped diffuse texture put in.
I want to continue to light with HDRI, I just don't know out to work out the small problems that it seems to cause.
Thanks--
oh, some other importan things about my rendering setup to help you help me:
Maya 6 - Mental Ray
Image Based Lighting Tab:
Emit Light - Off
Emit Photos - Off
Raytraced Shadows (I think, there's so many damn shadow settings everywhere I don't know where to look)
Lemme know if there's more specific you need to know, not really sure what to tell--
I'm not a very experienced lighter or renderer, so I'm trying to figure out some simple ways to solve some pretty common problems. I like how my HDRI is her except it is lighting the insides of my nostrils and the corners of my mouth too much. Right now, I only have 1 area light in the scene along w/ the HDRI sphere.
What would be the proper way to solve this problem by looking at the image? Right now, this is only final gathering, GI is not turned on. The shader is called Human Skin 1.1 with my rendermapped diffuse texture put in.
I want to continue to light with HDRI, I just don't know out to work out the small problems that it seems to cause.
Thanks--
oh, some other importan things about my rendering setup to help you help me:
Maya 6 - Mental Ray
Image Based Lighting Tab:
Emit Light - Off
Emit Photos - Off
Raytraced Shadows (I think, there's so many damn shadow settings everywhere I don't know where to look)
Lemme know if there's more specific you need to know, not really sure what to tell--
