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View Full Version : mental ray light setup for game level


Matroskin
11-25-2008, 10:29 PM
Can anyone share experience on how one may do efficient lighting setup (in my case - mental ray in max) for the game level considering that the lighting solution will be used to create lightmaps.

Especially that concerns the way to obtain nice AO with regular casted shadows.

Because if I use 1 directional Light (Sun) and skyligtht with global illumination and final gather of mental ray i do get some AO but it is too subtle. If i use ambient occlusion shader on everything i can get sharper and more visible AO but no casted shadows from Directional Light :(

I can do both solutions separately and them multiply them in Photoshop, but maybe there exists better way to have that in one light setup.

thanks :)

mister3d
11-26-2008, 01:29 AM
I can do both solutions separately and them multiply them in Photoshop, but maybe there exists better way to have that in one light setup.

thanks :)

I don't think it's a "wrong" way. In compositing you multiply an AO pass wit lighting and I doubt anyone wants to bake it in into lighting, as you lose additional control over it on this later stage. So I would do so.

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11-26-2008, 01:29 AM
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