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Shellfish
01-09-2009, 08:22 AM
How does a texture artist test out its texture/shader before a lighter start lighting up a scene and not having the texture been burnout. Is there a standard lighting system to be used?

leigh
01-09-2009, 01:55 PM
Yeah, generally our lookdev folks initially test in a scene with neutral lighting.

soulburn3d
01-09-2009, 02:22 PM
Most studios, especially the big ones, have a lighting rig set up for this purpose. Of course, every studio has a slightly different rig, but in general it tries to give pretty even lighting over a surface with just enough directionality to both show off a specular highlight and show off your bump/displacement maps.

- Neil

Shellfish
01-09-2009, 02:44 PM
So there could be 2 or more set of lighting rigs like 1 of day time and another for night time for testing out textures and shades? Could a 3 point light be use for these testing?

soulburn3d
01-09-2009, 02:50 PM
So there could be 2 or more set of lighting rigs like 1 of day time and another for night time for testing out textures and shades? Could a 3 point light be use for these testing?

Yes and yes.

- Neil

Magnus3D
01-09-2009, 03:03 PM
If you're using Maxwell or Fry then you can use the included material testingscene to test your materials and textures on. It's very effective and does a good job. Here below is my latest materialexample produced using Maxwell Render. :)

http://img26.picoodle.com/img/img26/3/1/8/f_MaxwellCracm_b0dee3f.jpg

/ Magnus

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01-09-2009, 03:03 PM
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