View Full Version : Texture/Shader & Lighting question
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?
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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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