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View Full Version : Faking Globabl Illumination in Maya?


alphatron
01-15-2002, 05:19 PM
Please bear with my ignorance as I'm quite new to Maya.

I've notcied that a lot of the test renders and WIP's on the 3D artwork thread seem to be rendered/lighted using global illumination. This gives these test renders a very nice quality, even without any texturing.

I'm curious as to how these renders are done.. as my test renders without textures look rather unremarkable compared to these.

Thanks!

Blackarts
01-15-2002, 06:18 PM
Theres several methods out there or faking GI in Maya. The most common is creatin a dome of very low intensity directional lights around your character (~0.15). Go check out www.pixho.com and you should be able to find something that works for you.

cheers,
-daryl

Dan Dixon
01-15-2002, 08:22 PM
I've made one light rig based off of the GI an older GI light rig , it render fast .if you want the mb just mail your address and be more then happy to give it to us and refine it .

Dan Dixon
01-15-2002, 08:24 PM
give it to you so you can use it and refine on it.

CAN TYPE

ME3D
01-18-2002, 02:29 AM
I'd like to see your light rig if you dont mind. I use a simple setup of an upper dome of lights set to .1 in intensity. And a lower dome without shadow casting set to .05.
Then I focus more on builing shaders with the diffuse script. The diffuse script is located on lightengine.com it works great. I love it.

Dan Dixon
01-18-2002, 02:48 AM
raydiffuse it rocks send me you email, pass your rig over to, I like to see it.

ME3D
01-18-2002, 02:48 PM
e-address

ME3D
01-18-2002, 02:52 PM
Would like to see if anyone else is using the shading networks to increase density of shadows near corners.
This could also be applied to the scale of textures near creases, wouldnt you think?
I believe this could add some great upclose detail. Any ideas?
Sorry if this isnt clear respond and I'll diagram it or something.

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