Low Poly dairy asle
Hi there, it has been awile since I have been here, but I am hoping this time I will be having more time to spend here. To start with, I need to ask a question. I am designing low poly shopping mart for my game I would like to develop. The goal is for the player to pick up a few things from a shopping list for survival. I am in the process of trying to design a dairy asle including refrigerators with doors as oppose to dairy cases. I thought I could create a a higher res refridgerator with actual models of milk, eggs, orange juice, etc, and then bake it to my low polygon refrigerator. My problem I have come to is with creating the flouresent tube lights that are attached to the sides of the refrigerator. I did a little bit of research on google and found out that this type of method deals with Mental Ray and Photons. I tried following the steps from this tutorial but I am not sure what the sample settings mean and do and how much vaules are appropriate. For example, why am I setting the high samples to 12 and not 6 or 30 or whatever, and why am I to enter 2 for the high sample limit as oppose to 7 or 1 etc.
|
1 Attachment(s)
here is a WIP, showing you I have no clue what I am doing
The scene units I am using is 1 unit = 1 foot, and my refrigerator is 3 units wide by 3 units depth by 6 units high, along with 2 flourecent tube lights. Each tube is attached to a surface shader and is grouped with an area light with the intensity set to 0.25 decay rate to cubic. However, the render is still blown out. Any ideas? |
Quote:
gubar |
1 Attachment(s)
Hio gubar,
While searching for linear lighting, I did come across a tuturial about global illumination and final gather. This made me realize that I did not need a surface shader and a emit photon light. Below is an update... However, I am not quite grasping how linear lighting would fixed my over enfussed lighting, when if I understood correctly, linear lighting has to deal with gamma problems. Yeah this might be useful at the end, that is if I really need it. On the other hand I am only talking about my project going towards a video game which does not require photorealistic detail. All in all, thanks for the help gubar |
All times are GMT. The time now is 03:01 PM. |
Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018