Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 22-08-2006 , 10:15 AM
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Any equivalent to Max environment's ambient light?

Just wondering if anyone knows if there is any equivalent to Max's environment ambient light in Maya?

# 2 23-08-2006 , 01:45 AM
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most people here aren't familiar with what that max feature does (being a maya site and all user added image). What are you looking to achieve?


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# 3 23-08-2006 , 07:24 AM
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me, being a dumb maya user, am going to suggest using an ambient light. they sound the same so they gotta do the same thing, right?

if that's not what you're looking for, then perhaps you want to render in mental ray with final gather after changing the background color of your camera to something besides black. (in the viewport you want to render from, click on view, camera attribute settings, then under the environment tab, you'll find the background color window)


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# 4 24-08-2006 , 04:16 AM
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Originally posted by Pure_Morning
most people here aren't familiar with what that max feature does (being a maya site and all user added image). What are you looking to achieve?

I want to know if its possible to get the same look as the default Max materials and enviro settings in Maya.

me, being a dumb maya user, am going to suggest using an ambient light. they sound the same so they gotta do the same thing, right?

Yeah I tried that. For blinn materials I can get the same look, but for other material types its not quite the same. I think the rendering algos for ambient lights in Maya must be a little different than in Max.

# 5 27-08-2006 , 01:18 AM
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perhaps use a point light instead? it in all 6 directions and therefore creates 6 depth maps if you use depth map shadows, so it's kinda expensive render-wise... but i believe it does the same thing.


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# 6 27-08-2006 , 05:40 AM
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Originally posted by NeoStrider
perhaps use a point light instead? it in all 6 directions and therefore creates 6 depth maps if you use depth map shadows, so it's kinda expensive render-wise... but i believe it does the same thing.

Actually, I don't think ambient lights cast any shadows (err assuming you set the "ambient shade" attribute to 0) I think?

Not a big deal though, just wondering if it was possible.

Thanks!

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