I’m no specialist at all – but it’s not because the lights move around that
there’s no baking involved.
In my understanding and the little bit of research I did nearly a decade years
ago – which was unrelated to Unreal – that was one of the paths being actively
explored: baking a scene, and
There is a short and straight forward demonstration on how to do this in
Blender using the cycles renderer would you believe using it in the 3d viewer
or the blender game engine. here is a link:
Introduction to Blender Cycles Baking
Introduction to Blender Cycles Baking
When
As far as I know the GI can be enabled into UE4, but Epic didn't fully
developed this feature because of GPU consumption, but I guess they're
planning to evolve the idea in the future...
Light Propagation Volumes GI
my 5 cent:
i really think, the whole point comparing features of Softwares is highly
overestimated.
Of course there are very rational reasons of choosing one Software over
another:
The price, the features, the amount of jobs we think there are outside.
But at the end of the day, we could ask
Since we are also talking about Modo viewport performance, theres a thread at
the TF community about Gavriil Klimov work with Modo and Mesh Fusion and his
return to Max. Somebody posted about some work he did with Modo and he decided
to go there and answer the reasons for his workflow. I'll
Martin,
In the unreal forum that was posted earlier in this mail you can read that
for those movies he only spent 10 minutes aprox for baking lights.
F.
El ago 23, 2014 4:44 PM, Martin Yara furik...@gmail.com escribió:
Outstanding quality !
I've never written a shader, and I guess I
On
08/22/14 13:06, Serch Mucino wrote:
Workflow-wise, I'd say
Modo is closer to Maya than anything else.
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