Mental ray paint fx6/12/2023 What’s great is the level of polys in my scene are extremely high, but since I’m using instanced geometry with the scene assembly I’m getting very good results. I am still tweaking them but the results I’m seeing are very positive. Each of the mesa mountains now has grass/plant populations on them. This week was mostly trying to add more elements using the scene assembly methodology, which worked really well. Under Shadows tab, Raytrace Shadow Attributes Make sure Continue reading “Work In Progress, Part 7” Leave a comment Work In Progress, Part 7 Work in Progress, Part 6 Turn off visibility on our old Physical sun or delete it. The new Directional Light is in the same position as our Physical Sun light. Select the SunDirection Light in the Outliner, set a key on it’s values, and then right click to “ copy selected” in the Channel Box those positional values.Ĭreate a new Direction Light, and in the Channel Box, “ paste selected” into the channels. Since we’ve spent time positioning it, we’ll want to copy it’s position to the new Direction Light we’ll now create. Now you’ll still have the sunDirection light from the Physical Sun node in Outliner. Select the Physical Sun and Sky node and delete it. Select your camera, then go Window-Hypergraph Connections. By switching to HDR Lighting, this will allow me greater control of my scene’s lighting.įirst, we’ll need to get rid of our Physical sun node. One being I can’t easily tweak the sky itself without affecting the sun, or another way to say I can’t easily adjust the sky fill in the shadows without affecting my key light. Up to this point I’ve been using the Physical Sky and Sun for rendering out my scene.
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