Quote: --- Original message by: Waffles
Yeah, I looked at the source files. I ended up using mental ray for the light emmiting materials though in the end, but I haven't experienced the issues you mention weirdly enough. The baking shadows into the water diffuse was pretty awesome btw.
Yeah, light emitting surfaces would have been awesome, but I could never get it to cooperate, even without the weird rendering errors.


As you can see mental ray did some weird stuff. These were some of the first lighting tests in game once the dlm tech went live.
So instead I used scanline and had to place a few thousand lights by hand (though thankfully the array tool in 3ds max allowed me to do strip lights without having to place each one individually). I did find that having manual control was very very helpful for detailed tweaking. Different lights have different shadow settings, fade distances, etc.
Edit: Also glad you liked the ocean lighting bake, that was a pain to get right but it's so cool. FYI if you ever try that, the diffuse and alpha have to be coordinated in order to have a proper shoreline fade. Spent at least a week on that alone in photoshop. Definitely refer to the source files.
Edited by slashrat on May 19, 2015 at 06:34 PM