What is your realistic lighting technique?
I see that the lovely new maps are looking good. Thanks to the light effects those make the map looking better don't you think?
Can those mappers give tips for me and other that can't get it like that.
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What is your realistic lighting technique
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#7
Posted 13 September 2009 - 11:15 PM
tbh from what i saw there wasn't a shit load of difference between -bounce 2 and -bounce 8 except a VERY long compile
HECK, from what I was told 90% of the work is done in the 1st 2 bounces.
I find doing -samples 8 was nice (for those who don't know what samples does http://shaderlab.com...8b8b3f219_o.jpg )
and I recently messed with -dirty -dirtscale 2 -dirtdepth 32 and found the results were nice
( http://en.wikibooks....p2/Light#-dirty )
also, I find that using the _light entity looks rubbish unless its targeted and had a color value, use shaders from scripts it gives a much more realistic look, take a look at ut4_herring and the shaders, decompile it if you must (only to learn, don't steal peoples work It'd be very obvious if you did)
HECK, from what I was told 90% of the work is done in the 1st 2 bounces.
I find doing -samples 8 was nice (for those who don't know what samples does http://shaderlab.com...8b8b3f219_o.jpg )
and I recently messed with -dirty -dirtscale 2 -dirtdepth 32 and found the results were nice
( http://en.wikibooks....p2/Light#-dirty )
also, I find that using the _light entity looks rubbish unless its targeted and had a color value, use shaders from scripts it gives a much more realistic look, take a look at ut4_herring and the shaders, decompile it if you must (only to learn, don't steal peoples work It'd be very obvious if you did)
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