Advances in 3DsMax LMing with Overgrowth #2
Posted: 2009-10-19 10:32
Hey all.
I claimed ages ago that I had managed to sort out the age of problem for us mappers of getting trees to cast decent shadows on objects in my first blog here: Advances in 3DsMax LMing with Overgrowth - Project Reality Forums
Then I realized shortly after posting that blog that there was a small problem which I posted in the comments that basically these lightmaps didn't turn out quite right ingame.
Well now with my second attempt at doing this with my first initial test this seems to now be working
Not 100% sure what I did differently from last time but ye, it looks to be working now
Anyways less talk, more screens
Normal Lightmapping:
New Lightmapping method with transparent leaves:
It might look in the second screenshot that the leaves are hardly casting any shadows but there are a few small blobs of shadow here and there and if the temple had a higher rez lightmap you would see much more detail with the leave shadows
Hopefully I have not jumped the gun on this again but so far looks to be working well and hopefully this method should be applied to all new maps that will be lightmapped in 3DsMax
I claimed ages ago that I had managed to sort out the age of problem for us mappers of getting trees to cast decent shadows on objects in my first blog here: Advances in 3DsMax LMing with Overgrowth - Project Reality Forums
Then I realized shortly after posting that blog that there was a small problem which I posted in the comments that basically these lightmaps didn't turn out quite right ingame.
Well now with my second attempt at doing this with my first initial test this seems to now be working
Not 100% sure what I did differently from last time but ye, it looks to be working now
Anyways less talk, more screens
Normal Lightmapping:
New Lightmapping method with transparent leaves:
It might look in the second screenshot that the leaves are hardly casting any shadows but there are a few small blobs of shadow here and there and if the temple had a higher rez lightmap you would see much more detail with the leave shadows
Hopefully I have not jumped the gun on this again but so far looks to be working well and hopefully this method should be applied to all new maps that will be lightmapped in 3DsMax