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Thread: Lighting in Max (Static Mesh Creation)

  1. #1
    Member
    Registered: Feb 2001

    Lighting in Max (Static Mesh Creation)

    I'm trying to create some modular static meshes in Max, and I'm going to bake the lighting onto the skins so I need to get my lighting sorted in Max before I export the maps and meshes.

    I have these strip lights, thus:




    I want the lighting to be as realistic as possible - I could place an omni light next to them to simulate the light coming from these strip lights, but is it possible to tell max that I want the white textured polygons to emit light? (Although this would mean non-point sourced lighting so...hrm. ) I've worked out how to set the white texture to self illuminate but I don't seem to be able to get any further that that. Any thoughts?

  2. #2
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    You mean emit light IN Max, yeah?

    You could try giving the light object an advanced lighting override material, then cranking the base material's self-illumination right up. Play with the override material's luminance scale until it looks good, and enable radiosity for the scene.

    I don't know for sure if this will translate properly to the Render To Texture on the rest of the wall, but it's worth a go. Alternatively, you can always bit the bullet and go for the multiple omni approach (get a much subtler / realistic effect than a single omni) and then beef it up in UEd with a light...


    (note: may contain ass-talking / inaccuracies... my copy of Max has been b0rked for a couple of months. But radiosity is certainly the way to do this, even if I've got all the steps sideways.)


    (edit: rereading your post, I think you've already done all that except you didn't say if you'd enabled radiosity...)

  3. #3
    Member
    Registered: Feb 2001
    Hmm, radiosity. I haven't played with it because I'd forgotten Max 5 could even do it. Ho hum, me bad. It's worth a shot, I'll have a dive into the (very comprehensive and surprisingly helpful) help files.

    Edit:

    Hmm, this is awesome. You can paint light onto textures directly via the viewport:



    Then when I render it normally, it adds that light to the lighting calcs. How cool is that?
    Last edited by Ulukai; 14th Sep 2004 at 17:58.

  4. #4
    Member
    Registered: Feb 2001
    We have winnar



    It's not radiosity, but it seems to do the job. But if I hadn't tried to enable radiosity, I wouldn't have found the feature in the first place
    Last edited by Ulukai; 14th Sep 2004 at 19:01.

  5. #5
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    \o/

    $10 says all this kind of thing is a one-click operation in Max7... Bastard Discreet. LET US CATCH UP WON'T YOU

  6. #6
    Administrator
    Registered: Sep 2001
    Location: above the clouds
    Baking light onto the skins? Are you talking about lightmaps or a permanent change to the material?
    Max must be able to generate lightmaps, I just never got that far with it.

  7. #7
    Member
    Registered: Feb 2001
    Quote Originally Posted by scumble
    Baking light onto the skins? Are you talking about lightmaps or a permanent change to the material?
    Yep, lightmaps. I then choose Render to Texture and thus I have skinned models with baked lighting (yum).

  8. #8
    Administrator
    Registered: Sep 2001
    Location: above the clouds
    Have you got an ingame shot yet, or was that it?

  9. #9
    Member
    Registered: Feb 2001
    Patience

  10. #10
    Member
    Registered: Feb 2001
    For anyone who is interested, I've found out how to do what I originally wanted to do (without cheating using light painting):

    "Self-illumination makes an object appear to glow in ordinary renderings, but does not contribute energy to the radiosity solution. To have radiosity processing take a self-illuminating material into account, make this material the base material of Advanced Lighting Override, then increase the value of Luminance Scale."

    (From the help, under Advanced Lighting Override Material)

  11. #11
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    O.o

    That is what I said at the START

  12. #12
    Member
    Registered: Feb 2001
    eek, So you did.

    But for some reason the first time I looked at what you said I went looking for advanced lighting override, found light painting instead, got all excited and as is so often the way with Max, I went off at a tangent...

    Still, know I knows both ways, which is good

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