If anyone can get emissive lighting working on their end let me know, I cannot make emissive lighting work atm, I just want an image of it working and the settings needed, no suggestions.
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Emissive lighting seems to be dead
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There aren't really any magic settings. You make a material emissive, enable "Use Emissive as Static Lighting" on the mesh instance in the scene, and bake. Add Lightmass Portals around the objects to improve sample quality. Emissive intensity/emissive boost/lightmass replace are all subjective and depend on your use.
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Originally posted by rosegoldslugs View PostThere aren't really any magic settings. You make a material emissive, enable "Use Emissive as Static Lighting" on the mesh instance in the scene, and bake. Add Lightmass Portals around the objects to improve sample quality. Emissive intensity/emissive boost/lightmass replace are all subjective and depend on your use.
I have tried baking with production quality, with an emissive of 1000000 (yes thats the actual number), with emissive to static on, the emissive is static too, and there isnt even a slight faint glow coming from it. Just show me, does it work or not.
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Originally posted by Deathrey View PostWorks totally fine. You just need to familiarize yourself with documentation and basic settings.
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Originally posted by darthviper107 View PostYou have the cube selected there with the use for emissive lighting checked, you need to check that option on the thing that has the emissive material, not the objects that you want to receive the emissive lighting.
No luck still, View screenshot.
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Originally posted by Suthriel View PostThis might be a silly question, but do those base objects actually come with a lightmap on them, where the baking can render the light information into? I know, that imported meshes get some lightmaps autogenerated, if they are missing, but the base objects like your plane or cube?
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