A little scene I’ve been working on, implementing a realistic blend between lighting and material roughness.
Decided on an underpass because the contrast between bright light (outside) and dark (inside) would get a nice smooth lighting transition, with the reflective tiles on the sides.
Something I would recommend with the tiles and concrete layer underneith would be to use better blending that outlines the tile, rather than just fades it out.
The problem there is that the mask is at a lower resolution than the materials blended (the materials are tiled, the mask is uv-based)
however I completely agree, I should have made the scene modular which would have fixed the problem, will definitely do that for my next project
Thank you
Its the cleaned out map from Epics Engine feature samples “Matinee”, but why are the shadows so off? the lights/static meshes underneath the ceiling seem to have no shadow at all (3rd pic). did you change the lightmass settings?
I assure you, this scene was made entirely from scratch
And I see what you’re saying, the lights are only affected by bounced lighting and DFAO, so the shadows are very subtle.
This does make the lights pop out, something I should work on I suppose
Thanks for the input, I really appreciate it