Removing crackles in imported .objs when using Uberenviro light?
IceEmpress
Posts: 639
How do you get rid of the dulled and crackleque effect that appears on imported wavefront files when using the Uberenvironment 2 light? It really bothers me :(
Comments
Screenshots...
It's hard to suggest a course of action without being able to see what's wrong.
Wait, seriously? I didn't post a screenshot because I thought it was something universal. Alright, hold on.
Also, for some reason, this has happened to one of my Genesis figures (not Genesis itself, just a saved figure)
Here, the first is a screenshot just so you can get an idea of how it SHOULD look (without lights, that is), and the second is a render with the light.
Dammit, why is the render first?!
It depends on the names of the files and the order they would fall in 0-9 and A-Z. I just learned that myself a few days ago.
The UE2 light needs to be set to HIGH quality Render settings that would be a Preset or Changing the Samples in the Parameters from 32 to 128 or higher. Be warned the higher it's set the longer the render time.
Thank you!
The x4 quality fixed the crackle effect, but nothing is restoring the lost specularity and raytracing. I even tried Adam's very high quality render script.
Here is how it looks now.
UberEnvironment is a shader based light. You won't get specularity from it, only the lighting and shadows. For that you'll want to add another light, possibly either a directional light set or a spotlight set to specular only. For raytraced shadows, tone down the UberEnvironment intensity (I use around 60%) and then add another light, again either directional or otherwise, this time set normally but with intensity lowered to around 50-60%.
The end result is a nicely toned image with the reflection and shadows you want.
Thank you so much for your help!
So are there any directional or spotlights out there (in particular, free) which are straight down?
They are built in, i DS.
Just add a spotlight.
(Rendering, can't take screenshot right now)
A couple of other things...if you are using UE2 WITH a 'map' (image based lighting), you can use 'directional shadows' and get 'better' shadows. Also, you could just add the spot or distant light, then under Parameters > Light > Illumination set it for Specular Only.