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Author Topic: Forest Pack and lights  (Read 787 times)

iCreateLtd

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Forest Pack and lights
« on: September 01, 2015, 11:32:45 AM »
Hi.

I'm setting up a library of buildings to be used for placing in distance shots.  Out of curiosity, if I was to place lights in the buildings, would FP recreate the lights when it created the buildings?

I presume a better option would be for me to instead give the glass material an orange glow (or maybe just a orange material).  I don't know much about Max, but anyway, somehow give the glass the appearance of lights being on.

Thanks,

Sean

Michal Karmazín

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Re: Forest Pack and lights
« Reply #1 on: September 01, 2015, 11:46:54 AM »
Hi,

Non-geometric objects (as lights) aren't supported as items for distribution, therefore I would suggest you a "material work-flow". Applying a VRayLightMtl (I suppose you're using the V-Ray renderer) / CoronaLightMtl (in case of Corona renderer) / any corresponding material to your glass geometry should do the trick very well.

Hope that helps.

Best regards,

iCreateLtd

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Re: Forest Pack and lights
« Reply #2 on: September 01, 2015, 12:42:56 PM »
Thanks for clearing that up for me.

iCreateLtd

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Re: Forest Pack and lights
« Reply #3 on: September 14, 2015, 12:28:17 PM »
Hi.

I've just made the custom building library.

In the max scene I've got multiple buildings.  I was going to use a vray light material for some windows (for night shots) but it was giving me problems.  So, instead I just used the self-illum for the material.  The self illum multiplier is scene dependant so needs changing if the unit scale is different.

I gave each building the same material for the lit windows.  However, when I've created the buildings through FP, it has given each building its own 'light on' material.  I would have expected/was hoping that it would give one 'light on' material to all of them.  This way I'd only need to edit the multiplier once.

Is there anything I can do about this?

Thanks.

Sean

*UPDATE*

If there isn't a way to only have one instance of this material, is there a way to refesh/reload the object materials.  The only way I've been able to reduce the brightness of the lights is by going into the source scene (containing all of the building models), reducing the multiplier of the 'light on' material and then saving the scene.

However, in order for this to take affect I need to delete the models from the FP geometry list and reload in the assets (making sure the material option is set to replace from library).  Only then the windows aren't as bright. 

It's not ideal but it's a workaround, I suppose.
« Last Edit: September 14, 2015, 03:23:26 PM by iCreateLtd »