well in that case it will work. but the thing is there are 2 problems:
- FPS
- Half of the rays will just go into the void, wasting calculations
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why would half of the rays go into the void? How do you avoid this?
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You cant unless the emitters are in a closed room.
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One question, how do you use the light based tinting option? Whenever I use it it just shows up as white, even though the light is a different color.
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Sadly this is not supported yet but may be in the future!
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Holy schneitzel, that is too real.
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I don’t know how to use this and don’t understand the thing.
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I tried it out but it’s not working. I selected the objects with lights then I pressed bake lighting and nothing changed, what went wrong?
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I think because the angle is 0.
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Alright, i’ll try again with a different angle
Edit:
The angles are already set to 180 so I’m not sure how to fix the issue
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Press bake lights… maybe it COULD work.
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You guys are using it all wrong Haha. Here is a quote of how to use it.
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Schnitzel! mmmmm ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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I still don’t understand how to make it work for some reason
Maybe I need a demonstration like a video
Select the part with the light in it, click [add GI emitters to selected], then click [bake lighting].
I followed your instructions but I didn’t see any changes to the lighting
Is it a bright outdoors build? If it is, it won’t change much. Also are you using the future lighting engine? This thing is basically built for it.
Yes I’m using the future lighting and it’s an interior scene.
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Hmm. Can you send a screenshot then? Maybe a video of you going through the process?
Alright. It looks like this:
It’s a garage scene with cars and I turned down the ambient color.
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