![luxology modo 801 luxology modo 801](http://www.ddooo.com/uppic/150502/201505021513531475.jpg)
– Irradiance rays are set to 32 which seemed to be just enough to deliver a reasonable result in my scenes. – Environment Importance Sampling is turned off because for some reason it made the preview render considerably slower. The rendering settings were also adjusted to make the preview viewport as fast as possible: If you are using high resolution environment images or have a large preview window then it might be necessary to decrease that value to sharpen reflections. Also note that the image has its “Minimum spot” property set to 32 which makes GI less noisy but blurs the reflection a bit. When replacing that HDR image the environment intensity might need tweaking in order to keep the lighting balanced. It uses a stock Luxology environment preset, which provides about half of the total illumination (the other half is coming from a distant light). The template scene can be used as a starting point when creating new assets. It does not affect the surface in MODO but can be baked and used in UE4 for any purpose. Areas needing no extra triangles can be marked black while surface parts which use high frequency displacement are better set to white on this channel.Īux. The default value of 0.5 could be looked at as default, moderate amount of tessellation. TessMultiplier: This property has no affect in MODO, it’s just here to allow the baking of data for tessellation density. Opacity: This value should behave as expected but has not yet seen thorough testing. Roughness: Defines surface roughness which affects specular highlight and reflection sharpness.Įmissive Color: The color of the light the surface emits. Higher values are not useful at this time. Outdoor led lamp lighting exteriors architecture industrial light. The specular channel’s new default value is 0.5 which does not change anything. Other formats are only conversions from MODO and have basic setups.
![luxology modo 801 luxology modo 801](https://i.ytimg.com/vi/ikfJDB0RC8k/hqdefault.jpg)
It darkens the base color even while baking that channel so in the in-game material the “color*specular” operation should be omitted. Specular: Used for micro occlusions, normal map related short range AO. Keep it either 0 or 1 and only use grays for transitions between the two.
![luxology modo 801 luxology modo 801](https://www.fxguide.com/wp-content/uploads/2015/08/modo.jpg)
Metallic: Controls how metallic the surface is. Above it is an UnrealMaterial which provides some starting values for the unreal specific properties:īase Color: Just like the Unreal equivalent it provides diffuse color for non metals and reflection color for metals.