how to: incandescent texture

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Barf

Sergeant Knight at Arms
If you want your weapons to have certain parts glowing without the entire model losing its lighting or relying on multi-meshes here is a way.
Incandescence can be achieved via the envmap_shader, typically this is used for making stuff shiny but we can use it for glow by referencing
an envmap which is all one color, (this can be 4x4 pixel size to be more efficient). Then the specular map will be painting a sort of fake emission
sort of like like this
mb15.jpg

the old style of making this glow is visible on the lightsaber using the no_shade shader(the grip is glowing when it shouldnt be) and the new style is visible on the speeder/mount
the limitations are the glowy parts all glow the same color (whatever the color of your envmap, I used green obviously)
and you basically lose your specular map...
 
that's cool, but it doesn't actually emit light, right? shining swords could be useful, but it'd be nice if they actually influenced the lighting of objects around them..
 
yeah its not really "emissive" I got caught up trying to use as many words for glow as possible to make it easier to search.

edit: incandescent
 
Yeah, basically every sword uses it.

Nice, good for some fake illumination maps.
 
Merlkir said:
that's cool, but it doesn't actually emit light, right? shining swords could be useful, but it'd be nice if they actually influenced the lighting of objects around them..

Jinnia attached the fire particle affect to people's heads, could you not attach a light?  Ya it would be intensive as the engine would have to calculate where the sword is every so often...
 
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