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postreal
12-02-2003, 01:08 AM
Hi.
I have a difficult problem: I´m texturing a scifi building and I want windows to act like light sources, ok I know that I can do this by using "output" map in diffuse slot and masking light areas with "mask" map. But the problem is that when I have to set Rgp output high like 6 then windows get washed out, so how can I get window screens light environment properly without over-exposuring their texture map. I use also a selfillumination map for windows that have light, because I want to see them in dark areas also.
I also noticed that when I mask light sources with "mask" map and leave other areas black I won´t get any texture in these (wall) areas.... Is there any solution for this problem ?

and yeah...I´m using Brazil.

Thanks in advance.

postreal
12-02-2003, 08:31 AM
anybody ?

Genko3D
12-02-2003, 12:27 PM
why don't u use an area lights with the size and colour of the window?

postreal
12-04-2003, 09:27 AM
because I have hundreds of buildings that have hundreds of windows.

NightSky
12-04-2003, 09:32 AM
I know with Final Render Stage-1 you can setup a effects ID or object to be a lightsource. I would assume this is possible with Brazil as well. Also the luminance value in the material can do this as well.

~Cheers!

~James Allen

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