PDA

View Full Version : Shading network questions


JamesDeschenes
10-30-2002, 06:58 PM
Im a 3dsmax user so bare with me here :wavey:


Im just testing out how to do some different things and I could use some guidance. I might as well just jump into the questions :)


Lets say I wanted to make a material which glows based on the brightness of the texture but the glow will be limited to areas where light is being cast.

Well I have figured out how to make a surface glow based on the brightness of a texture and i have figured out how to make a surface glow based on the ammount of light being casted on it. But I can't for the life of me seem to combine these two things.

So far I figured that it would involve making a normal material.. adding a texture to the color spot (node? place? don't know what to call it) then I could create a luminance utility and connect that to the out value of the texture file.

Then a I would create a surface luminace material.. now I belive I would have to somehow subtract or multiply the output of the texture luminace with the output value of the surface luminace.. and thats where I am now lost on how to do this.

Well I attached a picture here to show you what I have figured out so far..

On a lighter note I do enjoying reading the helpfile about each of the utilities :) they all sound so interesting. :beer:


Well thanks in adavnce and hopefully this message makes sense.. I will probably edit it when I get home.

empleh
10-30-2002, 07:12 PM
Look at a surface shader.

You can attach a blinn, lambert, phong whatever to the "out color" of the surface shader. You can then attach the product of the file texture and the surface luminance node to the "out glow color" of the surface shader.

I'm sure you will quickly find a way to get the desired effect with the surface shader. It is pretty flexable.

Good luck,

ww

empleh
10-30-2002, 07:31 PM
Here is a network, a rendering with just the lambert, and then a rendering with the surface shader.

Don't know if this is what you meant or not. you might need to do some tweeking.

good luck

DesignDawg
10-30-2002, 08:09 PM
If I understand you correctly, all you need to do is combine the two shaders with the blend node, using a surface luminance as your mixer. LMK if you need more details.

Ricky

CGTalk Moderation
01-13-2006, 08:01 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.