using fluid incandescence


I am using a fluidTexture2D to shade a sphere… and when previewing I am looking at it head on (0 0 1)… so I also have a directionalLight (0 0 1).

But when I use it in the scene I need to be able to look at the sphere from any angle… and the incandescence should make it appear to be self illuminated (no self shadows on the sphere)… BUT… I cannot take the value out of the incandescence of the fluidTexture2D and plug that into my lambert incandescense… and simply turning up the ambient color does measure up.

Anyone have suggestions… (there must be an easier solution than sticking it on its own render layer and lighting it from all sides???)


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