Many games (Doom3-engine, Unreal, Quake3 etc.) and 3D Modelling programs have luminance texture layer for 'local-light' effect on textures. Concept of luminance is simple - it blends on texture using additive blend mode (after lighting get done). The result is some areas on a texture is always lighten (simulating glowing buttons etc.).
Would be cool to see this layer (and luminance power option) along with bump/normal/specular since currently to render _glow layer there is necessary to create new filter or ugly checkbox on current one.
|Posted: June 18, 2007 3:54 am|
well, if and when we get the arithmetic component, i think this would satisfy your needs.
you can always use a frame and offset to highlight specific areas of a texture if you wish.
If wishes were horses... there'd be a whole lot of horse crap to clean up!
|Posted: June 18, 2007 1:21 pm|
|VorteX -- yes, a self-illumination channel (and a corresponding texture map) is a good idea. It is already planned for future releases.|
|Posted: June 19, 2007 5:50 am|
The result component being able to perform certain 2D post-processing FX, like said self-illumination additive blend, or even a channel-controlled glow, would be totally sweet.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
|Posted: June 19, 2007 5:11 pm|
This would be totally sweet!!! Got me thinking of all the cool effects that could be created with it
"Buzzards gotta eat...same as worms..." - Clint :)
|Posted: June 19, 2007 7:04 pm|
Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!
16,215 Registered Users
+14 new last day!
+48 new last day!
+29 new in 7 days!
7 unregistered users.