When you want to make a surface filter with glowing things.
This is difficult to achieve because when you plug in the Diffuse Input (even with HDR), it is clipped and only appears at a maximum of 100% Luminosity, which is not emissive (>100% is emissive).
You can try to turn down reflectivity to simulate glow, but it never turns out right, and it's not the right way to do things.
I propose another input for the Surface Result component. An Emission Map. This map would be multiplied to the diffuse map, almost like putting the two into an HDR blend. Blacks with any emission would not emit light anyway. Things that are not black would portray emissary properties like you see in most Modelling programs. They could maybe display a glow.
An alternative implementation would be to allow an HDR pipeline to the Result node, allowing any >100% Luminosity (HDR colors) to make the Emission Map from the diffuse texture, like the AO maps work.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
|Posted: May 8, 2010 12:26 am|
I agree; this would be very useful. Particularly the Emission Map for the Result. FF generally works like typical rendering programs in many ways, *except this one thing*, which is annoying.
It would be better and more consistent if it handled luminosity/emission as you describe.
|Posted: May 10, 2010 5:19 pm|
"Buzzards gotta eat...same as worms..." - Clint :)
|Posted: May 15, 2010 10:48 pm|
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