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Emissive Lighting

Posted: Tue Dec 11, 2012 10:56 am
by ProtocolX27
I'm working on increasing specular properties for my current project, but modifying the light map does not seem to be enough for my preferences. I've seen discussion of emissive lighting before, and I'd like to know what might go into the process of increasing glow around a light source.

Thanks. :)

Re: Emissive Lighting

Posted: Tue Dec 11, 2012 11:01 am
by iheartibuki
^ Maybe duplicating part of the mesh that you want to glow and enlarging it while keeping it unaffected by raytracing? In other words invisible. :)

Re: Emissive Lighting

Posted: Tue Dec 11, 2012 11:25 am
by ProtocolX27
iheartibuki wrote:^ Maybe duplicating part of the mesh that you want to glow and enlarging it while keeping it unaffected by raytracing? In other words invisible. :)
That makes sense, if I were to do that would I need to apply a different material so that it has different alpha properties? I remember something about XNALara having a different group for that, but I haven't spent much time on it ... (yet)

Re: Emissive Lighting

Posted: Tue Dec 11, 2012 11:29 am
by iheartibuki
Oh is it for XNA? I thought you were talking about Blender. :P The newest XPS now has dedicated groups for emissive maps and I believe they also illuminate nearby objects.

Re: Emissive Lighting

Posted: Tue Dec 11, 2012 11:37 am
by ProtocolX27
iheartibuki wrote:Oh is it for XNA? I thought you were talking about Blender. :P The newest XPS now has dedicated groups for emissive maps and I believe they also illuminate nearby objects.
Ah, I haven't done any dedicated rendering yet, everything I've done so far has been XNA. If that's the case is there any converting that needs to be done to convert to XPS to get my model working in there? (haven't used that yet either) :XD:

Re: Emissive Lighting

Posted: Tue Dec 11, 2012 11:41 am
by iheartibuki
I haven't ported any XPS exclusive models yet, but afaik the old mesh converter should still work. Your model will only load properly in XPS though if you use those render groups. You may either get an error or an invisible model in XNALara if you use those new render groups. You can ask XNAaraL. :)

Re: Emissive Lighting

Posted: Tue Dec 11, 2012 11:51 am
by ProtocolX27
Thanks, I'll have to give that a whirl tonight and see if I can get it workin' :high:

Re: Emissive Lighting

Posted: Tue Dec 11, 2012 12:02 pm
by iheartibuki
NP Sorry for the typos, stupid phone keyboard, lol!

Re: Emissive Lighting

Posted: Wed Dec 12, 2012 5:51 am
by ProtocolX27
Ok, so based on an initial test...

The bloom lighting is pretty cool. The areas that seemed most effected were those with the lightest regions in the light map. I'll have to adjust that to see if it matches up with expected areas.

My goal is to make the electronic areas on Novas body suit glow, but right now the bloom is also affecting her body suit itself which I need to fix.

Where's the best place to pester XNAaraL these days? TRF still?

Re: Emissive Lighting

Posted: Wed Dec 12, 2012 6:12 am
by iheartibuki
ProtocolX27 wrote:Ok, so based on an initial test...

The bloom lighting is pretty cool. The areas that seemed most effected were those with the lightest regions in the light map. I'll have to adjust that to see if it matches up with expected areas.

My goal is to make the electronic areas on Novas body suit glow, but right now the bloom is also affecting her body suit itself which I need to fix.

Where's the best place to pester XNAaraL these days? TRF still?
If you're just trying to make certain parts of a model glow, have a look at Goha's tutorial here.