demostenes Posted June 3, 2017 Share Posted June 3, 2017 Documentation: RGB values store information about a glowing color. An alpha (A) value stores a glow mask: White color indicates that the area will be glowing. Black color indicates that the area is not glowing. But alfa mask has no effect on emission, it always emits on the whole texture. What works is to draw light only on places where it should be, rest leave black and dont use alfa channel. Documentation bug? test_e.zip Link to comment
silent Posted June 5, 2017 Share Posted June 5, 2017 demostenes Yep, this is documentation bug. Will be fixed ASAP. Alpha channel from the emission texture is being ignored. Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted June 5, 2017 Author Share Posted June 5, 2017 demostenes Yep, this is documentation bug. Will be fixed ASAP. Alpha channel from the emission texture is being ignored. Sorry for the inconvenience caused. So proper color in RGB channels to not emit is black? Link to comment
silent Posted June 5, 2017 Share Posted June 5, 2017 So proper color in RGB channels to not emit is black? Yep, all the channels [R, G, B] should have '0' to skip the emission in that pixel. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Recommended Posts