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gamedev:textureproperties:emissivity_intensity

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gamedev:textureproperties:emissivity_intensity [2012/12/02 19:39] dragonlordgamedev:textureproperties:emissivity_intensity [2019/05/08 22:45] dragonlord
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 +~~Title: Skin Texture Property: emissivity.intensity~~
 +{{tag>graphic skin texture emission}}
 <WRAP youarehere> <WRAP youarehere>
 [[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **emissivity.intensity** [[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **emissivity.intensity**
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 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 550px> <WRAP center box 550px>
-{{ :gamedev:images:material_emissivity.png |Vending machine at day and night with automatic lights due to the emissivity texture property}}+{{ :gamedev:textureproperties:emissivity.png |Vending machine at day and night with automatic lights due to the emissivity texture property}}
 <WRAP centeralign>Vending machine at day and night with automatic lights due to the **emissivity** texture property. There is no need to enable or disable lights using game scripts. **[[gamedev:pbr|Physically Based Rendering]]** takes care of letting your materials emit light if it is dark. The **emissivity** texture property is set to a color image resembling the **[[gamedev:textureproperties:color|color]]** texture property with a constant **[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]** for the entire material.</WRAP> <WRAP centeralign>Vending machine at day and night with automatic lights due to the **emissivity** texture property. There is no need to enable or disable lights using game scripts. **[[gamedev:pbr|Physically Based Rendering]]** takes care of letting your materials emit light if it is dark. The **emissivity** texture property is set to a color image resembling the **[[gamedev:textureproperties:color|color]]** texture property with a constant **[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]** for the entire material.</WRAP>
 </WRAP> </WRAP>
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 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 550px> <WRAP center box 550px>
-{{ :gamedev:images:material_emissivity_intensity.png |Traffic light with 3 different emissivity.intensity renderables set to different values}}+{{ :gamedev:textureproperties:emissivity_intensity.png |Traffic light with 3 different emissivity.intensity renderables set to different values}}
 <WRAP centeralign>Traffic light with 3 different **emissivity.intensity** **[[gamedev:renderables|renderables]]** set to different values. The red light is set to a bright intensity keeping up with the sunny day light. The yellow light in the middle is set to 0 intensity literally switching it off. And the green light is set to a low intensity resulting in a bareily visible green light against the sun light to show the dimmed light case. All this can be dynamically modified without switching materials.</WRAP> <WRAP centeralign>Traffic light with 3 different **emissivity.intensity** **[[gamedev:renderables|renderables]]** set to different values. The red light is set to a bright intensity keeping up with the sunny day light. The yellow light in the middle is set to 0 intensity literally switching it off. And the green light is set to a low intensity resulting in a bareily visible green light against the sun light to show the dimmed light case. All this can be dynamically modified without switching materials.</WRAP>
 </WRAP> </WRAP>
gamedev/textureproperties/emissivity_intensity.txt · Last modified: 2019/05/24 23:43 by dragonlord