gamedev:textureproperties:emissivity_intensity
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gamedev:textureproperties:emissivity_intensity [2012/12/02 19:39] – dragonlord | gamedev: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** |
<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> |
<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