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gamedev:textureproperties:emissivity_intensity [2012/12/03 23:26] – dragonlord | gamedev:textureproperties:emissivity_intensity [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord |
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| {{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|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **emissivity.intensity** |
</WRAP> | </WRAP> |
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<WRAP boxheader> | ====== Skin Texture Property: emissivity.intensity ====== |
====== Summary ====== | |
</WRAP> | Defines the intensity of emitted light. |
<WRAP boxcontent> | |
|Texture Property Name|emissivity.intensity| | |
|Description|Defines the intensity of emitted light| | |
|Excepted Data Source|1 component value| | |Excepted Data Source|1 component value| |
|Data Range|greater than or equal to 0| | |Data Range|greater than or equal to 0| |
|Affected Modules|Graphic| | |Affected Modules|Graphic| |
|Linked Properties|[[gamedev:textureproperties:emissivity|emissivity]]| | |Linked Properties|[[gamedev:textureproperties:emissivity|emissivity]]| |
</WRAP> | |
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====== Description ====== | ====== Description ====== |
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The **emissivity.intensity** texture property is linked with the **[[gamedev:textureproperties:emissivity|emissivity]]** texture property. It defines the intensity of the emitted light. The **[[gamedev:textureproperties:emissivity|emissivity]]** texture property defines the color of the emitted light. The final emitted color is thus the **[[gamedev:textureproperties:emissivity|emissivity]]** texture property mulitplied component wise with this texture property. The intensity could also be stored directly into the **[[gamedev:textureproperties:emissivity|emissivity]]** texture property using a high definition range image. Using this texture property though the intensity can be modified at run-time using **[[gamedev:renderables|renderables]]**. Switching emitting light on and off without changing the skin on an object is a typical use of this texture property. | The **emissivity.intensity** texture property is linked with the **[[gamedev:textureproperties:emissivity|emissivity]]** texture property. It defines the intensity of the emitted light. The **[[gamedev:textureproperties:emissivity|emissivity]]** texture property defines the color of the emitted light. The final emitted color is thus the **[[gamedev:textureproperties:emissivity|emissivity]]** texture property mulitplied component wise with this texture property. The intensity could also be stored directly into the **[[gamedev:textureproperties:emissivity|emissivity]]** texture property using a high definition range image. Using this texture property though the intensity can be modified at run-time using **[[gamedev:renderables|renderables]]**. Switching emitting light on and off without changing the skin on an object is a typical use of this texture property. |
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====== Examples ====== | ====== Examples ====== |
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<WRAP column 45%> | <WRAP column 45%> |
<WRAP center box 550px> | <WRAP center box 550px> |
{{ :gamedev: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: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> |