{{tag>graphic skin texture emission rim}} [[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **rim.emissivity.tint** ====== Skin Texture Property: rim.emissivity.tint ====== Defines the tint for the [[rim_emissivity|rim.emissivity]] texture property. |Excepted Data Source|3 component color| |Data Range|0 to 1 for all image components| |Default Value|(1, 1, 1)| |Affected Modules|Graphic| |Linked Properties|[[gamedev:textureproperties:rim_emissivity|rim.emissivity]]| ====== Description ====== The **rim.emissivity.tint** texture property is linked to the **[[rim_emissivity|rim.emissivity]]** texture property. It defines a color multiplication factor to tint the color from the **[[rim_emissivity|rim.emissivity]]** texture property. This allows to alter the rim emissivity color without requiring new skin for example if the rim emissivity color is mapped. Furthermore this allows for dynamic rim emissivity color changes using a renderable for this texture property. The color values are typically a **[[gamedev:renderables|renderable]]** or a 3 color component value with all color components located inside the range from 0 to 1. Values outside this range might be useful for special effects but are not recommended. The default value for this texture property is white (1, 1, 1). ====== Examples ====== {{youtube>6cLQkIhnbNk?medium}} Example usage of rim.* skin texture properties and building a blue ghost skin.