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On 4/14/20 3:25 PM, Bald Eagle wrote:
>
> One additional thing this did highlight was why is RGB a pigment and emission a
> finish.
>
> Granted, there's the whole mechanism of handling all of this that's already
> coded up... but:
>
> It would interesting and useful to have rgbfte - or perhaps any channel >1
> functioning as an emissive value of (channel-1).
> That would allow function-driven pixel-by pixel emission control.
>
> But maybe I can work that into an average statement using a texture with
> emission... hmmm.
>
A little off the top of my head, but IIRC, while you cannot have
multiple finishes in a texture map of defined textures, I believe you
can code up a texture map as:
texture_map {
[0, pigment { pigm00 } finish { FinEmit }]
[1, pigment { pigm01 } finish { FinPlain } ]
}
and get the differing finishes. I've never tried it with emission
though, so if you do, let me know if it works. ;-)
Bill P.
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