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.
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