Outerra forum
User mods, screenshots & videos => Other => Topic started by: bleach on August 24, 2020, 07:37:03 pm
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Is it possible to set the emissive multiplier on a mesh instance not the object instance?
for example, you can do something like:
var geometry = this.get_geomob(0);
geometry.set_emissive_multiplier( 0 );
This will control all the emissive textures for the entire object.
Is it possible to do something like achieving something similar but for a single mesh object?
An example use case is lights on a vehicle, for example, activate just the taillights.
thanks in advance.
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I don't know..but depending on what you want to achieve you could instead paint your 3D model with an emissive texture. I did so for my emissive streetlight which I modelled in blender
In the mtl file add the name of your emissive texture dds file under "tex_emissive"
{
"version" : 512,
"mats" : [
{
...
"emissive" : true,
....
"tex_emissive" : "lantern color.dds"
}]}
(https://i.postimg.cc/4xJ8wtvC/emissivetexture.jpg) (https://postimg.cc/qz5XvNZQ)
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Thank you Fly77,
I have no trouble adding emissive textures or controlling them on a per-object basis. I specifically need to get one component of an object and control the emissive textures on that alone.
Think about it in terms of getting the headlights of a vehicle and setting the emissive multiplier while leaving al other lights, or meshes with emissive textures unmodified. I am basically after a way to control brake lights, taillights etc, via emissive textures and not using dynamic light objects.
Thanks for your input.