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Lebofly 30 Nov, 2019 @ 12:20am
Emissive Materials
Hello,

Wondering if anyone knows if it's possible to have an emissive material like in UE4, I'd like my light source to be a ceiling panel if possible

Thank you
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Showing 1-8 of 8 comments
Rectus 13 30 Nov, 2019 @ 4:58am 
It doesn't seem to be possible currently. The light baker mentions supporting something like that, but there doesn't seem to be any way of setting it up in materials unless there is some undocumented attribute.
Lebofly 30 Nov, 2019 @ 5:48pm 
Ah thank you, do you think there's any alternatives to what I'm trying to accomplish?
Rectus 13 1 Dec, 2019 @ 12:05am 
I think the best option would be to set up self illumination on the panel and use a light_spot for the light cast by it. Maybe try turning off the shadows since panels would produce very diffuse ones unlike the sharp shadow maps in Home.
Lebofly 3 Dec, 2019 @ 12:09am 
Originally posted by Rectus:
I think the best option would be to set up self illumination on the panel and use a light_spot for the light cast by it. Maybe try turning off the shadows since panels would produce very diffuse ones unlike the sharp shadow maps in Home.

Yeah that's the path I've taken but it's very fake looking

Another quick question for you, my "brushes" (Habit) have a red outline around them when I modify them, what does this mean?
Rectus 13 3 Dec, 2019 @ 1:00am 
Originally posted by minecraft hurt sound:
Yeah that's the path I've taken but it's very fake looking

Another quick question for you, my "brushes" (Habit) have a red outline around them when I modify them, what does this mean?

Note that you don't have lightmapping, so baked lighting is mostly limited to vertex lighting and cubemaps. It's possible to get fairly good looking lighting though, but it's hard to say without seeing what you are trying to accomplish.

The red lines seem to indiacate invalid faces. I've only seen that happen if you have a quad with an extreme saddle point, like this one I twisted almost 180 degrees on the vertical axis. It doesn't seem to happen with triangle faces though.

https://i.imgur.com/Zb5DOCT.png
Lebofly 3 Dec, 2019 @ 11:31pm 
I was literally using a mesh with a white self illum so I guess it can only look so good, that being said I jumped into Quixel Mixer and whipped together something decent looking but haven't had much luck exporting and importing it properly while maintaining it's appearance, I did however follow your guides for exporting a model from Substance Painter and that looked decent

As for the red lines, it's a wall that I have used bevel and extrude to shape out some detail, here's a copy of the wall if you want to take a look, it'd be cool to learn what I've done wrong
https://dl.dropboxusercontent.com/s/28ibap2ibcuttck/example.vmap

Thanks a lot for all the info you've shared on this, really appreciate it
Rectus 13 4 Dec, 2019 @ 1:27am 
The long lines are from zero-area faces between overlapping edges. You can remove them by cleaning up the geometry by adding new edges or vertices to remove the T-junctions in the middle ( https://i.imgur.com/IiJ7FP1.png ) and merging any overlapping vertices. In vertex edit mode, selecting a fixed merge range with a small distance should let you merge all the overlapping vertices in the mesh with one click.

The lines on the corner bevels are caused by the bevel being too large and flipping the vertices. It doesn't clamp the bevel distance so you need to be careful about overshooting. The bevel distance is set by the grid size.
Lebofly 4 Dec, 2019 @ 2:09am 
Ah I see, all fixed now, some edges wouldn't merge no matter the range I set so I ended up deleting the overlapping edge
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