hopbin9 Posted January 24, 2011 Share Posted January 24, 2011 Hi, I have a material shader with a texture in the diffuse color map, and when I turn on emission to make the object glow. It doesn't emit the diffuse texture, but just a solid color defined in the emissions tab. I'm trying to texture a model of a television screen, and want the screen to emit light into the room based upon what it's showing. Is this possible? Thanks, Quote Link to comment Share on other sites More sharing options...
Macha Posted January 24, 2011 Share Posted January 24, 2011 Yes! Look at what I did inside the shader (red nodes). emit.hipnc Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted January 25, 2011 Author Share Posted January 25, 2011 Thanks. Now I know it can be done, but when I look at your example I see some nodes that I don't have. For example; the diffuseColor node is getting texture map from the baseColorMap property and your using that on the Decal, but when I open my material there is no baseColorMap property node. Isn't that strange? Am I suppose to add one? Quote Link to comment Share on other sites More sharing options...
Macha Posted January 25, 2011 Share Posted January 25, 2011 (edited) Yes, add it. I modified the network. The nodes that I changed/added I colored bright red. If you want it as a parameter in the material you have to do that manually too. It's not hard, just a little fiddly. Edited January 25, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted January 25, 2011 Author Share Posted January 25, 2011 Thanks! I got it working. You're a life saver Quote Link to comment Share on other sites More sharing options...
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