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gamedev:textureproperties:emissivity

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gamedev:textureproperties:emissivity [2012/12/03 23:48] dragonlordgamedev:textureproperties:emissivity [2020/07/12 10:46] (current) dragonlord
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 +{{tag>graphic skin texture emission}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **emissivity**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **emissivity**
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-<WRAP boxheader> +====== Skin Texture Property: emissivity ====== 
-====== Summary ====== + 
-</WRAP> +Defines the emissivity
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-|Texture Property Name|emissivity| +
-|Description|Defines the emissivity|+
 |Excepted Data Source|3 component image| |Excepted Data Source|3 component image|
 |Data Range|0 to 1 for all components| |Data Range|0 to 1 for all components|
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 |Affected Modules|Graphic| |Affected Modules|Graphic|
 |Linked Properties|[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]| |Linked Properties|[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]|
-</WRAP> 
  
 ====== Description ====== ====== Description ======
 +
 The **emissivity** texture property defines the light emission of the surface. Using light emission objects glow in the darkness. Emission is not affected by **[[gamedev:pbr|Physically Based Rendering]]** as it acts as a light source. This texture property defines the color of the emitted light. This allows to use an 8 bit image as the source as well as allowing to adjust the light emission strength individually using the **[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]** texture property. The **emissivity** texture property defines the light emission of the surface. Using light emission objects glow in the darkness. Emission is not affected by **[[gamedev:pbr|Physically Based Rendering]]** as it acts as a light source. This texture property defines the color of the emitted light. This allows to use an 8 bit image as the source as well as allowing to adjust the light emission strength individually using the **[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]** texture property.
  
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-This texture property is also used for **holographic materials**, **ghosts** or other objects where typically transparency effects are used in other game engines. Transparency effects are though physically wrong for these materials. Furthermore transparency is slower than emission. In the Drag[en]gine you have to use a physically correct way to define these materials. You have to set the **[[gamedev:textureproperties:transparency|transparency]]** texture property to 0. This turns the material fully invisible not rendering it at all while still emitting light.+This texture property is also used for **holographic materials**, **ghosts** or other objects where typically transparency effects are used in other game engines. Transparency effects are though physically wrong for these materials. Furthermore transparency is slower than emission. In the Drag[en]gine you have to use a physically correct way to define these materials. You have to set the **[[gamedev:textureproperties:solidity|solidity]]** texture property to 0. This turns the material fully invisible not rendering it at all while still emitting light.
 </WRAP> </WRAP>
  
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 ====== Examples ====== ====== Examples ======
 +
 <WRAP center 100%> <WRAP center 100%>
 <WRAP center box 550px> <WRAP center box 550px>
gamedev/textureproperties/emissivity.1354578514.txt.gz · Last modified: 2012/12/03 23:48 by dragonlord