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gamedev:textureproperties:emissivity [2019/05/08 20:05] – dragonlord | gamedev:textureproperties:emissivity [2020/07/12 10:46] (current) – dragonlord |
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{{tag>dragengine graphic skin texture emission}} | {{tag>graphic skin texture emission}} |
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[[: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| |
|Affected Modules|Graphic| | |Affected Modules|Graphic| |
|Linked Properties|[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]| | |Linked Properties|[[gamedev:textureproperties:emissivity_intensity|emissivity.intensity]]| |
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====== Description ====== | ====== Description ====== |
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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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<WRAP center round tip 80%> | <WRAP center round tip 80%> |
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. |
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====== Examples ====== | ====== Examples ====== |
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<WRAP center 100%> | <WRAP center 100%> |
<WRAP center box 550px> | <WRAP center box 550px> |