gamedev:textureproperties:emissivity
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gamedev:textureproperties:emissivity [2019/05/09 08:28] – created dragonlord | gamedev:textureproperties:emissivity [2020/07/12 10:46] (current) – dragonlord |
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{{tag>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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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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gamedev/textureproperties/emissivity.1557390509.txt.gz · Last modified: 2019/05/09 08:28 by dragonlord