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Emissive Mapping?
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In my engine the artists have an option to use an "illumination" map.
Normally you do:
Pixel = Albedo * Light
In it's simplest form you can use the illumination map to remove any light contribution using:
Pixel = Albedo * Light * (1 - Illumination) + Albedo * Illumination
It's sometimes desireble to render certain stuff without and light contribution and with the forumla above you've only got to set the illumination value to 1.
I've took it a step further though, basically doing:
RealIllum = Illumination * 8
Blend = Min(1, RealIllum)
Pixel = Albedo * Light * (1 - Blend) + Albedo * RealIllum
If the value for a pixel in the illumination map is between zero and 1/8, the final pixel color blends from the normal lit pixel to strictly using albedo, once it goes beyond 1/8 it becomes brighter and brighter, at most 8x albedo.
I'm using HDR so this will cause a nice glowing effect if set bright enought.
Ofcourse you can choose a different value than 8.
I dunno how Unreal3 does it.
Normally you do:
Pixel = Albedo * Light
In it's simplest form you can use the illumination map to remove any light contribution using:
Pixel = Albedo * Light * (1 - Illumination) + Albedo * Illumination
It's sometimes desireble to render certain stuff without and light contribution and with the forumla above you've only got to set the illumination value to 1.
I've took it a step further though, basically doing:
RealIllum = Illumination * 8
Blend = Min(1, RealIllum)
Pixel = Albedo * Light * (1 - Blend) + Albedo * RealIllum
If the value for a pixel in the illumination map is between zero and 1/8, the final pixel color blends from the normal lit pixel to strictly using albedo, once it goes beyond 1/8 it becomes brighter and brighter, at most 8x albedo.
I'm using HDR so this will cause a nice glowing effect if set bright enought.
Ofcourse you can choose a different value than 8.
I dunno how Unreal3 does it.
Thanks!
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