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question

ModelMuncher avatar image
ModelMuncher asked Flysimware edited

Inconsistency with Emissive display

untitled-1.png
From the above Image you can see the Albedo (left) used for the "Bulbs" in their OFF mode
and the corresponding Emissive Texture (Right) used to Illuminate the bulbs when "on"
The resulting effects (seen in the centre image) Show large inconsistencies between the Emissive "level" and colour of the glow..

The White Lamp is perfect - having a nice illuminated centre and good glow
The Amber is just "Acceptable" with the Nice Illuminated centre but almost No Glow
The Blue is Totally unacceptable with Very little Illumination and very dark Glow

The Emissive values are IDENTICAL in each example and using an emissive level of 15

I am assuming therefore, the variation is due to the RBG / BRIGHTNESS values Of the textures?
so could anyone advise the parameters/values that would allow for a consistent lighting effect ?

modelingtexturing
untitled-1.png (971.9 KiB)
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1 Answer

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Flysimware avatar image
Flysimware answered Flysimware edited

In this albedo sample I used the same brightness values as the bulb off is going to be dark. To get the correct colors for the emissive you need to make the colors slightly darker than the albedo as the emissive will do the job of making it brighter. Also you can control the intensity as both will alter the final color in sim. So what I like to do to get true color for gauge bulbs or any bulbs is to go slightly darker brightness on the emissive and set the intensity to 0.5 in the code. You can also set the intensity in 3ds max material editor rather than the code. See last image.

Overall summary there is nothing wrong with how Asobo setup the emissive system as they explain in the sdk that the color and intensity will control the outcome of the light brightness and color.

So the best result in the images below was the "third row" as I went slightly darker brightness and used 0.5 and you can see the color matches the albedo.

screenshot-173.jpg For the Emissive texture I went brighter for the top row and darker for the bottom row and the same for the middle row. Bottom is best.

NOTE: You most likely can just go the same color as the albedo if you make the albedo darker. I look at this test now and I think I did not start dark enough. So factor that in. Then you can just go same dark color and 0.5 for intensity.

screenshot-174.jpg

screenshot-176.jpg

Use code to control the intensity by multiplying by a factor of 0.1 to 0.9. 0.5 gives you perfect brightness for small bulbs and keep true color if you go slightly darker on the emissive texture.

Or use the method below and set the value in the Emissive Multiplier. Since you can only have 1 interior material called "LIGHTS" I prefer to control the value in code so each bulb can be different if needed.

screenshot-175.jpg

screenshot-172.jpg


screenshot-173.jpg (74.9 KiB)
screenshot-174.jpg (78.2 KiB)
screenshot-175.jpg (36.3 KiB)
screenshot-172.jpg (117.7 KiB)
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