How to make Iray decals glow?
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I put an Iray decal on the screen area of a 3D model of a television. It was really easy to do (Iray decals are awesome), but then I ran into a problem: I can't get the decal to glow. Interestingly enough, the decal has luminesence sliders and controls, but they don't seem to actually do anything. I tried making the surface that I applied the decal to glow, but that didn't work either.
Does anyone have any hints or suggestions?
Thanks in advance!
Comments
So far as I know, it could not work.
then I serched it in iray programmer's manuall.
http://www.migenius.com/doc/realityserver/4.4/resources/general/iray/manual/index.html#/concept/decals.html?zoom_highlight=Decal
as the document said, iray seems not support decal emission.
then I think, can you export the TV, then duplicate the surface, then separate the monitor surface as different obj, simply make UV as plane cordinate,
apply texture (with emission shader ) not work good? (If it is clean plane monitor, you can ssimply use daz primitive, then can apply surface, with emission shader
I usually do it, when I need emission monitor,,)
Does the TV model already have a separate surface for the screen? If it does, all you need to do is make sure the screen has the Iray Uber shader applied, then apply the Iray Emissive shader and slot the screen image into the Emission Color parameter. You might need to adjust the Emission Temperature (to 6500) and Luminance parameters, and turn the Two Sided Light switch to Off.
Ahhhhh! Thank you. "Slot the image into the emission color parameter" is awesome. I'm going to take the TV model into Blender, assign the screen its own material slot, and then back into Daz to try this.
Thank you!
One other gotcha when it comes to this sort of thing; make sure the TV screen image you're using is at least fairly close to the width x height relative dimensions of the screen mesh, otherwise it'll render visibly squished in one or the other direction. Also, while you're in Blender, check to see whether the UVMapping for the screen mesh is spread out to cover the whole texture area, or just a little bit of it. If it's the whole area, this makes it much easier to swap in different screen images.