Emissive texture map. Where does it go?
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So I have ab object file (it's a spaceship). It has a threee color variations and a bunch of texture files.....
They are....
Emissive....
Metallic Smoothness
Normal....
The color variations, when loaded into the "Diffuse Color" of the surfaces tab, gets the ship its SKIN, if you will....looks great...yay...
Normal, went in normal map......
Metallic Smoothness....I put somewhere.....
BUT! Where does the Emissive Texture go?
There is no 'emissive menu option" ---- to set it I have to activate a Shader and THAT turns the whole ship into whatever shader I pick and it loses the skin.
It's not iray.....so I'm looking at where to put that emissive texture map so that the ship has the fake glowing details.....or maybe they are real lights once I get them working....
I have been diving through the Surfaces Tab and there is currently nothing using the word Emissive.....
All my Google searches turns up iray solutions....
The emissive texture map looks completely black- with little dots of color and markings....
any ideas?
Comments
You could try putting it in Ambient Colour or Ambient Strength, if this is a 3Delight shader.
It's no shader, It's a strictly imported object with texture maps.
I will try those two...I had ambient set to BLACK as that's supposed to be what an object reflects if tehre's no light...
I'll experiment further.....
All items have a shader applied - imported OBJs get the Daz Default Shader (which is 3Delight).
So what if I use iray to render and don't want to lose the skin it comes with?
The material settings will be converted to the Iray Uber Shader on the fly when you hit render - though if you are going to render in Iray applying the Iray Uber Shader directly will allow you to adjust it more precisely than using the default shader and letting DS convert.
After applying the Iray Uber Base (if the texture doesn't automatically transfer over) the Colors go into the base channel (It might even be called diffuse base *edit* nope, it's Base Color) and the emissive texture goes into the emissive channel, then the color needs changed to something other than black.
Problem is, if the ship is all 1 single map and doesn't have different texture areas for different parts, then the whole ship will glow so you will need to go into the geometry editor and select the parts that you want to glow and assign those ploygons to a new surface, then make those new surfaces emissive
A\nother method...take the texture map into GIMP or Photoshop and make every you don't want to emit light BLACK.
Ooooo, I didn't know you could do that
Yeah, the map is like that- completely black with the only colored parts for the...emissive surfaces...
Nothing in the surfaces panel says emissive...
emissive texture goes into the emissive channel
No option is available related to emissive until I apply a Daz shader....
So backing up....
After applying the Iray Uber Base
Is this a product in the store....?
No...it's part of the default content since Iray has been in Studio. So, if it isn't showing in your Smart Content, it should show in the Content Library > Studio Format > Shader Presets > Iray >Daz or something similar.
Okay, sir, I am off to the races to explore....