Discussion related to the LuxRender Material system, programming API and Scene file format.
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by pciccone » Tue Nov 22, 2011 12:11 pm
Hi.
We can use textures for emitters but is it possible to have alpha maps mixed in? The idea is to have a textures, for example a flame, used for the basic emitter but to have parts of the texture not emitting light. AFAIK lights only take simple textures , not materials, and we can't have alpha channels in the texture. Am I wrong?
If I am correct then there would some benefit in implementing alpha channels in the textures instead of being forced to use mix materials for that.
Cheers.
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pciccone

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by jeanphi » Tue Nov 22, 2011 12:43 pm
Hi,
The transparency of the object is completely handled by the underlying material. The emission has no transparency, it only has a power, when it is 0, you don't have emission. For a flame, you can use a null material for the object and add emission on top of it.
Jeanphi
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jeanphi

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by pciccone » Tue Nov 22, 2011 12:48 pm
Thanks.
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pciccone

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