[LuxBlend25] Emission

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[LuxBlend25] Emission

Postby Lord Crc » Sun Dec 05, 2010 7:44 am

Hi,

had some discussion on IRC today which highlighted the confusion which comes from the "emission" being in the material section. The issue is of course that "emission" is not a material property internally, which is especially noticeable if you mix two materials where one has emission and the other not.

Thus I'd like to propose that we move emission to the "Object Data" tab along side the portal option.
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Re: [LuxBlend25] Emission

Postby dougal2 » Sun Dec 05, 2010 9:30 am

Changes have been made. This is an important change since emitters from old scenes will need to be set up again because the emission settings are now attached to the object rather than the active material.
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Re: [LuxBlend25] Emission

Postby dougal2 » Sun Jan 30, 2011 3:46 pm

Today, emission moved back into the materials settings, because of the possibility that you might want some faces on a mesh to emit, and not others. Now you can assign an emitting mat to some faces, and everything is split and handled correctly.

However, users should be aware of the limitations of trying to use emission in mix-material setups, I've not tested this and the results will almost certainly be wrong.
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Re: [LuxBlend25] Emission

Postby Lord Crc » Sun Jan 30, 2011 4:59 pm

dougal2 wrote:However, users should be aware of the limitations of trying to use emission in mix-material setups, I've not tested this and the results will almost certainly be wrong.


Thinking about it... it seems we should be able to construct a mix texture to go along with it for the emission bits? So what we need to do is to detect if at least one of the submaterials has emission enabled, and if so export a mix texture (using same mix amount). If one of the mat has no emission enabled simply use an equalenergy spectrum with zero energy.
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Re: [LuxBlend25] Emission

Postby kilbee » Thu Nov 24, 2011 1:03 am

*bump*

so how does it look now?
i've tried to setup mix material with texture mask, so part of the object would be emitting light (the emission material), but masked area doesn't emitt any light.
is this the way things are now, or am i doing something wrong? is it even possible to make it work this way?

i'm using blender 2.59 with luxblend and lux dev 0.9 build from... september or october.
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Re: [LuxBlend25] Emission

Postby J the Ninja » Thu Nov 24, 2011 1:56 am

dougal2 wrote:Today, emission moved back into the materials settings, because of the possibility that you might want some faces on a mesh to emit, and not others. Now you can assign an emitting mat to some faces, and everything is split and handled correctly.

However, users should be aware of the limitations of trying to use emission in mix-material setups, I've not tested this and the results will almost certainly be wrong.


That's still the current situation^ You'd need a second texture to mask out the emission, as noted.
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