[Help] - Another Self-Illumination Problem
by Nicolai Dutka · in Artist Corner · 10/21/2009 (7:59 pm) · 3 replies
I've searched through the forums and tried every answer I could find but I can't get my object to light up...
I have the 'top' self-illumination color set to pure white in Max. I have verified the material is applying to the shape (removing the materials.cs file causes the bumps from the normal map to disappear).
The object is receiving shadows from a nearby light (I thought 'emissive[1] = true' was supposed to prevent that) and the object is not lit up (I thought 'glow[1] = true' was supposed to fix that)...
My second question would be, how do I get my specular map to apply?
new Material(base_ceilinglamp01){
baseTex[0] = "./ceilingLight_D";
bumpTex[0] = "./ceilingLight_N";
//specular[0] = "./ceilingLight_S";
glow[1] = true;
emissive[1] = true;
specular[1] = "1 1 1";
specularPower = 32.0;
};I have the 'top' self-illumination color set to pure white in Max. I have verified the material is applying to the shape (removing the materials.cs file causes the bumps from the normal map to disappear).
The object is receiving shadows from a nearby light (I thought 'emissive[1] = true' was supposed to prevent that) and the object is not lit up (I thought 'glow[1] = true' was supposed to fix that)...
My second question would be, how do I get my specular map to apply?
#2
The 'top spinner' in Max for self-illumination definitely tells Torque if the object is self-illuminated or not, but it doesn't matter what number I set... I tried 1, 50, and 100, and all of them made my object pure white (can't see it at all).
I that combined with:
Disabling emissive = object is black
Disabling specular[0] and specular power = no change at all
If I disable the glow and turn on just emissive, I get REALLY close to what I want, but the object isn't quite bright enough... I want it to appear as though it is giving off light (the purpose of 'glow')...
10/21/2009 (8:34 pm)
On further examination:The 'top spinner' in Max for self-illumination definitely tells Torque if the object is self-illuminated or not, but it doesn't matter what number I set... I tried 1, 50, and 100, and all of them made my object pure white (can't see it at all).
I that combined with:
Disabling emissive = object is black
Disabling specular[0] and specular power = no change at all
If I disable the glow and turn on just emissive, I get REALLY close to what I want, but the object isn't quite bright enough... I want it to appear as though it is giving off light (the purpose of 'glow')...
#3
So ya, putting the spinner at 100 makes the object 100% pure white... Can't even see it! LOL! So I tweaked the number a bit and it's looking really nice now. ;)
10/30/2009 (4:26 pm)
Turns out I was adjusting the COLOR of the self-illumination, not the POWER by using the spinner... What an idiot...So ya, putting the spinner at 100 makes the object 100% pure white... Can't even see it! LOL! So I tweaked the number a bit and it's looking really nice now. ;)
Torque 3D Owner Nicolai Dutka
new Material(base_ceilinglamp01){ baseTex[0] = "./ceilingLight_D"; bumpTex[0] = "./ceilingLight_N"; //specular[0] = "./ceilingLight_S"; glow[0] = true; emissive[0] = true; specular[0] = "1 1 1"; specularPower = 32.0; };So now I just need to get my spec map applied and I'll be rockin!
How do I do that?