BrushEmissiveMap brush[,texture][,frame]
Parameters
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brush - brush handle texture (optional) - emissive colour texture, or 0 to remove the map (default) frame (optional) - frame of an animated texture; 0 (default) |
Description
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Sets a texture that marks the glowing areas of a Standard material. Where BrushEmissive makes a whole surface glow, the emissive map picks out which pixels do: the lit windows of a night-time building, a screen's pixels, glowing runes on a sword. The map is read as sRGB colour and multiplies the BrushEmissive colour and strength. Watch out: a new Standard brush's emissive colour is black, and black times anything is black - so a freshly attached emissive map shows nothing until you also call BrushEmissive (white at strength 1 is the usual starting point). Pass 0 as the texture to remove the map. Calling this command attaches the Standard material to the brush automatically. For the full map set, see Standard material maps in the shader guide. Requires Extended mode. See also: BrushEmissive, BrushBaseColorMap, HDRRendering. |
Example
; BrushEmissiveMap Example ; ------------------------ ; Requires Extended mode. Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,0,0,-5 ; A dark scene so the glowing stripe stands out CameraClsColor camera,5,5,15 light=CreateLight() RotateEntity light,35,-30,0 ; Draw the glow mask: a white stripe on black glow=CreateTexture(64,64,1+8) SetBuffer TextureBuffer(glow) ClsColor 0,0,0 Cls Color 255,255,255 Rect 20,0,24,64,True SetBuffer BackBuffer() ; The map multiplies the colour set by BrushEmissive brush=CreateStandardBrush(25,25,25) BrushEmissive brush,30,180,255,2 cube=CreateCube() mapped=True While Not KeyDown(1) ; Press Space to attach or remove the emissive map If KeyHit(57) Then mapped=Not mapped ; Set the map (texture zero removes it) and repaint the cube If mapped Then BrushEmissiveMap brush,glow Else BrushEmissiveMap brush,0 PaintEntity cube,brush TurnEntity cube,0.2,0.4,0 ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Color 255,255,255 Text 0,0,"Space: toggle map Arrow keys: move camera Esc: exit" If mapped Then Text 0,20,"BrushEmissiveMap brush,glow (stripe glows)" Else Text 0,20,"BrushEmissiveMap brush,0 (whole cube glows evenly)" Flip Wend FreeBrush brush End
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