Today Regan and Lena sat down and taught me about emission mapping with some pretty interesting results.
Regan left this on my computer:
objects involved with emissive need to be static so that baking works... you need to bake.
emissive map should have an alpha channel, plug in to albedo and emission
standard shader should have transparency options.
BUZZWORDS!!!
PBR - Physically Based Shading (sometimes called Physically Based Shading)
Emission (in the context of unity GI)
In maya I was walked through creation a neon effect by upping the incandescence. The unity equivalent is emmission. From what I can see they work very similarly.
A difference is in Unity a thing called albedo is referred to. Albedo is both the alpha and the diffuse. This means that I can use cutout to have the alpha make work, but also the colour information weill be added through the albedo too.
Lena showed me a really cool thing that involved gridding up photoshop and effectively making an animation on a 3D object in unity.
https://docs.unity3d.com/Manual/StandardShaderMaterialParameterEmission.html This is all very vital information. It's worth reading about other things in here too.
https://www.youtube.com/watch?v=IW19bguFoHg How to create a neon sign in maya. Very similar to what Lena taught.
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