Not even going to look at the settings that I've set up for this, and don't worry we'll get to how this was was setup in a later chapter. And so I'm just going to come up to the Render Settings and enable Global Illumination. It is itself it's own light, and now when this gets interesting is when we start to add global illumination. And, as we said before it's knowing the lighting. Okay so still pretty dark but you can see that sphere is very bright in fact. As we can see here, so, let's take a render now and just have a look at what we've got. Where what you're seeing you can pick a color but the Luminance channel is not effected by lights in the scene. Now the Luminance channel, it does work in a similar way to the Color channel. So I'll drag and drop it on and you can see that we have a luminous material on here. We can disable the Color channel, and just close down that material editor. And now we've got the same color copied across. And we can move over and then just drop it onto the Luminance, like so. And we can just click it, and the icon changes. And this is a simple work flow tip to take one color, that we have already set up in the color channel here. And I want to come over to the Color channel. And let's open that up, and we will enable the Luminous channel. Barely visible, okay so, now let's come back out and we'll create a new material and just going to create a duplicate of this so, I'm going to click it and command drag it out. So, Shift R, and I'm going to render the picture view, okay. Let's just take a render and we'll just see what this looks like in the current setup. And so we can't actually see too much of what's going on. I actually have a, the Gouraud Shading We have a very low light somewhere over here. So, I've got this set to display in Quick Shading just so we can see what's going on. And you can see we only have a material on the cube currently. So we've got this simple scene to kick off the example. We can use the Luminance channel to simulate a self illuminating object.
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