Thor's Glow

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iheartibuki
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Thor's Glow

Post by iheartibuki »

I asked XNAaraL to add a new render group for my "selfish" purposes and he suggested that I use Thor's glow for a model I'm working on. Anyone care to share how this works? ;)
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Dazzy
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Re: Thor's Glow

Post by Dazzy »

I think its like handgunhandright stuff, I checked a Lara model with thors glow and this is what is shown:

thorglowgauntletleft
1 # uv layers
1 # textures
thorwireframe_diffuse.png
0 # uv layer index

Its just one texture with thorglowgauntletleft/right or thorglowbelt.
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Re: Thor's Glow

Post by iheartibuki »

Oh ok, it's not gonna work for what I'd like to do then. Thanks! :)
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Runa
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Re: Thor's Glow

Post by Runa »

What are you gonna do exactly? You may try to use an emissive group maybe :D but I don't know if that will help you to make what you actually need.
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Re: Thor's Glow

Post by iheartibuki »

Hi Veronica, I'm actually currently using group 30 for the meshes that I wanted to glow, with masks on the parts that I don't want to glow. Unfortunately that group only uses 3 textures: diffuse, normal and emission. The rest of the model gets to use proper light maps and spec maps, which makes it a bit uneven. I was asking for a similar render group but with the ability to use custom light and spec maps for the non glowing parts, but I think XNAaraL might be having some difficulties implementing something like that.

I initially tried to use duplicate emissive meshes but I don't think it's practical to use something like on the model I'm working on because of clipping.
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