Jump to content
  • Advertisement
Sign in to follow this  
brekehan

incandescence

This topic is 3624 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Does anyone know or have a resource on how to implement incandescence in a shader? I am trying to make a 1 for 1 mapping between the attributes I get from Maya materials (at least the common ones) and the shaders in my engine. I found some good math for lambert, phong, and blinn materiels in a textbook. However, they use every day attributes like diffuse, intensity, etc. I can't find anything usable on incandescence. I barely even understand what it is. It is light emitted from an object, but not a light source? Examples maya gives are lava, sparks, electricity, etc.

Share this post


Link to post
Share on other sites
Advertisement
I'm not positive, but this sounds an awful lot like the emissive color. Basically, the emissive color component has no dependence on light source, view angle, normal, anything. This is consistent with lava, sparks, electricity, etc. To get fancy, you could also include a small light source, since these things do shed light on objects directly around them, but emissive by itself doesn't do this.

To implement in a shader, just add it on to the final color.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!