Acadia opened this issue on Jan 13, 2006 ยท 29 posts
friendlyrogue posted Sat, 14 January 2006 at 7:23 AM
I would definitely echo Dizzi's math_function route. The advantage of using it is that, as deisred, you retain the detail of the texture map plugged into value 1 without using any of the colour. Also, it's something you can vary between material groups - you want to highlight hte red lipstick worn by the vamp character? not a problem, just leave the maths_function out of the lips material area. I've yet to check on whether a strongly coloured light affects the materials and colours the final results, but should this be the case, I'm working on a method of working out various coloured light's equivalents in greyscales, so as to use them and avoid having a red light on a black and white cartoon (although I can simulate the luminosity of a red light, if you see what I mean). friendlyrogue