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In the past I've always just added an output map to the diffuse channel and cranked up the output to get the effect... it's not the same, but I dig it.
Well to expand on this, might I suggest that the standard material's self illumination wouldn't generate light like it does at present, and then let the vray mat's self illum. do this, or vica versa. This is because I have had jobs where mixing self illuminated materials with straight forward GI lighting where the self illuminated object shouldn't generate light. (One of those strange situations clients requests puts one in). Any thoughts on this?
Wouldn't that stop it from contributing with normal light bounces? What I need is something that acts as a regular material, but looks self illuminated. Been stuck with either rendering out in a separate pass, or actually using scanline (shivers).
no, the fact is that we need it not to generate gi but to lighten windows with a special self illu. mask. it works with the standard mat, of course....but I NEED the vray mat for some reason. this is really a shame.
yes, but the vraylight material has no refl. slot.....you see. always a problem. the only option is that we must have a self illu. slot in the vray material. like the opacity slot.
to explain my problem in detail:
i have a facade of a skyscraper. in the diffuse slot i have the texture for the windows, in the reflection slot i have a special map for the reflections (just the windows must reflect). now i want to lighten just a few windows with a special self illumination map. all the rest of the diffuse map must stay dark but reflect. it´s not possible to do that with a vray material. it´s possible to do it with the standard material but there i have some problems with the vraymap in the reflection slot.
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