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Colouring an array of lights with one map

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  • Colouring an array of lights with one map

    Hi Guys,

    but it is not meant simply to plug one Bitmap in all texture slots. =)
    Basically, I imagine a kind of texture mapping that goes all the way over the lights and uses only certain RGB values corresponding to the actual position on this bitmap.
    I would use a gradient, to colour large rows of lights and so every light just gets different colours.

    Is there anything that does the trick?

    Thanks!

  • #2
    I tested a few scenarios (one being a Gradient Ramp mapped by a VRayDistanceTex), but could not create the desired setup. However, a way that certainly works is using a VRayMultiSubTex, which gets IDs from the light's object id (G-buffer). Attaching a simple script that gives random object ids to objects if you need it.
    Attached Files
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      I wonder if you could make a simple particle system with colored particles at each light, mapping them to the texture you want and then use the PhoenixFdParticleTex as a map for the lights’ colors.


      Or of course you could try to use one large light with a texture applied to it to to black out everywhere else.

      Perhaps the new Forest Pack did this. I have not looked.

      Or a world space texture map.

      Or map XY position to UV offsets.
      Last edited by Joelaff; 05-05-2023, 06:00 PM.

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