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!
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.
ROID.7z (590 Bytes)
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.