That causes the green to become blue so be sure to uncheck that. If you want your Emission mask to have color then also check off 'Color' :)įor the Emission mask, you had "RGB to Intensity" activated right below Blend->mix under the Influence section. but for now, if the influence uses a mask, that mask has to be in the alpha channel of a four component texture. It would be nice if we could choose from (x,y,z,a) so that we could pack 4 masks into one texture and use that texture for Emission, Specular Intensity, Hardness, etc. Several of the influence parameters for Blender Render(Internal) materials are only able to access the textures 4th component: the Alpha channel. He brings up a good point and since watching a 10 minute video isn't something I wanted to do I did miss the point of the question a bit. You should probably read mataii's answer first. With no lighting, the cube was pure black with no emission. I have tried several emission map setups as follows: Here you can see the two maps that I am using. I then created an emission map (green dot painted on it) and assigned it to a new texture slot. I took a cube, created a material and a texture slot and textured it with a blue color like this: The results that I get is that the emission map acts like a traditional stencil where whatever colors I paint on the emission map are cutout and whatever is underneath in the albedo/diffuse map shows up instead of what is on my emission map. Basically I want to achieve what this person seems to be doing with no issues. and I also want to add an emission map that will cause specific parts of the model to glow based on the colors represented in my emission map. I want to take a model that has an albedo/diffuse, normal, ao, specular, gloss maps, etc.
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