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Stacking
highlights ...
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Here's
the post:
(generously saved and quoted by Jeremy)
MESSAGE: YOU _CAN_ STACK HIGHLIGHTS...!
AUTHOR:
rene
DATE: 11/10/99, at 11:09 a.m. Response to: Re: Bump question
Author: Michael Vance
Date: 11/9/99, at 9:49 p.m.
"I have found one thing you can't do is stack highlight settings the
way
you can others, which is a shame. It would be nice if a material
have more than one highlight property..."
"Hi, in fact there IS a (well - uh - dirty) trick to do it!
1) Create your
bottommost material with whatever properties you may
need (color, bump, transparency ...).
2) Apply to this
material the "outermost highlight" properties (example:
width 40%, strength - 30%); you may also want
to include some
highlight colour.
3) Create another material (the "upper" or second highlight material).
4) In this material
JUST activate the highlight, genlock and, if desired,
highlight color properties.
Now the trick:
5) Load as genlock
map some pic that entirely consists of a light*
grey,
made best experiences with about 5% to 10% grey.
(You may have
to use Photoshop or a similar prog to create the
pic, it can be quite
small)
6) Apply to the
"upper" texture your desired second highlight properties,
(IMPORTANT!!!), multiply the highlight strength
with a factor that
from 100 divided by your genlock-mapīs greylevel
percentage
(example: pic= 10% grey, factor= 100/10% -> 10,
desired highlight
strength = 100% -> necessary highlight strenghth=
100% * 10 =
1000%). The highlight strength can only be set
to a max of 1000%,
so if the highlight is desired to be 100% (pure
white) the genlock map
canīt lighter than 10% grey. )
7) Apply your
textures (bottommost, then uppermost tex, donŦt mix!)
and render. It really works!
Thereīs one great advantage, yet also a disadvantage
coming with
this technique.
First one: You really can stack as much highlights
to your objects as
you want!!!
Second one : As every genlock also does absorb
some of the
underlying textureīs properties (color, highlight...)
you may need to
get your bottom texture by some factor "lighter
and brighter" than
needed for the final result... For light textures
with multi-highlights
you may run into some difficulties to reach such
a really _light_
ground color - just play around a bit. There are
no such probs with
(only concerning their color) quite dark textures,
polished steel,
stone, rubber or the like...
I figured out this technique due to my macīs humbling rendering capacities
- the bhodinutīs multi-highlight shaders do their job really well, but itīs
such
a drag waiting for hours, just to get the pic... the described is FAST!"
my .02 :) rene
*
IMHO it should be a "dark" grey! Herbert
Fahrnholz
That´s the text from the forum.
There is also the fact, that adjusting the genlock property
you MUST activate
the option "Smooth" , because the trick doesn´t work otherwise.
By that unfortunately
have to pass the GO- and SE-versions, which don´t
have
this option
at their disposal.
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