Author Topic: CoronaLightMtl - 'viewport behaves as intensity = 0' override  (Read 2770 times)

2017-02-20, 11:40:45

James

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When using a texturemap with a Coronalight Material the intensity value carries through to the viewport. i.e. if my light material is set to 5+ then the viewport texture is just whited out. It gets a bit tiresome to be setting the intensity back to 0 everytime I want to map something different (client changing mind  or trying different images etc). Also leads to the possibility of mistakes - where the intensity has been accidentally left at 0 and not put back to say 35 or whatever it was before.

Would it be possible to add a checkbox for a 'viewport behaves as intensity = 0' override. so that the intensity value can be left at its proper number and uv mapping can be done quicker without having to change the intensity up and down everytime.
« Last Edit: 2017-02-20, 11:54:14 by James »

2017-02-20, 17:37:40
Reply #1

Frood

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Just put black in the Color slot of your LightMaterial and you should be fine - same for self illumination btw.


Good Luck

Never underestimate the power of a well placed level one spell.

2017-02-20, 18:06:49
Reply #2

James

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Awesome, that works! Thanks, I (obviously) never knew that one.

So that makes me wonder why is the color is able to affect anything when you are using the texture slot :-S ... it would make more sense if the texture was totally overriding it when in use.


2017-02-20, 18:14:06
Reply #3

Frood

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It´s just a max/viewport thingy (and works like this for other renderes too).


Good Luck

Never underestimate the power of a well placed level one spell.

2019-06-18, 11:52:00
Reply #4

maru

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Logged as a feature request for both Corona Light Material and Corona Light Object.
(internal id=364642524)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2019-06-18, 14:01:12
Reply #5

Tok_Tok

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I've been noticing this issue too, it's already logged but just to let you know, +1 from me.