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LightingFX causing object 2 render black

GRLap

Member
I am using ext_config to light objects in my track. I have a material (signage) that's used by many objects. I am only lighting one object that uses this texture/material. I am specifying the material to illuminate, not the object, using code:

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = pump_lights
MATERIALS=signage
Resolution= 1024,1024
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 1, Start = "656, 192", Size = "100, 45", CornerRadius=0.0

[LIGHT_SERIES_...]
...

[MATERIAL_ADJUSTMENT_...]
...

The lighting works as intended on the specified object (specified by the X,Y location on texture), but there is an unwanted side effect: portions of other objects that also use signage are rendering black. Specifically, the black rendering portions are where an object has a UV that maps over alpha channel on the texture.

I think it probably has something to do with the code in block: [MATERIAL_ADJUSTMENT_...], but this is just my guess.


[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION = pump_lights
MATERIALS=signage
KEY_...=ksEmissive1
VALUE_0=150,150,150,0.015
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
KEY_... = ksAlphaRef
VALUE_... = -193
 

Johnr777

Moderator
I am using ext_config to light objects in my track. I have a material (signage) that's used by many objects. I am only lighting one object that uses this texture/material. I am specifying the material to illuminate, not the object, using code:

[CustomEmissive]
ACTIVE = 1
DESCRIPTION = pump_lights
MATERIALS=signage
Resolution= 1024,1024
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 1, Start = "656, 192", Size = "100, 45", CornerRadius=0.0

[LIGHT_SERIES_...]
...

[MATERIAL_ADJUSTMENT_...]
...

The lighting works as intended on the specified object (specified by the X,Y location on texture), but there is an unwanted side effect: portions of other objects that also use signage are rendering black. Specifically, the black rendering portions are where an object has a UV that maps over alpha channel on the texture.

I think it probably has something to do with the code in block: [MATERIAL_ADJUSTMENT_...], but this is just my guess.


[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION = pump_lights
MATERIALS=signage
KEY_...=ksEmissive1
VALUE_0=150,150,150,0.015
VALUE_0_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
KEY_... = ksAlphaRef
VALUE_... = -193
Multichannel emissives are extremely awkward to work with. If its just your own track, create an emissive texture, much simpler than masking it that way and potentially messing up other objects.
 

GRLap

Member
My knowledge of this is very limited.
Someone wrote CSP ext_config VAO patch for me, and I'm trying to build onto that work.
Are you able to explain how to make an emissive texture?
Is there a link to something with a comprehensive description of how this CSP/Fx lighting, grass, etc. works?
 

fughettaboutit

aka leBluem
but there is an unwanted side effect: portions of other objects that also use signage are rendering black. Specifically, the black rendering portions are where an object has a UV that maps over alpha channel on the texture.
Ye know problem, atm only the extra-mesh approach works. Maybe it will be fixed later?
Seen strange reflections
(edit: mostly on stuff with specular or fresnel set)
and random emissive parts on that same material with the mmemissive thing ...
 
Last edited:
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