
ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Oct 31, 2011 08:49 AM
Msg. 1 of 7
are there any tutorials or information on using glow? i could be wrong but i think it's to do with glow :S anyway here is a video of the light effect i'm wanting to know about. http://www.xfire.com/video/4f9dfd/ Edited by ally on Oct 31, 2011 at 11:03 AM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Oct 31, 2011 10:36 PM
Msg. 2 of 7
Are you talking about the "glow" that surrounds people like Henrik Larsson or Brian Laudrup? Or are you talking about the "glow" produced from the green channel of the multipurpose map? Or are you talking about the "glow" that is made by adding light planes /shaders or a lens flare.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Oct 31, 2011 10:39 PM
Msg. 3 of 7
To me I think he is talking about self illumination on a bitmap that scrolls throughout.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Oct 31, 2011 11:10 PM
Msg. 4 of 7
For some reason i did not click that link :) Yea there is no tutorial that i know of, but its in the self illumination section of a shader environment.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Oct 31, 2011 11:56 PM
Msg. 5 of 7
hahaha very good, always get a good bit of humour from you maniac, to be honest i have no idea about this (green channel of the multipurpose map? Or are you talking about the "glow" that is made by adding light planes /shaders or a lens flare.) or this(self illumination on a bitmap that scrolls throughout)
i guess i have spent so much time learning as much as i can about using max, that i haven't taken the time to properly look at playing with tags. where would i even start with any of that, should i be looking at any particular tags to get my head around this?
edit: noticed my typo Edited by ally on Nov 1, 2011 at 01:11 AM
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Nov 1, 2011 12:22 AM
Msg. 6 of 7
You can do that with a shader environment tag.
Under the specular reference: make sure to have a specular map: This is made up of red green blue and alpha channels.
>>>The Red and Green channels are primary and secondary channels for light glowing effects, you can set them to do different things.
one and zero simply point the shader to use the on or off color to replace that channel ingame.
cosine and diagonal wave tell the shader to transition from the on and off color depending on the values from the time forms.
the others I haven't practiced using yet, but they are useful too.
>>>The alpha channel works like a slider.
The on acts like the knob on a slider, this is its color The off acts like the groove that the knob on a slider moves across, this is its color.
If you were to make an exactly-purple(255,000,255) texture with a gradient(white to black, or whatever) for an alpha channel. and the on color was blue and the off color was black, and the function was set to slide, you'd get an ingame shader that sends a blue line across itself every x seconds.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 1, 2011 12:28 AM
Msg. 7 of 7
great stuff guys, that's perfect :)
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