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View Full Version : Unlit portions of a static mesh


rbrneck
10th Apr 2005, 04:23 PM
I was wondering if anyone could point me towards a tutorial or explain how to make a certain matierial ID of a static mesh unlit while the rest of the mesh is not......like a soda machine. I want the sides to light normal, but the front to be unlit. I've been told that self illumination can do this by creating a shader, but Im still hazy on what "exactly" to do. I've created a "shader" but am sitting at the properties screen....a little confused.

Basically, im looking for a way to do this without taking the mesh apart and doing each piece seperately......anyone have any ideas? Thank you in advance for any info.

Angel_Mapper
10th Apr 2005, 04:31 PM
Just put the texture in the self illumination slot, then put the shader in the static meshes material slot.

Wormbo
10th Apr 2005, 04:33 PM
Use a Shader's SelfIlumination material. Look through the existing texture packages for Shaders containing "unlit" in the name, they will serve as good examples.

Hourences
10th Apr 2005, 05:24 PM
All of what they said + the most vital aspect, you must add a texure with an alpha layer to self illum mask in the shader
so the original skin of the soda machine would be 3 times in the shader, diffuse, self illum and self illum mask and the skin would be dxtc5 with an alpha layer, white is fully unlit on the alpha, black is normally lit by lights

rbrneck
10th Apr 2005, 05:24 PM
Thank you gentelmen. Got it working.

Wormbo, im not sure if you got my email or not, but i just wanted to thank you and give you a "virtual pat on the back" for your Client Material Trigger code i found on the Wiki. It was very useful and saved me a lot of headache. Thank you sir.