Having trouble getting texture emission to work properly...

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JoryRFerrell
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Joined: Thu Aug 12, 2010 3:48 am
Location: Columbus, Ohio
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I have been trying to create a tv screen/computer display using texture emission, but I can't seem to get the texture to properly light up. Could someone post some tips or their process for setting up texture emission? I'd greatly appreciate it.

Note: I'll be posting images tomorrow to show the problem.
Jory Ray Ferrell
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roeland
OctaneRender Team
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Use an emission node and use the image as the texture/efficiency input. For better realism you can mix this emitting material with a smooth glossy material for some reflections or glare. There is a material like that in liveDB (Materials » Misc » matte screen).

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Roeland
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JoryRFerrell
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Joined: Thu Aug 12, 2010 3:48 am
Location: Columbus, Ohio
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roeland wrote:Use an emission node and use the image as the texture/efficiency input. For better realism you can mix this emitting material with a smooth glossy material for some reflections or glare. There is a material like that in liveDB (Materials » Misc » matte screen).

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Roeland


Thanks for your reply. Below are images I created with and without your suggestion. The "screen" is rendered inside of a black glossy cube btw.
Attachments
I did as you suggested and created a float texture from the image, assigned it to the efficiency/texture node of an dedicated emission node, and added that to a diffuse node. First, I don't know how to get the colors to show up, and second, it looks similar to what I get without the extra nodes...but minus the color. :P <br />I assume I am doing something wrong?
I did as you suggested and created a float texture from the image, assigned it to the efficiency/texture node of an dedicated emission node, and added that to a diffuse node. First, I don't know how to get the colors to show up, and second, it looks similar to what I get without the extra nodes...but minus the color. :P
I assume I am doing something wrong?
I created this by uv mapping the texture in blender, and then enabling texture emission in the base texture node. I ended getting this and I am far happier with it than my past results (couldn't get anything like it before), but it's still not as crisp as I'd like. The screen seems too white no matter what I do. I want a little white, but this seems overpowered. I want the colors to pop a little more, and for the black to stand out. Instead, I get an effect similar to a projector screen being photographed by an audience member. Not the effect I want or need. :\
I created this by uv mapping the texture in blender, and then enabling texture emission in the base texture node. I ended getting this and I am far happier with it than my past results (couldn't get anything like it before), but it's still not as crisp as I'd like. The screen seems too white no matter what I do. I want a little white, but this seems overpowered. I want the colors to pop a little more, and for the black to stand out. Instead, I get an effect similar to a projector screen being photographed by an audience member. Not the effect I want or need. :\
Jory Ray Ferrell
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Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

Use an image, not a float texture. Float textures are grayscale and are used for bump,spec,etc.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
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