Planet Texturing?

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Moderator: juanjgon

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mikefrisk
Licensed Customer
Posts: 172
Joined: Fri Aug 29, 2014 9:17 pm

Is there a way to set a texture's opacity based on the amount of light cast on the surface? For example the dark side of the earth would show a different image map of city lights etc, whereas the lighted side would show green terrain etc. Cant seem to find a solution.
prehabitat
Licensed Customer
Posts: 495
Joined: Fri Aug 16, 2013 10:30 am
Location: Victoria, Australia

(Warning: total guess)

Couldn't you have the lights a scattered polygon with size very small, but clustered based on cities (should be able to find a vector image on population density to feed this via phantom scatter?)

Lights would be covering the whole earth and using large samples they would simply be washed out in the light side?
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

If only we had a good old fashioned Lightwave gradient :)

Have you tried using the normal lightwave nodes to mix the two images together in the old way, then input that into the rasterized input of the Octane Image node?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
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