Using Emission Textures
Posted: Sat Mar 04, 2017 4:48 pm
Hey folks, I've been trying to learn as much about the materials system as I can. I have been able to achieve most of the things I could with cinema's material system, but I continue to struggle with masking with an alpha image. For instance I would like to use an alpha layer to create the shape of a light (similar to the illuminated apple on the back of a macbook). I want to then place this alpha layer after a layer of aluminum (again like backside of the screen on a MacBook.) From what I have been reading the gpu rendering process does not use a stack of materials the way CPU renderer do. So I have used a mix material to get close to the desired result, but this has brought me to a problem that I expect to encounter constantly due to the type of work I make (interior spaces with lots of small Illumination sources.)
My real question here is: Can I access any UV transform controls for emission textures? Is there a work around to somehow get an emission texture piped through an image texture so that I may turn it? What do you guys do typically? Do you always prepare and rotate your materials before exporting from photoshop?
My real question here is: Can I access any UV transform controls for emission textures? Is there a work around to somehow get an emission texture piped through an image texture so that I may turn it? What do you guys do typically? Do you always prepare and rotate your materials before exporting from photoshop?