I am testing bioluminescent renders in Nomad with interesting results, but not super satisfying.
So I thought it would be cool to have an option to paint light / self illumination.
It don’t have to really emit light and light up other objects. I was more thinking about the “add” paint mode. Paint that is bright even when not lit. Or a mode to paint bloom reaction areas, where bloom is acting much more sensitive?
This would give plenty options for fake self illumination effects, which will look awesome though.
You’re right, we just need to be able to paint a pure color without it being influenced by the environment, the light then it is the bloom filter that takes over. Perhaps it would also be necessary in the bloom to have a setting that would allow glow on the painted color or then downright glow only for the emiting paint like that we could better control.
Yeah long ago, when I still not sure what I want to focus in 3D.
Without any fancy thing and didn’t use post process either, only light and environment and perspective camera.
Ps I’m using different opacity (it’s call that before there’s blending and addictive), different color, different distances between inner with outer object, and it’s not just one object it’s 3 actually
Well can draw with glowing paint like procreate or artstudio pro does make life easier.
^ No go for now (and probably forever)
It’s technically possible but you are opening a can of worms and you often need to understand exactly how renderer is working (Unity custom pipelines, Unreal Engine custom depth pass, etc).
“can I paint [my_channel]” (emissive here)
In the future but not now, I already explained elsewhere that it adds extra memory and I need to rework things so that unused channel doesn’t take extra memory.
Otherwise many user won’t be able to re-open old files with lot of layers.
One of the reason why I added additive is that it doesn’t require face ordering, meaning if you have a very complex mesh, it will shows correctly in the viewport (unlike blending, where you’ll see some weird patterns). It’s like that in every real-time renderer.
Also if you are using Bloom you should almost always use Tonemapping, otherwise the brights pixels will be saturated