Any features you'd like to see implemented into Maxwell?
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By seghier
#393666
no just bright material without effect
for example when we apply spot emitter material و the object become invisible but we need see bright object without emitter effect
and in reality there is material like that we can see it in dark ; i don't what it called
Last edited by seghier on Tue Dec 20, 2016 1:28 am, edited 1 time in total.
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By tom
#393672
Yes, in the end they are all light emitters. You don't need something different than current emitters.
By burnin
#393760
i assume, seghier means a material behaving differently than standard material, ie material (texture) becoming visible (or changing color hue) when lit in specific light spectrum (2nd example, white room is lit with UV lamp, painting gets revealed)

Haven't seen such complexly built material & UV light simulated (CG) before.

Is such physically accurate rendering possible with any of today's engines or are we hypothesizing? Any academic work or research maybe?

Could it be done (faked) by adding some sort of extra layer, channel, becoming visible only when meeting specific condition, lit by specific light?

Something in this manner: Unreal Engine Training Stream - Depth and Location Based Effects

Edit:
Also found: Rendering Phosphorescent Materials Under UV illumination by Adam Hess (but no source available anymore)
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By eric nixon
#393837
Tom, a 'bright' matte material type has been promised before. Personally I have many projects waiting for that feature. I know its a fake effect, but when populating horizons for outdoor scenes with flat cutout pictures, its much more efficient than rendering them as emitters.

Really want this function..
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