Hey guys, I am wondering how to set up an emissive texture so that the area that I have painted on my emissive texture doesn't completely cover up the diffuse map underneath it. Here is a screen shot from Hourences' page where the Blue light is being emitted but you can still see the underlying diffuse texture. Right now when I set it up wherever I tell the light to emit from it also just shows up as that solid color. Here is also my basic emisive node setup.
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So you mean like a grey scale gradient? I don't follow, For instance I want a red light, I thought I had to make my emissive texture red in the area I wanted it to glow red in order for it to work as I want. Cuz if I put white in that spot it just covers it up with white and glows white. Sorry I am new to using emissive textures and haven't found anywhere where someone demonstrates how to actually paint in Photoshop the file that you plug into the emissive chanel.
these are the two textures.
the texture itself
the alpha
and the material setup in udk
and the mesh properties
hope that helps.