neoRiley

Self Illuminated Texture - how to?

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We have a scene that we've baked shadows / lighting into the textures, how do we create a "Self Illuminated" texture so that the babylon lights don't affect these textures?

 

I've created a StandardMaterial, set ambient and diffuse colors to white and that didn't create the effect I'm after:

var mat = new BABYLON.StandardMaterial(meshes[i].name, this.scene);mat.diffuseTexture = new BABYLON.Texture("meshes/demoRoom/textures/Room_COLOR.png", this.scene);mat.specularColor = new BABYLON.Color3(0, 0, 0);mat.ambientColor = new BABYLON.Color3(1, 1, 1);mat.diffuseColor = new BABYLON.Color3(1, 1, 1);
I added a hemisphere light with all there colors set to white and that worked to illuminate the room textures, but of course, that's not what we want for other elements in the scene.
 
I guess I could create a completely different scene for elements that are lit with real lights and another for elements that have baked materials, but it would be much more efficient if there were a material type for "self illuminated".
 
Thoughts?
 
Thanks guys

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I'm not sure that will work, but have you tried to set an emissiveColor ?

 

Edit: 

I've just found that StandardMaterial has a property called emissiveTexture, you could try it ;)

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