Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Fri, 9 Aug 1996 17:18:35 +0100
The first way is quick and for night only:
An intensity or rgb texture which is black (or dark) with white windows
and apply to the building, the building would have emissive material which
is the colour of the windows, or white with colour in the texture.
The second is much better because it supports time of day and richer lighting
but there's more of an overhead.
have your building facade as normal. Duplicate the facade and substitute the
texture with an intensity alpha or rgba image with alpha = 1 for windows and
alpha = 0.0 everywhere else. Again apply emissive material properties to the
material on the window polygons.
Rgds,
Angus.
On Aug 9, 11:44am, Jude Anthony wrote:
> Subject: Lighted Windows
> Is there any way to simulate a skyscraper at night, with some lighted
> windows, without adding a polygon for every window? Maybe some kind
> of material texture with emissiveness instead of alpha?
>
> Thanks,
> Jude
> jude++at++p3.enzian.com
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