Author Topic: why is the fire emitter on the infernal(creature that is circled red on the right) still green?  (Read 321 times)

Legacy_ZugothNDeadly

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i changed the color of all the emitters to pure yellow in 3ds max for this infernal


 


it's only a bit yellow but not all the way


 


Capture_zps2a0cd6e8.png



               
               

               
            

Legacy_MerricksDad

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A pure yellow emitter colors the background in one of three ways. If you use additive, it adds the yellow to the background, and will scale up to white if added to a bright color. If you use normal, it basically tints the object behind it.


 


I can't see exactly what is going on in that picture, but it looks like the actual particle texture is not gray scale, so it is taking the image, tinting it yellow, then pasting it into the image where it goes. Check or show us the texture being called, or recolor it to gray scale to solve that issue.


 


Sorry I can't be of much more help at the minute. My coffee wore off 10 hours ago '<img'>



               
               

               
            

Legacy_Mecheon

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               I know the Infernal like my back hand, its the texture. The emitter texture itself is actually green

Check it against the Abyssal and Supremus and you'll see what I mean, they're red and blue respectively.
               
               

               
            

Legacy_MerricksDad

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ok, so as I suspected, the texture is not gray scale. So what is happening is you have three color channels. When you tint something yellow, you have a high number in the red and green channels, so if you mix that with an underlying texture with a high green channel, the channel is already, or will cap at the highest value, while the other channels try to scale up. This has caused the rest of the image to scale up to having a lot of maxed out green. I see in the image, it appears to be 254 green, or 254 yellow (red and green combined).


 


Instead of using already colored particle textures, switch to gray scale. Then, reduce your luminance on the image by about 25%, depending on your needs.


 


I don't know if you have paint shop pro, but they have a number of layer modifiers that affect blending math, and functions just like photoshop, just with different names for functions.


 


Here is a test image I just made.


Cef06dq.png


 


And here is the image with a yellow layer applied. I've used their "multiply" blending mode, which best mimics how NWN particles are colored.


6fxGCmw.png


 


Now here is a green version of the first image (hue 85).


Ad7M59C.png


 


And here is that green image with the multiplying yellow layer. Big difference, in both hue, and luminance, as well as saturation being a bright mess.


WnqdAHF.png


 


My crazy brain is picking up that if a channel is already maximized (such as green 256), then nothing can be added to the other channels. So tinting green with yellow yields green in NWN (possible).


 


It also is showing that channels that are 0 (in the case of green that is 0 red and 0 blue), yield a zero after multiplication, and so again, tinting green with yellow yields green (definite).



               
               

               
            

Legacy__six

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So pure green is (0.0, 1.0, 0.0). Yellow is (1.0, 1.0, 0.0). Multiply each column and you get green, since whilst yellow contains red tint, when multiplied by the zero in the green texture's R column you get zero.


 


The bits of the texture that texture that turn yellow with the multiplication applied are those that contain some red and blue in the texture (and therefore have less saturation (or to be more precise a lower chroma)). In terms of raw value, these are actually darker than on the original texture, and it's just the eye's predisposition to saturated colours that makes us perceive it as bright.


 


 


Edit: didn't read all the posts and now I sound patronising '<img'> sorry about that - ah well.