Just chiming in to support S E N's clarifications about the SAM.
Also, a few other tidbits from testing:
SAM:* All that need be changed on the SAM to change the color is to set the Self-Illumination to the color of your choice
Blue highlight aura:* AFAIK so far, no way to change the color of the blue highlight aura via modeling
* All geometry attached to model base will be revealed in blue highlight aura, regardless of whether its Aurora Trimesh modifier is set to render or shadow...or not. Because of this, non-visible geometry can be made to show up in the blue highlight aura. The blue highlight aura is very distorted but one might be able to include something interesting in it.
* Visible geometry can be made to NOT show up as part of the blue highlight aura by turning it into "fake" (i.e. 1 bone) skin mesh. The settings I used were adding one bone, in this case a parent object. The mesh need not be attached directly to the Aurora base like a regular skin mesh. In fact, for this to prevent highlighting it may be required that the skin mesh isn't. All we're really doing is kicking it over into a different rendering pipeline which isn't picked up by the blue highlight aura code. After all a body part, for instance, executes the same transforms on its mesh that a 1 bone skin mesh does. There may be more than one way to do this, but skin seemed the least intrusive. BTW, it doesn't appear that any weight settings on the Advanced Skin Mesh modifier rollout need to be tweaked. Even with all geometry set like this there still may be some base blue glow that's applied by default and can't be removed.
That's it so far, anyway.
@Rolo Kipp - It looks like your portal graphics might be do-able without too much fuss but thinking about it this morning, it might be easier to use a placeable with a regular transition to achieve the same effect- without having to make a new door. I haven't thought this through entirely though.
Modifié par OldTimeRadio, 17 octobre 2012 - 02:35 .