Add Legacy Emissive Texture Category#109
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Is this meant to be in draft mode? |
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When I originally submitted the PR, I had a few more things I wanted to add so I left it as a draft, but life has gotten busy so I'm not sure when I will be able to return to this, so I'll change it back into a normal PR. |
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Tracked internally by REMIX-5134 |
| if (ImGui::ColorEdit3("##emissive_color", colorArray, ImGuiColorEditFlags_NoInputs)) { | ||
| // Update the color map | ||
| legacyEmissiveColors[texHash] = Vector3(colorArray[0], colorArray[1], colorArray[2]); | ||
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| // Convert back to string and save | ||
| std::string colorString = RtxOptions::legacyEmissiveColorsToString(legacyEmissiveColors); | ||
| RtxOptions::legacyEmissiveColorsStringObject().setDeferred(colorString); |
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Anything more complicated than a list of hashes should be set in the mod.usda, not as an RtxOption.
If this feature was limited to just treating alpha as emissive strength (using the normal color texture as the emissive color), with global settings for the emissive strength of everything in the category, it would be more acceptable. Serializing a dictionary of properties into a string like this is problematic for a number of reasons.
This new texture category allows a user to mark legacy, non-replaced textures that use the alpha channel for emission, so the effect is recreated in Remix.
Features:
Screenshots from @skurtyyskirts and me

