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File: alien WIP3.png (847 KB, 1920x1080)
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Blendlet here, tinkering with things like fresnel
Is it possible to mask emission based on areas that receive light?
The idea is I want to take this picture, but make the green parts glow brighter where they would be hit by light, and give no emission in the shadowy areas
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This is sort of the effect, only instead of illuminating the face with a lamp, I want the emission strength to increase as such
Yes it's possible. With one of the vector normal nodes or whatever it's called i'm not gonna help you fuck off
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why is it always blendtards that make new pointless stupid question threads
I'm sorry anon, but I've been scouring google and haven't been able to find the answer I'm looking for
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>scouring google
u might be rarted
there's a million ways to do that

i mean you couldn't even find
So you're not allowed to post threads for answers? It seemed more rude to try and interrupt a general thread for an answer to me, when a single thread could just get an answer and then fall off the board
I found geometry nodes and their normal output which is definitely a step in the right direction, now I just need a way to choose which color produced is translated to white for the mask, or the fac for a mix
>So you're not allowed to post threads for answers
yes. you just killed a poor thread because you just HAD to post your dumb fucking question, blendlet
>Is it possible to mask emission based on areas that receive light?
you can mask any map you dumb blendlet
yes, emission map

black - nothing
color - emission.

place in emission shader, done
I'm sure that the thread at the bottom of page ten will be dearly missed.
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Not sure if this is what you meant.

Only works in EEVEE.
why not simply animate a point light and have it moving across on a dark background?
What? I don't understand how that applies to what I posted.
>All these absolute retards who have no idea what they're talking to or what the question was
You "people" disgust me. Why don't you just shut the fuck up, if you don't know?
One thing that comes to mind, you could check in the shader if the ray hitting the surface is indirect, and if so cancel the emission.

Another, possibly inefficient, way would be to make shadow and material passes, and use them together to tone down the emission in the shadowed areas.
OP question was retarded in of itself.

this amount of effort for something so insignificant. this is how good artists fail.
if you can't make it within 5 minutes, you shouldn't make it
How is it insignificant? What do you know about OP's artistic goal to cast such a judgment?
isn't this just using your image texture as a mask?
wow such vicious replies,
i thought i was on /b/

then again, its blender threander
op won't even respond to us.
he didn't post in questions
he won't respond
we gave him tons of advice

that's it
He did post in /questions/. >>669677

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