Material emissive color

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Latest revision as of 12:04, 16 October 2015

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The material emissive color is a lighting property of a Trainz material which defines the lighting output of the material itself. This value is added to output of any lights affecting the material. This term is typically used to cause the material to "glow" at night time or in shadow. It is important to note that emissive colors only affect the material in question, and do not cause nearby objects to be "lit up in the glow."

Colors are defined in the RGB color space and typically range between 0, 0, 0 (for no light, or "black") to 1, 1, 1 (for full light, or "white".) Trainz supports HDR colors beyond 1, 1, 1 for "overbright" objects.

The standard lighting term for any given fragment rendered is approximately:

fragment_lighting = emissive_color + (diffuse_color * light_color) + specular_term.
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