単に光らせたいだけなら大抵のトゥーンシェーダーならできる
光らせたいところだけ残して他真っ黒にしたテクスチャを用意しておいて,EmissionとかEmissiveとか書かれたところに突っ込んで強度を設定すればOK
強度は色指定の場合もあるし,単に明るい暗いの数値だけの場合もある

画像はUTS2の例

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RayMMDの使い方がわかってきたので、蒼キツネさんのXS改変鏡音レンappendのアームカバーとレッグカバーをグラデーション状に透かしたり文字や紐を光らせてみた

アペ紐が眩しすぎる(emissive mapだけだと光源にはならないのでTubeLightを追従させている)

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Some additional pictures (other rail tip variants (would change with her modes).

And another pose (sorry for emissives not matching in the pose shots right now!)

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i actually tried that but it was taking to long to clean it up and I just learned how to make the scrolling emissives a day ago. So went with a simpler one :D

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Texturing for the Syandana done. Still trying to strike the right balance between the Energy and Emissive FX

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some previews in neutral lighting
the new triangle budget for helmets helped! 😆
double metallics just like Gara Zamariu
gradient emissives for double energy blennding
and of course, no gold on default colors,

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Almost there :D, still need to finish the textures, rebake some stuff
gonna have some gradient emissives to take advantage of dual emmisives in-game + animated/scrolling emissives

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Lowpoly and texturing almost done, just need to emissives

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Happy I'm still working on a planet generator that already generates planets as a bot here and soon gets a emissive surfaces update

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Emissiveな動的オブジェクトは作れない。Particle SystemのLight Moduleはこんな感じ。重そう…

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divisionってゲームのエージェントがつけてる時計っぽいやつできた!
blenderで色付けてあとはshaderのemissiveでそれっぽくできた!やったぜ!

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なんも理解しないままフィーリングだけでUTS2.0.7のEmissiveScroll使ったらやばいことになった。

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UTSのEmissive AnimationてEmissive scrollとはまた全然違うかんじなのかな

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also if anyone's curious, this material is default-lit opaque, I'm just doing stuff with a bunch of bump offsets on the emissive. There's a bit of UV stuff too though, UV0 sticks to the center cloudy gradient in A, and UV1 the gradient from G.... haven't used B yet

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The Burdette & Grimm groups report on the detection of adsorbates on emissive MOF surfaces with X-ray photoelectron spectroscopy https://t.co/mIy9317RYO

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Finished texturing! Now I'll be putting it through some render lighting and test soon! (The lighting is to try and show the emissive effect I put for the screen.)

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Spoiler: I ended up putting the holographic display on a separate material because the emissive/opacity masks were conflicting with each other

but enough of that, here's some deer to finish off the night and die in my sleep

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Local Madman goes to try and fix some models because VRChat updated and broke everything- spends eight hours optimizing a gun model and trying to figure out how to get both opacity masks and emissive maps to work on a tiny holographic display

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New 'Sacred Spring' update:
Was feeling a bit burnt out towards Christmas break, so didn't finish by then.
Did some more painting, threw in some placeholder moss and testing out some emissive wisps and specs.
Check it out on
https://t.co/opwWsscRzi

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Doing some visual experiments. Blur screen shader, Sprite3D, Screen Space AO, emissive mesh and glow.

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