Source Filmmaker

Source Filmmaker

Custom Lightwarps
29 kommentarer
AtzelTheOverlord 28. sep. 2024 kl. 1:59 
Which one gives the best Cel-Shaded look? It's very hard to see the examples that aren't images
TheLazyDemomann 15. mar. 2024 kl. 19:27 
why don't these work for Animatronics?
TB7 Productions 3. jan. 2024 kl. 20:23 
I don't know what I'm doing wrong. I followed the steps very carefully. And I still don't get any different textures on the model I'm working with.
Fullcaber 14. juni 2023 kl. 7:42 
hey can u make cellshade one or can u create customones?
Anomi  [ophavsmand] 9. sep. 2021 kl. 20:37 
it depends on the full mat setup

1. you gotta be using vertexlitgeneric (for the above examples that's what I used)
2. your material needs to use phong and have phong set to 1
TheApollyon155 9. sep. 2021 kl. 17:13 
im having issues with the textures. i have a map with ambient and im turning the model im using white, i add the $lightwarptexture and it doesnt work when i add it in, just stays white
Ercjaeb 27. apr. 2019 kl. 19:27 
As a sidenote, using the inverted texture as a cubemap helped me fix broken cubemaps.
The Man Who was Thursday 13. juli 2018 kl. 14:30 
Yay! I can now make a drug like state poster!
Anomi  [ophavsmand] 4. juli 2018 kl. 9:34 
there's a bit of an added difficulty, and that's the fact that my preview images for these use the lightwarps on completely white textures, so you'd need to do something like mat_fullbright 2 as well
Seabastial 4. juli 2018 kl. 7:15 
These could be great for different types of scenarios! Like let's say you want to make a scene where a character is using some sort of heat sensing deivce like a thermal imaging camera or the like. The spectrum lightwarp, with a tad bit of tweaking, could really help bring life into this type of scene. These just have so much potential!
elfnibbler 28. apr. 2018 kl. 18:13 
incrediblt interesting
GottoGure 15. apr. 2017 kl. 9:33 
well this time i'm sure auto save will be more useful thank you :b
𝓢𝓲𝓵𝓵𝔂𝓕𝓸𝔁 15. apr. 2017 kl. 7:04 
Good job
m0uthful 14. apr. 2017 kl. 14:14 
good plan
Anomi  [ophavsmand] 14. apr. 2017 kl. 13:49 
@Landy the key with these I'm finding, is to play with using map lights effectively with them to create effects. One of the reasons map lighting is very often neglected in SFM is because it's not dynamic without recompiles, and can cause pop ins with models. I'm experimenting myself with good ways to use both types of lighting together to use these effects
m0uthful 14. apr. 2017 kl. 13:21 
Man, I wish lightwarps worked with the SFM projected lights. Sadly at the moment they're restricted to the map's lighting.

These still look wonderful, very good job with them!
Lord Farquaad 14. apr. 2017 kl. 11:33 
Thank you so much for sharing this! Can't wait to mess with it
GuyGallant 13. apr. 2017 kl. 7:00 
Why textures?! I seem to have a curse with these things. As you know, there is a risk in retexturing a model. I somehow always find a way to mess it up, then breaking the model in the process, and then spending 3 hours trying to fix it...That's why I hate textures...:steamsalty::steamsad::steamsalty:
Oldfoy 12. apr. 2017 kl. 18:34 
Reminds me of halo reach
Patrick Jr. 12. apr. 2017 kl. 13:55 
Ohh, this is cool.
Moka☕ 12. apr. 2017 kl. 6:59 
Hm...
Yeah agree with that
Pipann 12. apr. 2017 kl. 3:12 
There's plenty of ways, Anthony. For example, Not only could you apply them to other models, but you could use these lightwarps as reference for other textures you're making yourself. Imagine the possibilities.
Moka☕ 12. apr. 2017 kl. 2:44 
I don't really see how you can use this
Nefnoj 11. apr. 2017 kl. 23:11 
Mom I'm scared.
Pipann 11. apr. 2017 kl. 23:07 
O3O 👌
James 11. apr. 2017 kl. 20:56 
I can see how it could be useful.
Anomi  [ophavsmand] 11. apr. 2017 kl. 15:49 
hi Velikhi

1 - some of this is done on purpose, like the posterised one is a flat transition, and the closed one looks like a narrow doorway. Some others in the screenshots is image compression

2 - this probably isn't a good method of doing that. I don't know much about cubemaps at the moment. But yeah a silly comment really

3 - that's why I left scout's face normal. These materials aren't really that much, and are often completely unnoticable in SFM (because most people use darkmaps and darkvoid anyway)
Kumquat [Velbud] 11. apr. 2017 kl. 15:30 
A couple of things:
1) As great as this lightwarp looks, it seems that it has some gradient separation issues. May want to smoothen them out, if possible.
2) I am still testing it, but _rt_camera seems to dominate over all other textures for the material, usually works for flat surfaces. I am trying to figure out how to make an animated cubemap or rt camera, but so far, these knuckleheads on the forums are not giving it a chance to think about.
3) Mind displaying it on other models, or those that dont utilize white color. It would just be much more fair to judge. On top of that, can you try adding alpha to some and seeing how it behaves with it?
Anomi  [ophavsmand] 11. apr. 2017 kl. 15:11 
Another neat trick to try out:
-------
create an rt camera in your shot, and set the lightwarp texture to _rt_camera and you get a dynamic lightwarp! not sure how useful it is, but it works. Go try that out