View Full Version : Node editor - Dieelectric - luminosity (lightwave 2015)

Seventh Sin
04-09-2019, 12:21 PM
Hello all,
For a while I've been looking at a way to make a dieelectic material luminous. I know in the newer versions of Lightwave this is a property of the material itself, but I'm not quite sure I want to upgrade just yet.
I've tried adding luminosity in the standard surface editor, but it doesn't work when I enable the nodes.
Piping a scalar into the luminosity channel in the node editor also doesn't seem to work.
Since I'm not an expert in all the nuances of the node editor I'm probably just overlooking some setting, but if anybody could help me I'd really appreciate it.

I have been looking at quite a few node editor tutorials but still couldn't come up with a way to do it, so I'm posting here as a last resort.

04-09-2019, 12:46 PM
Material plugged to Node Editor's Material input overrides Luminosity/Diffuse/etc. etc. the all standard inputs.

You could try Lightwolf's Material Booster.
What you need to is multiply Diffuse Shading value above normal range 0..1 (corresponding to 0..255)
Give extreme value at first try.

Alternative method would be:
get TrueArt's Node Library from http://www.trueart.eu
and use Split Material.
Then you can multiply Diffuse Shading using e.g. Math > Vector > Scale or Math > Vector > Multiply.

Seventh Sin
04-10-2019, 12:49 AM

Thanks for your answer! I'll first give the Material Booster a shot!

04-10-2019, 06:00 AM
I tried yesterday Split Material and Make Material on Dielectric material method, and it always returned Diffuse Shading 0,0,0 or close to it.. Maybe I didn't adjust the right settings in the node..
Without Diffuse Shading boosting, it will never start illuminating surrounding it geometry..