Nice - that is a lot better. Set background to black and bumped up emissive level a bunch (didn’t realize it was possible to go past 1 - as that is the max level in the inspector - logging that to brain for future use).
Beyond emissive level - i’m assuming the only other way to bump up glow factor is either by:
making lines thicker
increase contrast (bring down env level further)
Is that right?
Wow! You’re right @Panuchka that looks much better. Esp with emissive and env. levels turned down.
Was afraid that would slow it way down, but seems fine re: fps. A little fog and this is going to be full blade runner.
Edit: And then actually, one thing I sometimes do as a designer’s trick is that I add a glow (or blur) to my emissiveTexture. And then I explode my emissiveTexture.level (not the emissiveIntensity, else it would turn white) Sometimes with this I don’t even use the gl or hl layers (for saving performance) but I mostly use it just to enhance the FX and enhance it in the distance
Yeah, I really rushed this, sorry . Problem is I don’t have access to my dropbox just now so I cannot really illustrate my approach. I hate doing that but that’s what it is just now
What I wanted to say is: Try add some blur and enough intensity to the albedo(base) color texture already.
Try using this rev in psd texture for the albedo/base. It should give you some blurry/neon fx already. Next, as in my latest PG, push the emissiveTexture.level exploded (to i.e. 20) and compensate with directIntensity to -20.
You are sort of doing it by bumping your Emmisive mat intensity but at the cost of color control, but lighter tint colors “glow” more visually.
So by staying away from darker shades when skinning your glow layer material, (or recolorizing it either programatically after import or back in the art pipeline using in your fav texture tools) you can get a bost in glow.
You can also fake a “glow” around a window or any other glowing thing by feathering the hard edges of the window, door, or other whatever is glowing, with a falling off splash of the glow material around the outer edge. It gives the illusion light is spilling out.
Let me give you my useless art dir feedback on this. To be honest, I prefer the version without fog. At least, without this kind of fog. So far, I really like your project design because it is consistent and looks consistent in terms of art dir. This fog really looks to me like just a fancy added fx. Of course, my opinion only.