I am trying to use an image as a background and when placed on the game it look very dark, I would like to make it bright, almost over exposed, I have the original image as HDR format, but I can't make it export correctly int o Stingray.
Your help is appreciated.
Fco.
Solved! Go to Solution.
Solved by andrew.grant. Go to Solution.
For HDRi images you will need to save from photoshop a R16G16B16A16F DDS file.
Import that into Stingray and in the texture editor:
1. Set output format to R16G16B16A16F
2. Uncheck sRGB (to use linear)
3. Save.
Setup a material like below:
And you will get a result like this:
Also note, that with the next release of Stingray the workflow for HDRi textures will be much much easier.
I really hope so, because I did try to recreate the material that you show here and for the life of me I could not find the 'intensity' node.
is there a search options when you are creating nodes inside stingray??
a la unreal?
at the end I created a standard material and placed the texture in both, base color and emissive intensity slot and doing the texture adjustment you mentioned.
It didn't work for me the first try, then I realized that my HDRI was not perfect square, I guess DDS format really required square images.
Thank for you r help and really looking forward the next release 😉
There is no intensity node, that node is a Material Variable named 'intensity' and set to scalar.
@andrew.grant wrote:
There is no intensity node, that node is a Material Variable named 'intensity' and set to scalar.
and that's why you are developing this software and I am just...
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