adding Bioluminescence to skin materials.
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what I'm aiming to do is create glowing tattoos on characters, is there a good way to do this so it emits light? IAny help would be very helpful right now.
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what I'm aiming to do is create glowing tattoos on characters, is there a good way to do this so it emits light? IAny help would be very helpful right now.
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If you want it to emit light, and to have a regular skin texture elsewhere, your best bet may be to create a Geometry Shell (Create>New Geometry Shell, with the figure selected) and then apply uberArea to that to make it a light emitter, then use the tattoo texture as a mask to control the light so that only the tattoos are glowing and the rest of the shell is invisible, allowing the regular skin to be seen.
I second the suggestion to use a geoshell- I don't know what I'd do without them! It's great to be able to have something over your character's skin, but with completely different surface settings from what's beneath it.
never used one before but looks to be the solution, but a bit draining on cpu when i have a busy scene. still i done need the skin emitting light in every scene,
Point lights could work efficiently.
I wanted to link a very nice and easy method posted by Crimsonight over on Deviant Art.
http://crimsonight.deviantart.com/art/Glowing-Tattoos-Tutorial-for-DAZ-Studio-483509493
However, while this works for 3Delight, I could not seem to get it to work for IRAY. Does anyone have any suggestions on how to make this method work for IRAY?
For Iray- Step 6 and 7 should be in the Emission channels.
Really, that's it? Cool! Thank you very much, I'll give this a try :) :)
Hey, I'm trying the geometry shell method. The emissive tattoo works well. However, my geoshell shows up as a dark shadow on the leg. Is there a setting that I'm missing? Is it my mask that is causing the problem?
might need to see a render but my guess is that you need to create a mask that hides every part of the shell but the tattoo and/or change the shell offset (in parameters tab) to something much closer to the surface of the skin. Either way this should be a quick fix and something you may be able to check in the main viewport even before rendering a test in aux viewport.