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Question by 0ather · Sep 18, 2016 at 07:20 PM · instantiatematerialemissionemissive

Instantiate object with Emissive Material

Hello!

I'm building a infinite corridor with the Instantiate function. This corridor has different textures and also a Emissive Material on a specific mesh (it's like a neon).

When I load my prefab on the scene and run, everything works fine.

alt text

When the prefab is Instantiated none of the emissive materials are working.

alt text

Am I wrong somewhere or is it impossible to do?

Cheers!

screen-shot-2016-09-18-at-202108.png (329.3 kB)
screen-shot-2016-09-18-at-202219.png (279.3 kB)
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avatar image Cherno · Nov 22, 2017 at 07:03 PM 0
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$$anonymous$$aybe this part of the tutorial text for Emissive $$anonymous$$aterials yields the solution:

There is no range value for emissive materials but light emitted will again falloff at a quadratic rate. Emission will only be received by objects marked as ‘Static’ or “Lightmap Static’ from the Inspector. Similarly, emissive materials applied to non-static, or dynamic geometry such as characters will not contribute to scene lighting.

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Answer by PsY4 · Nov 22, 2017 at 05:26 PM

Hey, I have the same problem, when the asset is Instantiated, emissive texture don't illuminate nearby materials ... It might be an illumination setting somewhere but can't find it. I also tried to call UpdateGIMaterials just after instantiation, but no luck !

Please help

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Answer by TimothyThomasson · Mar 28, 2018 at 11:47 PM

Yes ... need help with this!

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