I been looking for a Tut for this but have not been able to find any that was helpful. (As they were missing the information to do this.),
The pic below is of a weapon I am building for Original Freak design (Link can be found in my sig),What I want to do is have the blue and green object glow. (Like the warp nacelle form a Trek ship.),I am not sure if you can do this or make it transparent and put a light in it, to get the affect I need. Any help with this would be most grateful.
Posts
let me know if you like the third pic
So how did you do it?
the man wants to know my secret? hehe ok will do
well made the generic object to represent yours, then selected what would be your green part, made the material transparent, using the ray transp, using what ever colors you wanted, then changed the specular of that new material to a darker color than the material color, so if its green a dark green for specularity....made it hard 1 and spec 0, for the shaders part of it...
played with the fresnel settings of the transparency, so i got a glass plastic feel i wanted....made a texture map with the voroni, played with it so i got that glowy line texture feel i wanted...then, still in the texture area, choose color, used the color ramp and played with the color and alpha...
then i used a area lamp, and put it almost right next to the face of the object you want to "glow", adjusting the size of the area, making sure its set to rectangle since your surface is a rectangle...(there is a very small space between the object surface and the lamp). I then apllied the same texture map to the lamp texture part so it makes a lighting effect that would "simulate" the idea that it was coming from within the object and the same texture being protrayed out from the inside idea...
played with how bright i wanted it and how far i wanted the effect to go for the light source, like i am using a distance of .8, if i did say 1 or so, the whole entire side would be lighted up with that plasma effect from the light...
but thats the jist of it in long format...short version? made the green material transparent to my liking, added a texture map voroni within blender, then applied a area light to the side of it, using same texture to simulate lighting from inside out....played with the intesity and distance...also used a color ramp for both the material affected and texture map applied...lol
and for really big objects like say a actual warp nacel, several small area lights would be used to light around the nacel or affected area...
and if i couldnt get even more confusing, here is the sample blend file for you
I'll post up the results for you to see.
Thanks elitewolverine :thumb:
That File you post 100% Thanks again elitewolverine :thumb:
Again, this is just another method, I'm not saying mine is better, in fact it's kinda the cheat sheet way of doing things. I'm just offering information, nothing more.
I also have a tutorial archived on how to use this with the particle system to create an continous pulsing beam look. I can post if anyone wants it.
Opps forgot the link
mke3.net / Footprints in a digital world by Matt Ebb A? Archive A? Live on Camera
sure always love to have stuff about blender and what people can do with different things in different ways...never hold back with blender
@ elitewolverine, Could you take a look at this file, I followed the steps you gave me, but I am still not achiving the look I am after. As you know I want the object to have an ilumanse look to them. An help would be most greatful.
Sorry
mke3.net / Footprints in a digital world by Matt Ebb A? Archive A? Live on Camera
@ elitewolverine, have you had a chance to have a look at that file I posted?
yea looking at it now...although it would be nice if you had a picture of the kind of lighting you are trying to get out of the lights....i take it your having trouble with the blue one right?
but I want to be able to see the green clynder. the blue bit can be like in the pic.
Any help would be most greatful
no prob, still trying to find a solution to the blue light, not coming out right at the moment, etc, but got the green one pretty nice...
right now it looks like its all about materials and thats what i am playing with...lol funny when i am doing my carrier model i am thinking about your light problem, and will probably using the technique for my ship lights lol...
very true my friend, but i found that using lights and materials give it a shadowy appearance, that makes it go from bright to soft kinda thing...
and actually i do use emit, for the brightness of it and kinda to make it more contrasty i guess is the word or sharp....
well freak here is a non-AO render, and a AO-Render (needs work cause the world lights work different in AO settings)
hope this is the effect you are looking for :cool:, the main mesh is yours but i cleaned up the side circles for easier work with my laptop, but when im done all will have to do is append the materials and lights, and apply to your model
the second one has a small different green setting than the first but the blue in each one stayed the same